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 { 48 Context::Context(egl::Display *display, const Context *shareContext, const egl::Config *config) 49 : egl::Context(display), 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 } 179 180 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 } 266 267 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 } 316 317 EGLint Context::getClientVersion() const 318 { 319 return 3; 320 } 321 322 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. 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 } 341 342 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 } 349 350 void Context::setClearDepth(float depth) 351 { 352 mState.depthClearValue = depth; 353 } 354 355 void Context::setClearStencil(int stencil) 356 { 357 mState.stencilClearValue = stencil; 358 } 359 360 void Context::setCullFaceEnabled(bool enabled) 361 { 362 mState.cullFaceEnabled = enabled; 363 } 364 365 bool Context::isCullFaceEnabled() const 366 { 367 return mState.cullFaceEnabled; 368 } 369 370 void Context::setCullMode(GLenum mode) 371 { 372 mState.cullMode = mode; 373 } 374 375 void Context::setFrontFace(GLenum front) 376 { 377 if(mState.frontFace != front) 378 { 379 mState.frontFace = front; 380 mFrontFaceDirty = true; 381 } 382 } 383 384 void Context::setDepthTestEnabled(bool enabled) 385 { 386 if(mState.depthTestEnabled != enabled) 387 { 388 mState.depthTestEnabled = enabled; 389 mDepthStateDirty = true; 390 } 391 } 392 393 bool Context::isDepthTestEnabled() const 394 { 395 return mState.depthTestEnabled; 396 } 397 398 void Context::setDepthFunc(GLenum depthFunc) 399 { 400 if(mState.depthFunc != depthFunc) 401 { 402 mState.depthFunc = depthFunc; 403 mDepthStateDirty = true; 404 } 405 } 406 407 void Context::setDepthRange(float zNear, float zFar) 408 { 409 mState.zNear = zNear; 410 mState.zFar = zFar; 411 } 412 413 void Context::setBlendEnabled(bool enabled) 414 { 415 if(mState.blendEnabled != enabled) 416 { 417 mState.blendEnabled = enabled; 418 mBlendStateDirty = true; 419 } 420 } 421 422 bool Context::isBlendEnabled() const 423 { 424 return mState.blendEnabled; 425 } 426 427 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 } 441 442 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 } 456 457 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 } 467 468 void Context::setStencilTestEnabled(bool enabled) 469 { 470 if(mState.stencilTestEnabled != enabled) 471 { 472 mState.stencilTestEnabled = enabled; 473 mStencilStateDirty = true; 474 } 475 } 476 477 bool Context::isStencilTestEnabled() const 478 { 479 return mState.stencilTestEnabled; 480 } 481 482 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 } 494 495 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 } 507 508 void Context::setStencilWritemask(GLuint stencilWritemask) 509 { 510 if(mState.stencilWritemask != stencilWritemask) 511 { 512 mState.stencilWritemask = stencilWritemask; 513 mStencilStateDirty = true; 514 } 515 } 516 517 void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 518 { 519 if(mState.stencilBackWritemask != stencilBackWritemask) 520 { 521 mState.stencilBackWritemask = stencilBackWritemask; 522 mStencilStateDirty = true; 523 } 524 } 525 526 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 } 538 539 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 } 551 552 void Context::setPolygonOffsetFillEnabled(bool enabled) 553 { 554 if(mState.polygonOffsetFillEnabled != enabled) 555 { 556 mState.polygonOffsetFillEnabled = enabled; 557 mPolygonOffsetStateDirty = true; 558 } 559 } 560 561 bool Context::isPolygonOffsetFillEnabled() const 562 { 563 return mState.polygonOffsetFillEnabled; 564 } 565 566 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 } 576 577 void Context::setSampleAlphaToCoverageEnabled(bool enabled) 578 { 579 if(mState.sampleAlphaToCoverageEnabled != enabled) 580 { 581 mState.sampleAlphaToCoverageEnabled = enabled; 582 mSampleStateDirty = true; 583 } 584 } 585 586 bool Context::isSampleAlphaToCoverageEnabled() const 587 { 588 return mState.sampleAlphaToCoverageEnabled; 589 } 590 591 void Context::setSampleCoverageEnabled(bool enabled) 592 { 593 if(mState.sampleCoverageEnabled != enabled) 594 { 595 mState.sampleCoverageEnabled = enabled; 596 mSampleStateDirty = true; 597 } 598 } 599 600 bool Context::isSampleCoverageEnabled() const 601 { 602 return mState.sampleCoverageEnabled; 603 } 604 605 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 } 615 616 void Context::setScissorTestEnabled(bool enabled) 617 { 618 mState.scissorTestEnabled = enabled; 619 } 620 621 bool Context::isScissorTestEnabled() const 622 { 623 return mState.scissorTestEnabled; 624 } 625 626 void Context::setDitherEnabled(bool enabled) 627 { 628 if(mState.ditherEnabled != enabled) 629 { 630 mState.ditherEnabled = enabled; 631 mDitherStateDirty = true; 632 } 633 } 634 635 bool Context::isDitherEnabled() const 636 { 637 return mState.ditherEnabled; 638 } 639 640 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 641 { 642 mState.primitiveRestartFixedIndexEnabled = enabled; 643 } 644 645 bool Context::isPrimitiveRestartFixedIndexEnabled() const 646 { 647 return mState.primitiveRestartFixedIndexEnabled; 648 } 649 650 void Context::setRasterizerDiscardEnabled(bool enabled) 651 { 652 mState.rasterizerDiscardEnabled = enabled; 653 } 654 655 bool Context::isRasterizerDiscardEnabled() const 656 { 657 return mState.rasterizerDiscardEnabled; 658 } 659 660 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 } 665 666 void Context::setGenerateMipmapHint(GLenum hint) 667 { 668 mState.generateMipmapHint = hint; 669 } 670 671 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 } 678 679 void Context::setTextureFilteringHint(GLenum hint) 680 { 681 mState.textureFilteringHint = hint; 682 } 683 684 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 } 691 692 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 } 699 700 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 } 712 713 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 } 720 721 void Context::setDepthMask(bool mask) 722 { 723 if(mState.depthMask != mask) 724 { 725 mState.depthMask = mask; 726 mMaskStateDirty = true; 727 } 728 } 729 730 void Context::setActiveSampler(unsigned int active) 731 { 732 mState.activeSampler = active; 733 } 734 735 GLuint Context::getReadFramebufferName() const 736 { 737 return mState.readFramebuffer; 738 } 739 740 GLuint Context::getDrawFramebufferName() const 741 { 742 return mState.drawFramebuffer; 743 } 744 745 GLuint Context::getRenderbufferName() const 746 { 747 return mState.renderbuffer.name(); 748 } 749 750 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 } 763 764 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 } 780 781 GLuint Context::getArrayBufferName() const 782 { 783 return mState.arrayBuffer.name(); 784 } 785 786 GLuint Context::getElementArrayBufferName() const 787 { 788 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 789 return elementArrayBuffer ? elementArrayBuffer->name : 0; 790 } 791 792 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 } 818 819 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 820 { 821 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 822 } 823 824 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 825 { 826 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 827 } 828 829 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 830 { 831 return getCurrentVertexArray()->getVertexAttribute(attribNum); 832 } 833 834 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 } 839 840 const void *Context::getVertexAttribPointer(unsigned int attribNum) const 841 { 842 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 843 } 844 845 const VertexAttributeArray &Context::getVertexArrayAttributes() 846 { 847 return getCurrentVertexArray()->getVertexAttributes(); 848 } 849 850 const VertexAttributeArray &Context::getCurrentVertexAttributes() 851 { 852 return mState.vertexAttribute; 853 } 854 855 void Context::setPackAlignment(GLint alignment) 856 { 857 mState.packParameters.alignment = alignment; 858 } 859 860 void Context::setUnpackAlignment(GLint alignment) 861 { 862 mState.unpackParameters.alignment = alignment; 863 } 864 865 const gl::PixelStorageModes &Context::getUnpackParameters() const 866 { 867 return mState.unpackParameters; 868 } 869 870 void Context::setPackRowLength(GLint rowLength) 871 { 872 mState.packParameters.rowLength = rowLength; 873 } 874 875 void Context::setPackSkipPixels(GLint skipPixels) 876 { 877 mState.packParameters.skipPixels = skipPixels; 878 } 879 880 void Context::setPackSkipRows(GLint skipRows) 881 { 882 mState.packParameters.skipRows = skipRows; 883 } 884 885 void Context::setUnpackRowLength(GLint rowLength) 886 { 887 mState.unpackParameters.rowLength = rowLength; 888 } 889 890 void Context::setUnpackImageHeight(GLint imageHeight) 891 { 892 mState.unpackParameters.imageHeight = imageHeight; 893 } 894 895 void Context::setUnpackSkipPixels(GLint skipPixels) 896 { 897 mState.unpackParameters.skipPixels = skipPixels; 898 } 899 900 void Context::setUnpackSkipRows(GLint skipRows) 901 { 902 mState.unpackParameters.skipRows = skipRows; 903 } 904 905 void Context::setUnpackSkipImages(GLint skipImages) 906 { 907 mState.unpackParameters.skipImages = skipImages; 908 } 909 910 GLuint Context::createBuffer() 911 { 912 return mResourceManager->createBuffer(); 913 } 914 915 GLuint Context::createProgram() 916 { 917 return mResourceManager->createProgram(); 918 } 919 920 GLuint Context::createShader(GLenum type) 921 { 922 return mResourceManager->createShader(type); 923 } 924 925 GLuint Context::createTexture() 926 { 927 return mResourceManager->createTexture(); 928 } 929 930 GLuint Context::createRenderbuffer() 931 { 932 return mResourceManager->createRenderbuffer(); 933 } 934 935 // Returns an unused framebuffer name 936 GLuint Context::createFramebuffer() 937 { 938 return mFramebufferNameSpace.allocate(); 939 } 940 941 GLuint Context::createFence() 942 { 943 return mFenceNameSpace.allocate(new Fence()); 944 } 945 946 // Returns an unused query name 947 GLuint Context::createQuery() 948 { 949 return mQueryNameSpace.allocate(); 950 } 951 952 // Returns an unused vertex array name 953 GLuint Context::createVertexArray() 954 { 955 return mVertexArrayNameSpace.allocate(); 956 } 957 958 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 966 GLuint Context::createTransformFeedback() 967 { 968 return mTransformFeedbackNameSpace.allocate(); 969 } 970 971 // Returns an unused sampler name 972 GLuint Context::createSampler() 973 { 974 return mResourceManager->createSampler(); 975 } 976 977 void Context::deleteBuffer(GLuint buffer) 978 { 979 detachBuffer(buffer); 980 981 mResourceManager->deleteBuffer(buffer); 982 } 983 984 void Context::deleteShader(GLuint shader) 985 { 986 mResourceManager->deleteShader(shader); 987 } 988 989 void Context::deleteProgram(GLuint program) 990 { 991 mResourceManager->deleteProgram(program); 992 } 993 994 void Context::deleteTexture(GLuint texture) 995 { 996 detachTexture(texture); 997 998 mResourceManager->deleteTexture(texture); 999 } 1000 1001 void Context::deleteRenderbuffer(GLuint renderbuffer) 1002 { 1003 if(mResourceManager->getRenderbuffer(renderbuffer)) 1004 { 1005 detachRenderbuffer(renderbuffer); 1006 } 1007 1008 mResourceManager->deleteRenderbuffer(renderbuffer); 1009 } 1010 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 1023 void Context::deleteFence(GLuint fence) 1024 { 1025 Fence *fenceObject = mFenceNameSpace.remove(fence); 1026 1027 if(fenceObject) 1028 { 1029 delete fenceObject; 1030 } 1031 } 1032 1033 void Context::deleteQuery(GLuint query) 1034 { 1035 Query *queryObject = mQueryNameSpace.remove(query); 1036 1037 if(queryObject) 1038 { 1039 queryObject->release(); 1040 } 1041 } 1042 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 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 1070 void Context::deleteTransformFeedback(GLuint transformFeedback) 1071 { 1072 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1073 1074 // Detach if currently bound. 1075 if(mState.transformFeedback == transformFeedback) 1076 { 1077 mState.transformFeedback = 0; 1078 } 1079 1080 if(transformFeedbackObject) 1081 { 1082 delete transformFeedbackObject; 1083 } 1084 } 1085 1086 void Context::deleteSampler(GLuint sampler) 1087 { 1088 detachSampler(sampler); 1089 1090 mResourceManager->deleteSampler(sampler); 1091 } 1092 1093 Buffer *Context::getBuffer(GLuint handle) const 1094 { 1095 return mResourceManager->getBuffer(handle); 1096 } 1097 1098 Shader *Context::getShader(GLuint handle) const 1099 { 1100 return mResourceManager->getShader(handle); 1101 } 1102 1103 Program *Context::getProgram(GLuint handle) const 1104 { 1105 return mResourceManager->getProgram(handle); 1106 } 1107 1108 Texture *Context::getTexture(GLuint handle) const 1109 { 1110 return mResourceManager->getTexture(handle); 1111 } 1112 1113 Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1114 { 1115 return mResourceManager->getRenderbuffer(handle); 1116 } 1117 1118 Framebuffer *Context::getReadFramebuffer() const 1119 { 1120 return getFramebuffer(mState.readFramebuffer); 1121 } 1122 1123 Framebuffer *Context::getDrawFramebuffer() const 1124 { 1125 return getFramebuffer(mState.drawFramebuffer); 1126 } 1127 1128 void Context::bindArrayBuffer(unsigned int buffer) 1129 { 1130 mResourceManager->checkBufferAllocation(buffer); 1131 1132 mState.arrayBuffer = getBuffer(buffer); 1133 } 1134 1135 void Context::bindElementArrayBuffer(unsigned int buffer) 1136 { 1137 mResourceManager->checkBufferAllocation(buffer); 1138 1139 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1140 } 1141 1142 void Context::bindCopyReadBuffer(GLuint buffer) 1143 { 1144 mResourceManager->checkBufferAllocation(buffer); 1145 1146 mState.copyReadBuffer = getBuffer(buffer); 1147 } 1148 1149 void Context::bindCopyWriteBuffer(GLuint buffer) 1150 { 1151 mResourceManager->checkBufferAllocation(buffer); 1152 1153 mState.copyWriteBuffer = getBuffer(buffer); 1154 } 1155 1156 void Context::bindPixelPackBuffer(GLuint buffer) 1157 { 1158 mResourceManager->checkBufferAllocation(buffer); 1159 1160 mState.pixelPackBuffer = getBuffer(buffer); 1161 } 1162 1163 void Context::bindPixelUnpackBuffer(GLuint buffer) 1164 { 1165 mResourceManager->checkBufferAllocation(buffer); 1166 1167 mState.pixelUnpackBuffer = getBuffer(buffer); 1168 } 1169 1170 void Context::bindTransformFeedbackBuffer(GLuint buffer) 1171 { 1172 mResourceManager->checkBufferAllocation(buffer); 1173 1174 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1175 1176 if(transformFeedback) 1177 { 1178 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1179 } 1180 } 1181 1182 void Context::bindTexture(TextureType type, GLuint texture) 1183 { 1184 mResourceManager->checkTextureAllocation(texture, type); 1185 1186 mState.samplerTexture[type][mState.activeSampler] = getTexture(texture); 1187 } 1188 1189 void Context::bindReadFramebuffer(GLuint framebuffer) 1190 { 1191 if(!getFramebuffer(framebuffer)) 1192 { 1193 if(framebuffer == 0) 1194 { 1195 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer()); 1196 } 1197 else 1198 { 1199 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1200 } 1201 } 1202 1203 mState.readFramebuffer = framebuffer; 1204 } 1205 1206 void Context::bindDrawFramebuffer(GLuint framebuffer) 1207 { 1208 if(!getFramebuffer(framebuffer)) 1209 { 1210 if(framebuffer == 0) 1211 { 1212 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer()); 1213 } 1214 else 1215 { 1216 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1217 } 1218 } 1219 1220 mState.drawFramebuffer = framebuffer; 1221 } 1222 1223 void Context::bindRenderbuffer(GLuint renderbuffer) 1224 { 1225 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1226 1227 mState.renderbuffer = getRenderbuffer(renderbuffer); 1228 } 1229 1230 void Context::bindVertexArray(GLuint array) 1231 { 1232 VertexArray *vertexArray = getVertexArray(array); 1233 1234 if(!vertexArray) 1235 { 1236 vertexArray = new VertexArray(array); 1237 mVertexArrayNameSpace.insert(array, vertexArray); 1238 } 1239 1240 mState.vertexArray = array; 1241 } 1242 1243 void Context::bindGenericUniformBuffer(GLuint buffer) 1244 { 1245 mResourceManager->checkBufferAllocation(buffer); 1246 1247 mState.genericUniformBuffer = getBuffer(buffer); 1248 } 1249 1250 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1251 { 1252 mResourceManager->checkBufferAllocation(buffer); 1253 1254 Buffer* bufferObject = getBuffer(buffer); 1255 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1256 } 1257 1258 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1259 { 1260 mResourceManager->checkBufferAllocation(buffer); 1261 1262 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1263 } 1264 1265 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1266 { 1267 mResourceManager->checkBufferAllocation(buffer); 1268 1269 Buffer* bufferObject = getBuffer(buffer); 1270 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1271 } 1272 1273 void Context::bindTransformFeedback(GLuint id) 1274 { 1275 if(!getTransformFeedback(id)) 1276 { 1277 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1278 } 1279 1280 mState.transformFeedback = id; 1281 } 1282 1283 bool Context::bindSampler(GLuint unit, GLuint sampler) 1284 { 1285 mResourceManager->checkSamplerAllocation(sampler); 1286 1287 Sampler* samplerObject = getSampler(sampler); 1288 1289 mState.sampler[unit] = samplerObject; 1290 1291 return !!samplerObject; 1292 } 1293 1294 void Context::useProgram(GLuint program) 1295 { 1296 GLuint priorProgram = mState.currentProgram; 1297 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1298 1299 if(priorProgram != program) 1300 { 1301 Program *newProgram = mResourceManager->getProgram(program); 1302 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1303 1304 if(newProgram) 1305 { 1306 newProgram->addRef(); 1307 } 1308 1309 if(oldProgram) 1310 { 1311 oldProgram->release(); 1312 } 1313 } 1314 } 1315 1316 void Context::beginQuery(GLenum target, GLuint query) 1317 { 1318 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1319 // of zero, if the active query object name for <target> is non-zero (for the 1320 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1321 // the active query for either target is non-zero), if <id> is the name of an 1322 // existing query object whose type does not match <target>, or if <id> is the 1323 // active query object name for any query type, the error INVALID_OPERATION is 1324 // generated. 1325 1326 // Ensure no other queries are active 1327 // NOTE: If other queries than occlusion are supported, we will need to check 1328 // separately that: 1329 // a) The query ID passed is not the current active query for any target/type 1330 // b) There are no active queries for the requested target (and in the case 1331 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1332 // no query may be active for either if glBeginQuery targets either. 1333 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1334 { 1335 if(mState.activeQuery[i]) 1336 { 1337 switch(mState.activeQuery[i]->getType()) 1338 { 1339 case GL_ANY_SAMPLES_PASSED_EXT: 1340 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1341 if((target == GL_ANY_SAMPLES_PASSED_EXT) || 1342 (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT)) 1343 { 1344 return error(GL_INVALID_OPERATION); 1345 } 1346 break; 1347 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1348 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN) 1349 { 1350 return error(GL_INVALID_OPERATION); 1351 } 1352 break; 1353 default: 1354 break; 1355 } 1356 } 1357 } 1358 1359 QueryType qType; 1360 switch(target) 1361 { 1362 case GL_ANY_SAMPLES_PASSED_EXT: 1363 qType = QUERY_ANY_SAMPLES_PASSED; 1364 break; 1365 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1366 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1367 break; 1368 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1369 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1370 break; 1371 default: 1372 UNREACHABLE(target); 1373 return error(GL_INVALID_ENUM); 1374 } 1375 1376 Query *queryObject = createQuery(query, target); 1377 1378 // Check that name was obtained with glGenQueries 1379 if(!queryObject) 1380 { 1381 return error(GL_INVALID_OPERATION); 1382 } 1383 1384 // Check for type mismatch 1385 if(queryObject->getType() != target) 1386 { 1387 return error(GL_INVALID_OPERATION); 1388 } 1389 1390 // Set query as active for specified target 1391 mState.activeQuery[qType] = queryObject; 1392 1393 // Begin query 1394 queryObject->begin(); 1395 } 1396 1397 void Context::endQuery(GLenum target) 1398 { 1399 QueryType qType; 1400 1401 switch(target) 1402 { 1403 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1404 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1405 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1406 default: UNREACHABLE(target); return; 1407 } 1408 1409 Query *queryObject = mState.activeQuery[qType]; 1410 1411 if(!queryObject) 1412 { 1413 return error(GL_INVALID_OPERATION); 1414 } 1415 1416 queryObject->end(); 1417 1418 mState.activeQuery[qType] = nullptr; 1419 } 1420 1421 void Context::setFramebufferZero(Framebuffer *buffer) 1422 { 1423 delete mFramebufferNameSpace.remove(0); 1424 mFramebufferNameSpace.insert(0, buffer); 1425 } 1426 1427 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1428 { 1429 Renderbuffer *renderbufferObject = mState.renderbuffer; 1430 renderbufferObject->setStorage(renderbuffer); 1431 } 1432 1433 Framebuffer *Context::getFramebuffer(unsigned int handle) const 1434 { 1435 return mFramebufferNameSpace.find(handle); 1436 } 1437 1438 Fence *Context::getFence(unsigned int handle) const 1439 { 1440 return mFenceNameSpace.find(handle); 1441 } 1442 1443 FenceSync *Context::getFenceSync(GLsync handle) const 1444 { 1445 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1446 } 1447 1448 Query *Context::getQuery(unsigned int handle) const 1449 { 1450 return mQueryNameSpace.find(handle); 1451 } 1452 1453 Query *Context::createQuery(unsigned int handle, GLenum type) 1454 { 1455 if(!mQueryNameSpace.isReserved(handle)) 1456 { 1457 return nullptr; 1458 } 1459 else 1460 { 1461 Query *query = mQueryNameSpace.find(handle); 1462 if(!query) 1463 { 1464 query = new Query(handle, type); 1465 query->addRef(); 1466 mQueryNameSpace.insert(handle, query); 1467 } 1468 1469 return query; 1470 } 1471 } 1472 1473 VertexArray *Context::getVertexArray(GLuint array) const 1474 { 1475 return mVertexArrayNameSpace.find(array); 1476 } 1477 1478 VertexArray *Context::getCurrentVertexArray() const 1479 { 1480 return getVertexArray(mState.vertexArray); 1481 } 1482 1483 bool Context::isVertexArray(GLuint array) const 1484 { 1485 return mVertexArrayNameSpace.isReserved(array); 1486 } 1487 1488 bool Context::hasZeroDivisor() const 1489 { 1490 // Verify there is at least one active attribute with a divisor of zero 1491 es2::Program *programObject = getCurrentProgram(); 1492 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1493 { 1494 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1495 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1496 { 1497 return true; 1498 } 1499 } 1500 1501 return false; 1502 } 1503 1504 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1505 { 1506 return mTransformFeedbackNameSpace.find(transformFeedback); 1507 } 1508 1509 bool Context::isTransformFeedback(GLuint array) const 1510 { 1511 return mTransformFeedbackNameSpace.isReserved(array); 1512 } 1513 1514 Sampler *Context::getSampler(GLuint sampler) const 1515 { 1516 return mResourceManager->getSampler(sampler); 1517 } 1518 1519 bool Context::isSampler(GLuint sampler) const 1520 { 1521 return mResourceManager->isSampler(sampler); 1522 } 1523 1524 Buffer *Context::getArrayBuffer() const 1525 { 1526 return mState.arrayBuffer; 1527 } 1528 1529 Buffer *Context::getElementArrayBuffer() const 1530 { 1531 return getCurrentVertexArray()->getElementArrayBuffer(); 1532 } 1533 1534 Buffer *Context::getCopyReadBuffer() const 1535 { 1536 return mState.copyReadBuffer; 1537 } 1538 1539 Buffer *Context::getCopyWriteBuffer() const 1540 { 1541 return mState.copyWriteBuffer; 1542 } 1543 1544 Buffer *Context::getPixelPackBuffer() const 1545 { 1546 return mState.pixelPackBuffer; 1547 } 1548 1549 Buffer *Context::getPixelUnpackBuffer() const 1550 { 1551 return mState.pixelUnpackBuffer; 1552 } 1553 1554 Buffer *Context::getGenericUniformBuffer() const 1555 { 1556 return mState.genericUniformBuffer; 1557 } 1558 1559 GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const 1560 { 1561 GLsizei inputWidth = (mState.unpackParameters.rowLength == 0) ? width : mState.unpackParameters.rowLength; 1562 GLsizei inputPitch = gl::ComputePitch(inputWidth, format, type, mState.unpackParameters.alignment); 1563 GLsizei inputHeight = (mState.unpackParameters.imageHeight == 0) ? height : mState.unpackParameters.imageHeight; 1564 return inputPitch * inputHeight * depth; 1565 } 1566 1567 GLenum Context::getPixels(const GLvoid **pixels, GLenum type, GLsizei imageSize) const 1568 { 1569 if(mState.pixelUnpackBuffer) 1570 { 1571 ASSERT(mState.pixelUnpackBuffer->name != 0); 1572 1573 if(mState.pixelUnpackBuffer->isMapped()) 1574 { 1575 return GL_INVALID_OPERATION; 1576 } 1577 1578 size_t offset = static_cast<size_t>((ptrdiff_t)(*pixels)); 1579 1580 if(offset % GetTypeSize(type) != 0) 1581 { 1582 return GL_INVALID_OPERATION; 1583 } 1584 1585 if(offset > mState.pixelUnpackBuffer->size()) 1586 { 1587 return GL_INVALID_OPERATION; 1588 } 1589 1590 if(mState.pixelUnpackBuffer->size() - offset < static_cast<size_t>(imageSize)) 1591 { 1592 return GL_INVALID_OPERATION; 1593 } 1594 1595 *pixels = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + offset; 1596 } 1597 1598 return GL_NO_ERROR; 1599 } 1600 1601 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1602 { 1603 switch(target) 1604 { 1605 case GL_ARRAY_BUFFER: 1606 *buffer = getArrayBuffer(); 1607 break; 1608 case GL_ELEMENT_ARRAY_BUFFER: 1609 *buffer = getElementArrayBuffer(); 1610 break; 1611 case GL_COPY_READ_BUFFER: 1612 *buffer = getCopyReadBuffer(); 1613 break; 1614 case GL_COPY_WRITE_BUFFER: 1615 *buffer = getCopyWriteBuffer(); 1616 break; 1617 case GL_PIXEL_PACK_BUFFER: 1618 *buffer = getPixelPackBuffer(); 1619 break; 1620 case GL_PIXEL_UNPACK_BUFFER: 1621 *buffer = getPixelUnpackBuffer(); 1622 break; 1623 case GL_TRANSFORM_FEEDBACK_BUFFER: 1624 { 1625 TransformFeedback* transformFeedback = getTransformFeedback(); 1626 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1627 } 1628 break; 1629 case GL_UNIFORM_BUFFER: 1630 *buffer = getGenericUniformBuffer(); 1631 break; 1632 default: 1633 return false; 1634 } 1635 return true; 1636 } 1637 1638 TransformFeedback *Context::getTransformFeedback() const 1639 { 1640 return getTransformFeedback(mState.transformFeedback); 1641 } 1642 1643 Program *Context::getCurrentProgram() const 1644 { 1645 return mResourceManager->getProgram(mState.currentProgram); 1646 } 1647 1648 Texture2D *Context::getTexture2D() const 1649 { 1650 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1651 } 1652 1653 Texture2D *Context::getTexture2D(GLenum target) const 1654 { 1655 switch(target) 1656 { 1657 case GL_TEXTURE_2D: return getTexture2D(); 1658 case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect(); 1659 case GL_TEXTURE_EXTERNAL_OES: return getTextureExternal(); 1660 default: UNREACHABLE(target); 1661 } 1662 1663 return nullptr; 1664 } 1665 1666 Texture3D *Context::getTexture3D() const 1667 { 1668 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1669 } 1670 1671 Texture2DArray *Context::getTexture2DArray() const 1672 { 1673 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1674 } 1675 1676 TextureCubeMap *Context::getTextureCubeMap() const 1677 { 1678 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1679 } 1680 1681 Texture2DRect *Context::getTexture2DRect() const 1682 { 1683 return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT)); 1684 } 1685 1686 TextureExternal *Context::getTextureExternal() const 1687 { 1688 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1689 } 1690 1691 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1692 { 1693 GLuint texid = mState.samplerTexture[type][sampler].name(); 1694 1695 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1696 { 1697 switch(type) 1698 { 1699 case TEXTURE_2D: return mTexture2DZero; 1700 case TEXTURE_3D: return mTexture3DZero; 1701 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1702 case TEXTURE_CUBE: return mTextureCubeMapZero; 1703 case TEXTURE_2D_RECT: return mTexture2DRectZero; 1704 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1705 default: UNREACHABLE(type); 1706 } 1707 } 1708 1709 return mState.samplerTexture[type][sampler]; 1710 } 1711 1712 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1713 { 1714 mResourceManager->checkSamplerAllocation(sampler); 1715 1716 Sampler *samplerObject = getSampler(sampler); 1717 ASSERT(samplerObject); 1718 1719 switch(pname) 1720 { 1721 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1722 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1723 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1724 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1725 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1726 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1727 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1728 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break; 1729 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break; 1730 case GL_TEXTURE_MAX_ANISOTROPY_EXT: samplerObject->setMaxAnisotropy(static_cast<GLfloat>(param)); break; 1731 default: UNREACHABLE(pname); break; 1732 } 1733 } 1734 1735 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1736 { 1737 mResourceManager->checkSamplerAllocation(sampler); 1738 1739 Sampler *samplerObject = getSampler(sampler); 1740 ASSERT(samplerObject); 1741 1742 switch(pname) 1743 { 1744 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1745 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1746 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1747 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1748 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1749 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1750 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1751 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break; 1752 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break; 1753 case GL_TEXTURE_MAX_ANISOTROPY_EXT: samplerObject->setMaxAnisotropy(param); break; 1754 default: UNREACHABLE(pname); break; 1755 } 1756 } 1757 1758 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1759 { 1760 mResourceManager->checkSamplerAllocation(sampler); 1761 1762 Sampler *samplerObject = getSampler(sampler); 1763 ASSERT(samplerObject); 1764 1765 switch(pname) 1766 { 1767 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1768 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1769 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1770 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1771 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1772 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1773 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1774 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode()); 1775 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc()); 1776 case GL_TEXTURE_MAX_ANISOTROPY_EXT: return static_cast<GLint>(samplerObject->getMaxAnisotropy()); 1777 default: UNREACHABLE(pname); return 0; 1778 } 1779 } 1780 1781 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1782 { 1783 mResourceManager->checkSamplerAllocation(sampler); 1784 1785 Sampler *samplerObject = getSampler(sampler); 1786 ASSERT(samplerObject); 1787 1788 switch(pname) 1789 { 1790 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1791 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1792 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1793 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1794 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1795 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1796 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1797 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode()); 1798 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc()); 1799 case GL_TEXTURE_MAX_ANISOTROPY_EXT: return samplerObject->getMaxAnisotropy(); 1800 default: UNREACHABLE(pname); return 0; 1801 } 1802 } 1803 1804 bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1805 { 1806 switch(pname) 1807 { 1808 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1809 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1810 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1811 case GL_COLOR_WRITEMASK: 1812 params[0] = mState.colorMaskRed; 1813 params[1] = mState.colorMaskGreen; 1814 params[2] = mState.colorMaskBlue; 1815 params[3] = mState.colorMaskAlpha; 1816 break; 1817 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1818 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1819 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1820 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1821 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1822 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1823 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1824 case GL_BLEND: *params = mState.blendEnabled; break; 1825 case GL_DITHER: *params = mState.ditherEnabled; break; 1826 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1827 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1828 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1829 { 1830 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1831 if(transformFeedback) 1832 { 1833 *params = transformFeedback->isActive(); 1834 break; 1835 } 1836 else return false; 1837 } 1838 case GL_TRANSFORM_FEEDBACK_PAUSED: 1839 { 1840 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1841 if(transformFeedback) 1842 { 1843 *params = transformFeedback->isPaused(); 1844 break; 1845 } 1846 else return false; 1847 } 1848 default: 1849 return false; 1850 } 1851 1852 return true; 1853 } 1854 1855 bool Context::getFloatv(GLenum pname, GLfloat *params) const 1856 { 1857 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1858 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1859 // GetIntegerv as its native query function. As it would require conversion in any 1860 // case, this should make no difference to the calling application. 1861 switch(pname) 1862 { 1863 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1864 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1865 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1866 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1867 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1868 case GL_ALIASED_LINE_WIDTH_RANGE: 1869 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1870 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1871 break; 1872 case GL_ALIASED_POINT_SIZE_RANGE: 1873 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1874 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1875 break; 1876 case GL_DEPTH_RANGE: 1877 params[0] = mState.zNear; 1878 params[1] = mState.zFar; 1879 break; 1880 case GL_COLOR_CLEAR_VALUE: 1881 params[0] = mState.colorClearValue.red; 1882 params[1] = mState.colorClearValue.green; 1883 params[2] = mState.colorClearValue.blue; 1884 params[3] = mState.colorClearValue.alpha; 1885 break; 1886 case GL_BLEND_COLOR: 1887 params[0] = mState.blendColor.red; 1888 params[1] = mState.blendColor.green; 1889 params[2] = mState.blendColor.blue; 1890 params[3] = mState.blendColor.alpha; 1891 break; 1892 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1893 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1894 break; 1895 default: 1896 return false; 1897 } 1898 1899 return true; 1900 } 1901 1902 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1903 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1904 1905 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1906 { 1907 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1908 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1909 // GetIntegerv as its native query function. As it would require conversion in any 1910 // case, this should make no difference to the calling application. You may find it in 1911 // Context::getFloatv. 1912 switch(pname) 1913 { 1914 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1915 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1916 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1917 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1918 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1919 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1920 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1921 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1922 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1923 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1924 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1925 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1926 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1927 case GL_DRAW_FRAMEBUFFER_BINDING: *params = mState.drawFramebuffer; return true; 1928 case GL_READ_FRAMEBUFFER_BINDING: *params = mState.readFramebuffer; return true; 1929 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1930 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1931 case GL_PACK_ALIGNMENT: *params = mState.packParameters.alignment; return true; 1932 case GL_UNPACK_ALIGNMENT: *params = mState.unpackParameters.alignment; return true; 1933 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1934 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1935 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1936 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1937 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1938 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1939 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1940 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1941 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1942 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1943 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1944 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1945 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1946 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1947 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1948 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1949 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1950 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1951 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1952 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1953 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1954 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1955 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1956 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1957 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1958 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1959 case GL_SUBPIXEL_BITS: *params = 4; return true; 1960 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 1961 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1962 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1963 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1964 case GL_MAX_SAMPLES: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1965 case GL_SAMPLE_BUFFERS: 1966 case GL_SAMPLES: 1967 { 1968 Framebuffer *framebuffer = getDrawFramebuffer(); 1969 int width, height, samples; 1970 1971 if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)) 1972 { 1973 switch(pname) 1974 { 1975 case GL_SAMPLE_BUFFERS: 1976 if(samples > 1) 1977 { 1978 *params = 1; 1979 } 1980 else 1981 { 1982 *params = 0; 1983 } 1984 break; 1985 case GL_SAMPLES: 1986 *params = samples; 1987 break; 1988 } 1989 } 1990 else 1991 { 1992 *params = 0; 1993 } 1994 } 1995 return true; 1996 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1997 { 1998 Framebuffer *framebuffer = getReadFramebuffer(); 1999 if(framebuffer) 2000 { 2001 *params = framebuffer->getImplementationColorReadType(); 2002 } 2003 else 2004 { 2005 return error(GL_INVALID_OPERATION, true); 2006 } 2007 } 2008 return true; 2009 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2010 { 2011 Framebuffer *framebuffer = getReadFramebuffer(); 2012 if(framebuffer) 2013 { 2014 *params = framebuffer->getImplementationColorReadFormat(); 2015 } 2016 else 2017 { 2018 return error(GL_INVALID_OPERATION, true); 2019 } 2020 } 2021 return true; 2022 case GL_MAX_VIEWPORT_DIMS: 2023 { 2024 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2025 params[0] = maxDimension; 2026 params[1] = maxDimension; 2027 } 2028 return true; 2029 case GL_COMPRESSED_TEXTURE_FORMATS: 2030 { 2031 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2032 { 2033 params[i] = compressedTextureFormats[i]; 2034 } 2035 } 2036 return true; 2037 case GL_VIEWPORT: 2038 params[0] = mState.viewportX; 2039 params[1] = mState.viewportY; 2040 params[2] = mState.viewportWidth; 2041 params[3] = mState.viewportHeight; 2042 return true; 2043 case GL_SCISSOR_BOX: 2044 params[0] = mState.scissorX; 2045 params[1] = mState.scissorY; 2046 params[2] = mState.scissorWidth; 2047 params[3] = mState.scissorHeight; 2048 return true; 2049 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 2050 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2051 case GL_RED_BITS: 2052 case GL_GREEN_BITS: 2053 case GL_BLUE_BITS: 2054 case GL_ALPHA_BITS: 2055 { 2056 Framebuffer *framebuffer = getDrawFramebuffer(); 2057 Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer(0) : nullptr; 2058 2059 if(colorbuffer) 2060 { 2061 switch(pname) 2062 { 2063 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2064 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2065 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2066 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2067 } 2068 } 2069 else 2070 { 2071 *params = 0; 2072 } 2073 } 2074 return true; 2075 case GL_DEPTH_BITS: 2076 { 2077 Framebuffer *framebuffer = getDrawFramebuffer(); 2078 Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr; 2079 2080 if(depthbuffer) 2081 { 2082 *params = depthbuffer->getDepthSize(); 2083 } 2084 else 2085 { 2086 *params = 0; 2087 } 2088 } 2089 return true; 2090 case GL_STENCIL_BITS: 2091 { 2092 Framebuffer *framebuffer = getDrawFramebuffer(); 2093 Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr; 2094 2095 if(stencilbuffer) 2096 { 2097 *params = stencilbuffer->getStencilSize(); 2098 } 2099 else 2100 { 2101 *params = 0; 2102 } 2103 } 2104 return true; 2105 case GL_TEXTURE_BINDING_2D: 2106 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2107 { 2108 error(GL_INVALID_OPERATION); 2109 return false; 2110 } 2111 2112 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2113 return true; 2114 case GL_TEXTURE_BINDING_CUBE_MAP: 2115 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2116 { 2117 error(GL_INVALID_OPERATION); 2118 return false; 2119 } 2120 2121 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2122 return true; 2123 case GL_TEXTURE_BINDING_RECTANGLE_ARB: 2124 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2125 { 2126 error(GL_INVALID_OPERATION); 2127 return false; 2128 } 2129 2130 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name(); 2131 return true; 2132 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2133 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2134 { 2135 error(GL_INVALID_OPERATION); 2136 return false; 2137 } 2138 2139 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2140 return true; 2141 case GL_TEXTURE_BINDING_3D_OES: 2142 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2143 { 2144 error(GL_INVALID_OPERATION); 2145 return false; 2146 } 2147 2148 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2149 return true; 2150 case GL_DRAW_BUFFER0: 2151 case GL_DRAW_BUFFER1: 2152 case GL_DRAW_BUFFER2: 2153 case GL_DRAW_BUFFER3: 2154 case GL_DRAW_BUFFER4: 2155 case GL_DRAW_BUFFER5: 2156 case GL_DRAW_BUFFER6: 2157 case GL_DRAW_BUFFER7: 2158 case GL_DRAW_BUFFER8: 2159 case GL_DRAW_BUFFER9: 2160 case GL_DRAW_BUFFER10: 2161 case GL_DRAW_BUFFER11: 2162 case GL_DRAW_BUFFER12: 2163 case GL_DRAW_BUFFER13: 2164 case GL_DRAW_BUFFER14: 2165 case GL_DRAW_BUFFER15: 2166 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2167 { 2168 Framebuffer* framebuffer = getDrawFramebuffer(); 2169 *params = framebuffer ? framebuffer->getDrawBuffer(pname - GL_DRAW_BUFFER0) : GL_NONE; 2170 } 2171 else 2172 { 2173 return false; 2174 } 2175 return true; 2176 case GL_MAX_DRAW_BUFFERS: 2177 *params = MAX_DRAW_BUFFERS; 2178 return true; 2179 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2180 *params = MAX_COLOR_ATTACHMENTS; 2181 return true; 2182 case GL_TEXTURE_BINDING_2D_ARRAY: 2183 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2184 { 2185 error(GL_INVALID_OPERATION); 2186 return false; 2187 } 2188 2189 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2190 return true; 2191 case GL_COPY_READ_BUFFER_BINDING: 2192 *params = mState.copyReadBuffer.name(); 2193 return true; 2194 case GL_COPY_WRITE_BUFFER_BINDING: 2195 *params = mState.copyWriteBuffer.name(); 2196 return true; 2197 case GL_MAJOR_VERSION: 2198 *params = 3; 2199 return true; 2200 case GL_MINOR_VERSION: 2201 *params = 0; 2202 return true; 2203 case GL_MAX_3D_TEXTURE_SIZE: 2204 *params = IMPLEMENTATION_MAX_3D_TEXTURE_SIZE; 2205 return true; 2206 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2207 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2208 return true; 2209 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2210 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2211 return true; 2212 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2213 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2214 return true; 2215 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2216 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2217 return true; 2218 case GL_MAX_ELEMENT_INDEX: 2219 *params = MAX_ELEMENT_INDEX; 2220 return true; 2221 case GL_MAX_ELEMENTS_INDICES: 2222 *params = MAX_ELEMENTS_INDICES; 2223 return true; 2224 case GL_MAX_ELEMENTS_VERTICES: 2225 *params = MAX_ELEMENTS_VERTICES; 2226 return true; 2227 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2228 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2229 return true; 2230 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2231 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2232 return true; 2233 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2234 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2235 return true; 2236 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2237 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2238 // In any case, any behavior outside the specified range is valid since the spec mentions: 2239 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2240 // "If any of the offset values are outside the range of the implementation-defined values 2241 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2242 // undefined." 2243 *params = MAX_PROGRAM_TEXEL_OFFSET; 2244 return true; 2245 case GL_MAX_SERVER_WAIT_TIMEOUT: 2246 *params = 0; 2247 return true; 2248 case GL_MAX_TEXTURE_LOD_BIAS: 2249 *params = MAX_TEXTURE_LOD_BIAS; 2250 return true; 2251 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2252 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2253 return true; 2254 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2255 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2256 return true; 2257 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2258 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2259 return true; 2260 case GL_MAX_UNIFORM_BLOCK_SIZE: 2261 *params = MAX_UNIFORM_BLOCK_SIZE; 2262 return true; 2263 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2264 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2265 return true; 2266 case GL_MAX_VARYING_COMPONENTS: 2267 *params = MAX_VARYING_VECTORS * 4; 2268 return true; 2269 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2270 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2271 return true; 2272 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2273 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2274 return true; 2275 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2276 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2277 return true; 2278 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2279 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2280 // In any case, any behavior outside the specified range is valid since the spec mentions: 2281 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2282 // "If any of the offset values are outside the range of the implementation-defined values 2283 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2284 // undefined." 2285 *params = MIN_PROGRAM_TEXEL_OFFSET; 2286 return true; 2287 case GL_NUM_EXTENSIONS: 2288 GLuint numExtensions; 2289 getExtensions(0, &numExtensions); 2290 *params = numExtensions; 2291 return true; 2292 case GL_NUM_PROGRAM_BINARY_FORMATS: 2293 *params = NUM_PROGRAM_BINARY_FORMATS; 2294 return true; 2295 case GL_PACK_ROW_LENGTH: 2296 *params = mState.packParameters.rowLength; 2297 return true; 2298 case GL_PACK_SKIP_PIXELS: 2299 *params = mState.packParameters.skipPixels; 2300 return true; 2301 case GL_PACK_SKIP_ROWS: 2302 *params = mState.packParameters.skipRows; 2303 return true; 2304 case GL_PIXEL_PACK_BUFFER_BINDING: 2305 *params = mState.pixelPackBuffer.name(); 2306 return true; 2307 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2308 *params = mState.pixelUnpackBuffer.name(); 2309 return true; 2310 case GL_PROGRAM_BINARY_FORMATS: 2311 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2312 // should be a 0 sized array, so don't write to params 2313 return true; 2314 case GL_READ_BUFFER: 2315 { 2316 Framebuffer* framebuffer = getReadFramebuffer(); 2317 *params = framebuffer ? framebuffer->getReadBuffer() : GL_NONE; 2318 } 2319 return true; 2320 case GL_SAMPLER_BINDING: 2321 *params = mState.sampler[mState.activeSampler].name(); 2322 return true; 2323 case GL_UNIFORM_BUFFER_BINDING: 2324 *params = mState.genericUniformBuffer.name(); 2325 return true; 2326 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2327 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2328 return true; 2329 case GL_UNPACK_IMAGE_HEIGHT: 2330 *params = mState.unpackParameters.imageHeight; 2331 return true; 2332 case GL_UNPACK_ROW_LENGTH: 2333 *params = mState.unpackParameters.rowLength; 2334 return true; 2335 case GL_UNPACK_SKIP_IMAGES: 2336 *params = mState.unpackParameters.skipImages; 2337 return true; 2338 case GL_UNPACK_SKIP_PIXELS: 2339 *params = mState.unpackParameters.skipPixels; 2340 return true; 2341 case GL_UNPACK_SKIP_ROWS: 2342 *params = mState.unpackParameters.skipRows; 2343 return true; 2344 case GL_VERTEX_ARRAY_BINDING: 2345 *params = getCurrentVertexArray()->name; 2346 return true; 2347 case GL_TRANSFORM_FEEDBACK_BINDING: 2348 { 2349 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2350 if(transformFeedback) 2351 { 2352 *params = transformFeedback->name; 2353 } 2354 else 2355 { 2356 return false; 2357 } 2358 } 2359 return true; 2360 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2361 { 2362 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2363 if(transformFeedback) 2364 { 2365 *params = transformFeedback->getGenericBufferName(); 2366 } 2367 else 2368 { 2369 return false; 2370 } 2371 } 2372 return true; 2373 default: 2374 break; 2375 } 2376 2377 return false; 2378 } 2379 2380 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2381 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2382 2383 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2384 { 2385 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2386 if(!transformFeedback) 2387 { 2388 return false; 2389 } 2390 2391 switch(pname) 2392 { 2393 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2394 *param = transformFeedback->name; 2395 break; 2396 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2397 *param = transformFeedback->isActive(); 2398 break; 2399 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2400 *param = transformFeedback->getBufferName(index); 2401 break; 2402 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2403 *param = transformFeedback->isPaused(); 2404 break; 2405 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2406 if(transformFeedback->getBuffer(index)) 2407 { 2408 *param = transformFeedback->getSize(index); 2409 break; 2410 } 2411 else return false; 2412 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2413 if(transformFeedback->getBuffer(index)) 2414 { 2415 *param = transformFeedback->getOffset(index); 2416 break; 2417 } 2418 else return false; 2419 default: 2420 return false; 2421 } 2422 2423 return true; 2424 } 2425 2426 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2427 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2428 2429 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2430 { 2431 switch(pname) 2432 { 2433 case GL_UNIFORM_BUFFER_BINDING: 2434 case GL_UNIFORM_BUFFER_SIZE: 2435 case GL_UNIFORM_BUFFER_START: 2436 break; 2437 default: 2438 return false; 2439 } 2440 2441 if(index >= MAX_UNIFORM_BUFFER_BINDINGS) 2442 { 2443 return error(GL_INVALID_VALUE, true); 2444 } 2445 2446 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2447 2448 switch(pname) 2449 { 2450 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2451 *param = uniformBuffer.get().name(); 2452 break; 2453 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2454 *param = uniformBuffer.getSize(); 2455 break; 2456 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2457 *param = uniformBuffer.getOffset(); 2458 break; 2459 default: 2460 return false; 2461 } 2462 2463 return true; 2464 } 2465 2466 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2467 { 2468 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2469 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2470 // to the fact that it is stored internally as a float, and so would require conversion 2471 // if returned from Context::getIntegerv. Since this conversion is already implemented 2472 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2473 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2474 // application. 2475 switch(pname) 2476 { 2477 case GL_COMPRESSED_TEXTURE_FORMATS: 2478 { 2479 *type = GL_INT; 2480 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2481 } 2482 break; 2483 case GL_SHADER_BINARY_FORMATS: 2484 { 2485 *type = GL_INT; 2486 *numParams = 0; 2487 } 2488 break; 2489 case GL_MAX_VERTEX_ATTRIBS: 2490 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2491 case GL_MAX_VARYING_VECTORS: 2492 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2493 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2494 case GL_MAX_TEXTURE_IMAGE_UNITS: 2495 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2496 case GL_MAX_RENDERBUFFER_SIZE: 2497 case GL_NUM_SHADER_BINARY_FORMATS: 2498 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2499 case GL_ARRAY_BUFFER_BINDING: 2500 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2501 case GL_READ_FRAMEBUFFER_BINDING: // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE 2502 case GL_RENDERBUFFER_BINDING: 2503 case GL_CURRENT_PROGRAM: 2504 case GL_PACK_ALIGNMENT: 2505 case GL_UNPACK_ALIGNMENT: 2506 case GL_GENERATE_MIPMAP_HINT: 2507 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2508 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2509 case GL_RED_BITS: 2510 case GL_GREEN_BITS: 2511 case GL_BLUE_BITS: 2512 case GL_ALPHA_BITS: 2513 case GL_DEPTH_BITS: 2514 case GL_STENCIL_BITS: 2515 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2516 case GL_CULL_FACE_MODE: 2517 case GL_FRONT_FACE: 2518 case GL_ACTIVE_TEXTURE: 2519 case GL_STENCIL_FUNC: 2520 case GL_STENCIL_VALUE_MASK: 2521 case GL_STENCIL_REF: 2522 case GL_STENCIL_FAIL: 2523 case GL_STENCIL_PASS_DEPTH_FAIL: 2524 case GL_STENCIL_PASS_DEPTH_PASS: 2525 case GL_STENCIL_BACK_FUNC: 2526 case GL_STENCIL_BACK_VALUE_MASK: 2527 case GL_STENCIL_BACK_REF: 2528 case GL_STENCIL_BACK_FAIL: 2529 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2530 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2531 case GL_DEPTH_FUNC: 2532 case GL_BLEND_SRC_RGB: 2533 case GL_BLEND_SRC_ALPHA: 2534 case GL_BLEND_DST_RGB: 2535 case GL_BLEND_DST_ALPHA: 2536 case GL_BLEND_EQUATION_RGB: 2537 case GL_BLEND_EQUATION_ALPHA: 2538 case GL_STENCIL_WRITEMASK: 2539 case GL_STENCIL_BACK_WRITEMASK: 2540 case GL_STENCIL_CLEAR_VALUE: 2541 case GL_SUBPIXEL_BITS: 2542 case GL_MAX_TEXTURE_SIZE: 2543 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2544 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 2545 case GL_SAMPLE_BUFFERS: 2546 case GL_SAMPLES: 2547 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2548 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2549 case GL_TEXTURE_BINDING_2D: 2550 case GL_TEXTURE_BINDING_CUBE_MAP: 2551 case GL_TEXTURE_BINDING_RECTANGLE_ARB: 2552 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2553 case GL_TEXTURE_BINDING_3D_OES: 2554 case GL_COPY_READ_BUFFER_BINDING: 2555 case GL_COPY_WRITE_BUFFER_BINDING: 2556 case GL_DRAW_BUFFER0: 2557 case GL_DRAW_BUFFER1: 2558 case GL_DRAW_BUFFER2: 2559 case GL_DRAW_BUFFER3: 2560 case GL_DRAW_BUFFER4: 2561 case GL_DRAW_BUFFER5: 2562 case GL_DRAW_BUFFER6: 2563 case GL_DRAW_BUFFER7: 2564 case GL_DRAW_BUFFER8: 2565 case GL_DRAW_BUFFER9: 2566 case GL_DRAW_BUFFER10: 2567 case GL_DRAW_BUFFER11: 2568 case GL_DRAW_BUFFER12: 2569 case GL_DRAW_BUFFER13: 2570 case GL_DRAW_BUFFER14: 2571 case GL_DRAW_BUFFER15: 2572 case GL_MAJOR_VERSION: 2573 case GL_MAX_3D_TEXTURE_SIZE: 2574 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2575 case GL_MAX_COLOR_ATTACHMENTS: 2576 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2577 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2578 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2579 case GL_MAX_DRAW_BUFFERS: 2580 case GL_MAX_ELEMENT_INDEX: 2581 case GL_MAX_ELEMENTS_INDICES: 2582 case GL_MAX_ELEMENTS_VERTICES: 2583 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2584 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2585 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2586 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2587 case GL_MAX_SERVER_WAIT_TIMEOUT: 2588 case GL_MAX_TEXTURE_LOD_BIAS: 2589 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2590 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2591 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2592 case GL_MAX_UNIFORM_BLOCK_SIZE: 2593 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2594 case GL_MAX_VARYING_COMPONENTS: 2595 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2596 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2597 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2598 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2599 case GL_MINOR_VERSION: 2600 case GL_NUM_EXTENSIONS: 2601 case GL_NUM_PROGRAM_BINARY_FORMATS: 2602 case GL_PACK_ROW_LENGTH: 2603 case GL_PACK_SKIP_PIXELS: 2604 case GL_PACK_SKIP_ROWS: 2605 case GL_PIXEL_PACK_BUFFER_BINDING: 2606 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2607 case GL_PROGRAM_BINARY_FORMATS: 2608 case GL_READ_BUFFER: 2609 case GL_SAMPLER_BINDING: 2610 case GL_TEXTURE_BINDING_2D_ARRAY: 2611 case GL_UNIFORM_BUFFER_BINDING: 2612 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2613 case GL_UNPACK_IMAGE_HEIGHT: 2614 case GL_UNPACK_ROW_LENGTH: 2615 case GL_UNPACK_SKIP_IMAGES: 2616 case GL_UNPACK_SKIP_PIXELS: 2617 case GL_UNPACK_SKIP_ROWS: 2618 case GL_VERTEX_ARRAY_BINDING: 2619 case GL_TRANSFORM_FEEDBACK_BINDING: 2620 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2621 { 2622 *type = GL_INT; 2623 *numParams = 1; 2624 } 2625 break; 2626 case GL_MAX_SAMPLES: 2627 { 2628 *type = GL_INT; 2629 *numParams = 1; 2630 } 2631 break; 2632 case GL_MAX_VIEWPORT_DIMS: 2633 { 2634 *type = GL_INT; 2635 *numParams = 2; 2636 } 2637 break; 2638 case GL_VIEWPORT: 2639 case GL_SCISSOR_BOX: 2640 { 2641 *type = GL_INT; 2642 *numParams = 4; 2643 } 2644 break; 2645 case GL_SHADER_COMPILER: 2646 case GL_SAMPLE_COVERAGE_INVERT: 2647 case GL_DEPTH_WRITEMASK: 2648 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2649 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2650 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2651 case GL_SAMPLE_COVERAGE: 2652 case GL_SCISSOR_TEST: 2653 case GL_STENCIL_TEST: 2654 case GL_DEPTH_TEST: 2655 case GL_BLEND: 2656 case GL_DITHER: 2657 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2658 case GL_RASTERIZER_DISCARD: 2659 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2660 case GL_TRANSFORM_FEEDBACK_PAUSED: 2661 { 2662 *type = GL_BOOL; 2663 *numParams = 1; 2664 } 2665 break; 2666 case GL_COLOR_WRITEMASK: 2667 { 2668 *type = GL_BOOL; 2669 *numParams = 4; 2670 } 2671 break; 2672 case GL_POLYGON_OFFSET_FACTOR: 2673 case GL_POLYGON_OFFSET_UNITS: 2674 case GL_SAMPLE_COVERAGE_VALUE: 2675 case GL_DEPTH_CLEAR_VALUE: 2676 case GL_LINE_WIDTH: 2677 { 2678 *type = GL_FLOAT; 2679 *numParams = 1; 2680 } 2681 break; 2682 case GL_ALIASED_LINE_WIDTH_RANGE: 2683 case GL_ALIASED_POINT_SIZE_RANGE: 2684 case GL_DEPTH_RANGE: 2685 { 2686 *type = GL_FLOAT; 2687 *numParams = 2; 2688 } 2689 break; 2690 case GL_COLOR_CLEAR_VALUE: 2691 case GL_BLEND_COLOR: 2692 { 2693 *type = GL_FLOAT; 2694 *numParams = 4; 2695 } 2696 break; 2697 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2698 *type = GL_FLOAT; 2699 *numParams = 1; 2700 break; 2701 default: 2702 return false; 2703 } 2704 2705 return true; 2706 } 2707 2708 void Context::applyScissor(int width, int height) 2709 { 2710 if(mState.scissorTestEnabled) 2711 { 2712 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2713 scissor.clip(0, 0, width, height); 2714 2715 device->setScissorRect(scissor); 2716 device->setScissorEnable(true); 2717 } 2718 else 2719 { 2720 device->setScissorEnable(false); 2721 } 2722 } 2723 2724 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2725 bool Context::applyRenderTarget() 2726 { 2727 Framebuffer *framebuffer = getDrawFramebuffer(); 2728 int width, height, samples; 2729 2730 if(!framebuffer || (framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)) 2731 { 2732 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2733 } 2734 2735 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2736 { 2737 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2738 { 2739 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2740 GLint layer = framebuffer->getColorbufferLayer(i); 2741 device->setRenderTarget(i, renderTarget, layer); 2742 if(renderTarget) renderTarget->release(); 2743 } 2744 else 2745 { 2746 device->setRenderTarget(i, nullptr, 0); 2747 } 2748 } 2749 2750 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2751 GLint dLayer = framebuffer->getDepthbufferLayer(); 2752 device->setDepthBuffer(depthBuffer, dLayer); 2753 if(depthBuffer) depthBuffer->release(); 2754 2755 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2756 GLint sLayer = framebuffer->getStencilbufferLayer(); 2757 device->setStencilBuffer(stencilBuffer, sLayer); 2758 if(stencilBuffer) stencilBuffer->release(); 2759 2760 Viewport viewport; 2761 float zNear = clamp01(mState.zNear); 2762 float zFar = clamp01(mState.zFar); 2763 2764 viewport.x0 = mState.viewportX; 2765 viewport.y0 = mState.viewportY; 2766 viewport.width = mState.viewportWidth; 2767 viewport.height = mState.viewportHeight; 2768 viewport.minZ = zNear; 2769 viewport.maxZ = zFar; 2770 2771 device->setViewport(viewport); 2772 2773 applyScissor(width, height); 2774 2775 Program *program = getCurrentProgram(); 2776 2777 if(program) 2778 { 2779 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2780 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2781 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2782 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2783 } 2784 2785 return true; 2786 } 2787 2788 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2789 void Context::applyState(GLenum drawMode) 2790 { 2791 Framebuffer *framebuffer = getDrawFramebuffer(); 2792 bool frontFaceCCW = (mState.frontFace == GL_CCW); 2793 2794 if(mState.cullFaceEnabled) 2795 { 2796 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace), frontFaceCCW); 2797 } 2798 else 2799 { 2800 device->setCullMode(sw::CULL_NONE, frontFaceCCW); 2801 } 2802 2803 if(mDepthStateDirty) 2804 { 2805 if(mState.depthTestEnabled) 2806 { 2807 device->setDepthBufferEnable(true); 2808 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2809 } 2810 else 2811 { 2812 device->setDepthBufferEnable(false); 2813 } 2814 2815 mDepthStateDirty = false; 2816 } 2817 2818 if(mBlendStateDirty) 2819 { 2820 if(mState.blendEnabled) 2821 { 2822 device->setAlphaBlendEnable(true); 2823 device->setSeparateAlphaBlendEnable(true); 2824 2825 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2826 2827 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2828 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2829 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2830 2831 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2832 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2833 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2834 } 2835 else 2836 { 2837 device->setAlphaBlendEnable(false); 2838 } 2839 2840 mBlendStateDirty = false; 2841 } 2842 2843 if(mStencilStateDirty || mFrontFaceDirty) 2844 { 2845 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2846 { 2847 device->setStencilEnable(true); 2848 device->setTwoSidedStencil(true); 2849 2850 // get the maximum size of the stencil ref 2851 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2852 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2853 2854 if(mState.frontFace == GL_CCW) 2855 { 2856 device->setStencilWriteMask(mState.stencilWritemask); 2857 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2858 2859 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2860 device->setStencilMask(mState.stencilMask); 2861 2862 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2863 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2864 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2865 2866 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2867 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2868 2869 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2870 device->setStencilMaskCCW(mState.stencilBackMask); 2871 2872 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2873 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2874 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2875 } 2876 else 2877 { 2878 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2879 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2880 2881 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2882 device->setStencilMaskCCW(mState.stencilMask); 2883 2884 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2885 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2886 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2887 2888 device->setStencilWriteMask(mState.stencilBackWritemask); 2889 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2890 2891 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2892 device->setStencilMask(mState.stencilBackMask); 2893 2894 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2895 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2896 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2897 } 2898 } 2899 else 2900 { 2901 device->setStencilEnable(false); 2902 } 2903 2904 mStencilStateDirty = false; 2905 mFrontFaceDirty = false; 2906 } 2907 2908 if(mMaskStateDirty) 2909 { 2910 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2911 { 2912 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2913 } 2914 2915 device->setDepthWriteEnable(mState.depthMask); 2916 2917 mMaskStateDirty = false; 2918 } 2919 2920 if(mPolygonOffsetStateDirty) 2921 { 2922 if(mState.polygonOffsetFillEnabled) 2923 { 2924 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2925 if(depthbuffer) 2926 { 2927 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2928 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits. 2929 device->setDepthBias(depthBias); 2930 } 2931 } 2932 else 2933 { 2934 device->setSlopeDepthBias(0); 2935 device->setDepthBias(0); 2936 } 2937 2938 mPolygonOffsetStateDirty = false; 2939 } 2940 2941 if(mSampleStateDirty) 2942 { 2943 if(mState.sampleAlphaToCoverageEnabled) 2944 { 2945 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2946 } 2947 else 2948 { 2949 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2950 } 2951 2952 if(mState.sampleCoverageEnabled) 2953 { 2954 unsigned int mask = 0; 2955 if(mState.sampleCoverageValue != 0) 2956 { 2957 int width, height, samples; 2958 framebuffer->completeness(width, height, samples); 2959 2960 float threshold = 0.5f; 2961 2962 for(int i = 0; i < samples; i++) 2963 { 2964 mask <<= 1; 2965 2966 if((i + 1) * mState.sampleCoverageValue >= threshold) 2967 { 2968 threshold += 1.0f; 2969 mask |= 1; 2970 } 2971 } 2972 } 2973 2974 if(mState.sampleCoverageInvert) 2975 { 2976 mask = ~mask; 2977 } 2978 2979 device->setMultiSampleMask(mask); 2980 } 2981 else 2982 { 2983 device->setMultiSampleMask(0xFFFFFFFF); 2984 } 2985 2986 mSampleStateDirty = false; 2987 } 2988 2989 if(mDitherStateDirty) 2990 { 2991 // UNIMPLEMENTED(); // FIXME 2992 2993 mDitherStateDirty = false; 2994 } 2995 2996 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2997 } 2998 2999 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 3000 { 3001 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 3002 3003 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 3004 if(err != GL_NO_ERROR) 3005 { 3006 return err; 3007 } 3008 3009 Program *program = getCurrentProgram(); 3010 3011 device->resetInputStreams(false); 3012 3013 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 3014 { 3015 if(program->getAttributeStream(i) == -1) 3016 { 3017 continue; 3018 } 3019 3020 sw::Resource *resource = attributes[i].vertexBuffer; 3021 const void *buffer = (char*)resource->data() + attributes[i].offset; 3022 3023 int stride = attributes[i].stride; 3024 3025 buffer = (char*)buffer + stride * base; 3026 3027 sw::Stream attribute(resource, buffer, stride); 3028 3029 attribute.type = attributes[i].type; 3030 attribute.count = attributes[i].count; 3031 attribute.normalized = attributes[i].normalized; 3032 3033 int stream = program->getAttributeStream(i); 3034 device->setInputStream(stream, attribute); 3035 } 3036 3037 return GL_NO_ERROR; 3038 } 3039 3040 // Applies the indices and element array bindings 3041 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3042 { 3043 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled()); 3044 3045 if(err == GL_NO_ERROR) 3046 { 3047 device->setIndexBuffer(indexInfo->indexBuffer); 3048 } 3049 3050 return err; 3051 } 3052 3053 // Applies the shaders and shader constants 3054 void Context::applyShaders() 3055 { 3056 Program *programObject = getCurrentProgram(); 3057 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3058 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3059 3060 device->setVertexShader(vertexShader); 3061 device->setPixelShader(pixelShader); 3062 3063 if(programObject->getSerial() != mAppliedProgramSerial) 3064 { 3065 programObject->dirtyAllUniforms(); 3066 mAppliedProgramSerial = programObject->getSerial(); 3067 } 3068 3069 programObject->applyTransformFeedback(device, getTransformFeedback()); 3070 programObject->applyUniformBuffers(device, mState.uniformBuffers); 3071 programObject->applyUniforms(device); 3072 } 3073 3074 void Context::applyTextures() 3075 { 3076 applyTextures(sw::SAMPLER_PIXEL); 3077 applyTextures(sw::SAMPLER_VERTEX); 3078 } 3079 3080 void Context::applyTextures(sw::SamplerType samplerType) 3081 { 3082 Program *programObject = getCurrentProgram(); 3083 3084 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3085 3086 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3087 { 3088 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3089 3090 if(textureUnit != -1) 3091 { 3092 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3093 3094 Texture *texture = getSamplerTexture(textureUnit, textureType); 3095 Sampler *samplerObject = mState.sampler[textureUnit]; 3096 3097 if(texture->isSamplerComplete(samplerObject)) 3098 { 3099 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode; 3100 GLfloat minLOD, maxLOD, maxAnisotropy; 3101 3102 if(samplerObject) 3103 { 3104 wrapS = samplerObject->getWrapS(); 3105 wrapT = samplerObject->getWrapT(); 3106 wrapR = samplerObject->getWrapR(); 3107 minFilter = samplerObject->getMinFilter(); 3108 magFilter = samplerObject->getMagFilter(); 3109 minLOD = samplerObject->getMinLod(); 3110 maxLOD = samplerObject->getMaxLod(); 3111 compFunc = samplerObject->getCompareFunc(); 3112 compMode = samplerObject->getCompareMode(); 3113 maxAnisotropy = samplerObject->getMaxAnisotropy(); 3114 } 3115 else 3116 { 3117 wrapS = texture->getWrapS(); 3118 wrapT = texture->getWrapT(); 3119 wrapR = texture->getWrapR(); 3120 minFilter = texture->getMinFilter(); 3121 magFilter = texture->getMagFilter(); 3122 minLOD = texture->getMinLOD(); 3123 maxLOD = texture->getMaxLOD(); 3124 compFunc = texture->getCompareFunc(); 3125 compMode = texture->getCompareMode(); 3126 maxAnisotropy = texture->getMaxAnisotropy(); 3127 } 3128 3129 GLint baseLevel = texture->getBaseLevel(); 3130 GLint maxLevel = texture->getMaxLevel(); 3131 GLenum swizzleR = texture->getSwizzleR(); 3132 GLenum swizzleG = texture->getSwizzleG(); 3133 GLenum swizzleB = texture->getSwizzleB(); 3134 GLenum swizzleA = texture->getSwizzleA(); 3135 3136 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3137 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3138 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3139 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode)); 3140 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3141 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3142 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3143 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3144 device->setMinLod(samplerType, samplerIndex, minLOD); 3145 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3146 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3147 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3148 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3149 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3150 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3151 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3152 device->setSyncRequired(samplerType, samplerIndex, texture->requiresSync()); 3153 3154 applyTexture(samplerType, samplerIndex, texture); 3155 } 3156 else 3157 { 3158 applyTexture(samplerType, samplerIndex, nullptr); 3159 } 3160 } 3161 else 3162 { 3163 applyTexture(samplerType, samplerIndex, nullptr); 3164 } 3165 } 3166 } 3167 3168 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3169 { 3170 Program *program = getCurrentProgram(); 3171 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3172 bool textureUsed = false; 3173 3174 if(type == sw::SAMPLER_PIXEL) 3175 { 3176 textureUsed = program->getPixelShader()->usesSampler(index); 3177 } 3178 else if(type == sw::SAMPLER_VERTEX) 3179 { 3180 textureUsed = program->getVertexShader()->usesSampler(index); 3181 } 3182 else UNREACHABLE(type); 3183 3184 sw::Resource *resource = nullptr; 3185 3186 if(baseTexture && textureUsed) 3187 { 3188 resource = baseTexture->getResource(); 3189 } 3190 3191 device->setTextureResource(sampler, resource); 3192 3193 if(baseTexture && textureUsed) 3194 { 3195 int baseLevel = baseTexture->getBaseLevel(); 3196 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel()); 3197 GLenum target = baseTexture->getTarget(); 3198 3199 switch(target) 3200 { 3201 case GL_TEXTURE_2D: 3202 case GL_TEXTURE_EXTERNAL_OES: 3203 case GL_TEXTURE_RECTANGLE_ARB: 3204 { 3205 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3206 3207 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3208 { 3209 int surfaceLevel = mipmapLevel + baseLevel; 3210 3211 if(surfaceLevel > maxLevel) 3212 { 3213 surfaceLevel = maxLevel; 3214 } 3215 3216 egl::Image *surface = texture->getImage(surfaceLevel); 3217 device->setTextureLevel(sampler, 0, mipmapLevel, surface, 3218 (target == GL_TEXTURE_RECTANGLE_ARB) ? sw::TEXTURE_RECTANGLE : sw::TEXTURE_2D); 3219 } 3220 } 3221 break; 3222 case GL_TEXTURE_3D: 3223 { 3224 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3225 3226 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3227 { 3228 int surfaceLevel = mipmapLevel + baseLevel; 3229 3230 if(surfaceLevel > maxLevel) 3231 { 3232 surfaceLevel = maxLevel; 3233 } 3234 3235 egl::Image *surface = texture->getImage(surfaceLevel); 3236 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3237 } 3238 } 3239 break; 3240 case GL_TEXTURE_2D_ARRAY: 3241 { 3242 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3243 3244 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3245 { 3246 int surfaceLevel = mipmapLevel + baseLevel; 3247 3248 if(surfaceLevel > maxLevel) 3249 { 3250 surfaceLevel = maxLevel; 3251 } 3252 3253 egl::Image *surface = texture->getImage(surfaceLevel); 3254 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3255 } 3256 } 3257 break; 3258 case GL_TEXTURE_CUBE_MAP: 3259 { 3260 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3261 3262 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3263 { 3264 cubeTexture->updateBorders(mipmapLevel); 3265 3266 for(int face = 0; face < 6; face++) 3267 { 3268 int surfaceLevel = mipmapLevel + baseLevel; 3269 3270 if(surfaceLevel > maxLevel) 3271 { 3272 surfaceLevel = maxLevel; 3273 } 3274 3275 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3276 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3277 } 3278 } 3279 } 3280 break; 3281 default: 3282 UNIMPLEMENTED(); 3283 break; 3284 } 3285 } 3286 else 3287 { 3288 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3289 } 3290 } 3291 3292 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3293 { 3294 Framebuffer *framebuffer = getReadFramebuffer(); 3295 int framebufferWidth, framebufferHeight, framebufferSamples; 3296 3297 if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)) 3298 { 3299 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3300 } 3301 3302 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3303 { 3304 return error(GL_INVALID_OPERATION); 3305 } 3306 3307 if(!ValidateReadPixelsFormatType(framebuffer, format, type)) 3308 { 3309 return; 3310 } 3311 3312 GLsizei outputWidth = (mState.packParameters.rowLength > 0) ? mState.packParameters.rowLength : width; 3313 GLsizei outputPitch = gl::ComputePitch(outputWidth, format, type, mState.packParameters.alignment); 3314 GLsizei outputHeight = (mState.packParameters.imageHeight == 0) ? height : mState.packParameters.imageHeight; 3315 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3316 pixels = ((char*)pixels) + gl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packParameters); 3317 3318 // Sized query sanity check 3319 if(bufSize) 3320 { 3321 int requiredSize = outputPitch * height; 3322 if(requiredSize > *bufSize) 3323 { 3324 return error(GL_INVALID_OPERATION); 3325 } 3326 } 3327 3328 egl::Image *renderTarget = nullptr; 3329 switch(format) 3330 { 3331 case GL_DEPTH_COMPONENT: // GL_NV_read_depth 3332 case GL_DEPTH_STENCIL_OES: // GL_NV_read_depth_stencil 3333 renderTarget = framebuffer->getDepthBuffer(); 3334 break; 3335 case GL_STENCIL_INDEX_OES: // GL_NV_read_stencil 3336 renderTarget = framebuffer->getStencilBuffer(); 3337 break; 3338 default: 3339 renderTarget = framebuffer->getReadRenderTarget(); 3340 break; 3341 } 3342 3343 if(!renderTarget) 3344 { 3345 return error(GL_INVALID_OPERATION); 3346 } 3347 3348 sw::SliceRectF srcRect((float)x, (float)y, (float)(x + width), (float)(y + height), 0); 3349 sw::SliceRect dstRect(0, 0, width, height, 0); 3350 srcRect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight()); 3351 3352 if(format != GL_DEPTH_STENCIL_OES) // The blitter only handles reading either depth or stencil. 3353 { 3354 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, es2::ConvertReadFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3355 device->blit(renderTarget, srcRect, externalSurface, dstRect, false, false, false); 3356 externalSurface->lockExternal(0, 0, 0, sw::LOCK_READONLY, sw::PUBLIC); 3357 externalSurface->unlockExternal(); 3358 delete externalSurface; 3359 } 3360 else // format == GL_DEPTH_STENCIL_OES 3361 { 3362 ASSERT(renderTarget->getInternalFormat() == sw::FORMAT_D32F_LOCKABLE); 3363 float *depth = (float*)renderTarget->lockInternal((int)srcRect.x0, (int)srcRect.y0, 0, sw::LOCK_READONLY, sw::PUBLIC); 3364 uint8_t *stencil = (uint8_t*)renderTarget->lockStencil((int)srcRect.x0, (int)srcRect.y0, 0, sw::PUBLIC); 3365 3366 switch(type) 3367 { 3368 case GL_UNSIGNED_INT_24_8_OES: 3369 { 3370 uint32_t *output = (uint32_t*)pixels; 3371 3372 for(int y = 0; y < height; y++) 3373 { 3374 for(int x = 0; x < width; x++) 3375 { 3376 output[x] = ((uint32_t)roundf(depth[x] * 0xFFFFFF00) & 0xFFFFFF00) | stencil[x]; 3377 } 3378 3379 depth += renderTarget->getInternalPitchP(); 3380 stencil += renderTarget->getStencilPitchB(); 3381 (uint8_t*&)output += outputPitch; 3382 } 3383 } 3384 break; 3385 case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: 3386 { 3387 struct D32FS8 { float depth32f; unsigned int stencil24_8; }; 3388 D32FS8 *output = (D32FS8*)pixels; 3389 3390 for(int y = 0; y < height; y++) 3391 { 3392 for(int x = 0; x < width; x++) 3393 { 3394 output[x].depth32f = depth[x]; 3395 output[x].stencil24_8 = stencil[x]; 3396 } 3397 3398 depth += renderTarget->getInternalPitchP(); 3399 stencil += renderTarget->getStencilPitchB(); 3400 (uint8_t*&)output += outputPitch; 3401 } 3402 } 3403 break; 3404 default: UNREACHABLE(type); 3405 } 3406 3407 renderTarget->unlockInternal(); 3408 renderTarget->unlockStencil(); 3409 } 3410 3411 renderTarget->release(); 3412 } 3413 3414 void Context::clear(GLbitfield mask) 3415 { 3416 if(mState.rasterizerDiscardEnabled) 3417 { 3418 return; 3419 } 3420 3421 Framebuffer *framebuffer = getDrawFramebuffer(); 3422 3423 if(!framebuffer || (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)) 3424 { 3425 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3426 } 3427 3428 if(!applyRenderTarget()) 3429 { 3430 return; 3431 } 3432 3433 if(mask & GL_COLOR_BUFFER_BIT) 3434 { 3435 unsigned int rgbaMask = getColorMask(); 3436 3437 if(rgbaMask != 0) 3438 { 3439 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3440 } 3441 } 3442 3443 if(mask & GL_DEPTH_BUFFER_BIT) 3444 { 3445 if(mState.depthMask != 0) 3446 { 3447 float depth = clamp01(mState.depthClearValue); 3448 device->clearDepth(depth); 3449 } 3450 } 3451 3452 if(mask & GL_STENCIL_BUFFER_BIT) 3453 { 3454 if(mState.stencilWritemask != 0) 3455 { 3456 int stencil = mState.stencilClearValue & 0x000000FF; 3457 device->clearStencil(stencil, mState.stencilWritemask); 3458 } 3459 } 3460 } 3461 3462 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3463 { 3464 unsigned int rgbaMask = getColorMask(); 3465 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3466 { 3467 Framebuffer *framebuffer = getDrawFramebuffer(); 3468 if(!framebuffer || (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)) 3469 { 3470 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3471 } 3472 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3473 3474 if(colorbuffer) 3475 { 3476 sw::Rect clearRect = colorbuffer->getRect(); 3477 3478 if(mState.scissorTestEnabled) 3479 { 3480 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3481 } 3482 3483 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3484 3485 colorbuffer->release(); 3486 } 3487 } 3488 } 3489 3490 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3491 { 3492 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3493 } 3494 3495 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3496 { 3497 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3498 } 3499 3500 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3501 { 3502 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3503 } 3504 3505 void Context::clearDepthBuffer(const GLfloat value) 3506 { 3507 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3508 { 3509 Framebuffer *framebuffer = getDrawFramebuffer(); 3510 if(!framebuffer || (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)) 3511 { 3512 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3513 } 3514 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3515 3516 if(depthbuffer) 3517 { 3518 float depth = clamp01(value); 3519 sw::Rect clearRect = depthbuffer->getRect(); 3520 3521 if(mState.scissorTestEnabled) 3522 { 3523 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3524 } 3525 3526 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3527 3528 depthbuffer->release(); 3529 } 3530 } 3531 } 3532 3533 void Context::clearStencilBuffer(const GLint value) 3534 { 3535 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3536 { 3537 Framebuffer *framebuffer = getDrawFramebuffer(); 3538 if(!framebuffer || (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)) 3539 { 3540 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3541 } 3542 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3543 3544 if(stencilbuffer) 3545 { 3546 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3547 sw::Rect clearRect = stencilbuffer->getRect(); 3548 3549 if(mState.scissorTestEnabled) 3550 { 3551 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3552 } 3553 3554 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3555 3556 stencilbuffer->release(); 3557 } 3558 } 3559 } 3560 3561 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3562 { 3563 if(!applyRenderTarget()) 3564 { 3565 return; 3566 } 3567 3568 if(mState.currentProgram == 0) 3569 { 3570 return; // Nothing to process. 3571 } 3572 3573 sw::DrawType primitiveType; 3574 int primitiveCount; 3575 int verticesPerPrimitive; 3576 3577 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3578 { 3579 return error(GL_INVALID_ENUM); 3580 } 3581 3582 applyState(mode); 3583 3584 for(int i = 0; i < instanceCount; ++i) 3585 { 3586 device->setInstanceID(i); 3587 3588 GLenum err = applyVertexBuffer(0, first, count, i); 3589 if(err != GL_NO_ERROR) 3590 { 3591 return error(err); 3592 } 3593 3594 applyShaders(); 3595 applyTextures(); 3596 3597 if(!getCurrentProgram()->validateSamplers(false)) 3598 { 3599 return error(GL_INVALID_OPERATION); 3600 } 3601 3602 if(primitiveCount <= 0) 3603 { 3604 return; 3605 } 3606 3607 TransformFeedback* transformFeedback = getTransformFeedback(); 3608 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3609 { 3610 device->drawPrimitive(primitiveType, primitiveCount); 3611 } 3612 if(transformFeedback) 3613 { 3614 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3615 } 3616 } 3617 } 3618 3619 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3620 { 3621 if(!applyRenderTarget()) 3622 { 3623 return; 3624 } 3625 3626 if(mState.currentProgram == 0) 3627 { 3628 return; // Nothing to process. 3629 } 3630 3631 if(count == 0) 3632 { 3633 return; 3634 } 3635 3636 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3637 { 3638 return error(GL_INVALID_OPERATION); 3639 } 3640 3641 GLenum internalMode = mode; 3642 if(isPrimitiveRestartFixedIndexEnabled()) 3643 { 3644 switch(mode) 3645 { 3646 case GL_TRIANGLE_FAN: 3647 case GL_TRIANGLE_STRIP: 3648 internalMode = GL_TRIANGLES; 3649 break; 3650 case GL_LINE_LOOP: 3651 case GL_LINE_STRIP: 3652 internalMode = GL_LINES; 3653 break; 3654 default: 3655 break; 3656 } 3657 } 3658 3659 sw::DrawType primitiveType; 3660 int primitiveCount; 3661 int verticesPerPrimitive; 3662 3663 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3664 { 3665 return error(GL_INVALID_ENUM); 3666 } 3667 3668 TranslatedIndexData indexInfo(primitiveCount); 3669 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3670 if(err != GL_NO_ERROR) 3671 { 3672 return error(err); 3673 } 3674 3675 applyState(internalMode); 3676 3677 for(int i = 0; i < instanceCount; ++i) 3678 { 3679 device->setInstanceID(i); 3680 3681 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3682 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3683 if(err != GL_NO_ERROR) 3684 { 3685 return error(err); 3686 } 3687 3688 applyShaders(); 3689 applyTextures(); 3690 3691 if(!getCurrentProgram()->validateSamplers(false)) 3692 { 3693 return error(GL_INVALID_OPERATION); 3694 } 3695 3696 if(primitiveCount <= 0) 3697 { 3698 return; 3699 } 3700 3701 TransformFeedback* transformFeedback = getTransformFeedback(); 3702 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3703 { 3704 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount); 3705 } 3706 if(transformFeedback) 3707 { 3708 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive); 3709 } 3710 } 3711 } 3712 3713 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3714 { 3715 sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice); 3716 device->blit(source, sRectF, dest, dRect, false); 3717 } 3718 3719 void Context::finish() 3720 { 3721 device->finish(); 3722 } 3723 3724 void Context::flush() 3725 { 3726 // We don't queue anything without processing it as fast as possible 3727 } 3728 3729 void Context::recordInvalidEnum() 3730 { 3731 mInvalidEnum = true; 3732 } 3733 3734 void Context::recordInvalidValue() 3735 { 3736 mInvalidValue = true; 3737 } 3738 3739 void Context::recordInvalidOperation() 3740 { 3741 mInvalidOperation = true; 3742 } 3743 3744 void Context::recordOutOfMemory() 3745 { 3746 mOutOfMemory = true; 3747 } 3748 3749 void Context::recordInvalidFramebufferOperation() 3750 { 3751 mInvalidFramebufferOperation = true; 3752 } 3753 3754 // Get one of the recorded errors and clear its flag, if any. 3755 // [OpenGL ES 2.0.24] section 2.5 page 13. 3756 GLenum Context::getError() 3757 { 3758 if(mInvalidEnum) 3759 { 3760 mInvalidEnum = false; 3761 3762 return GL_INVALID_ENUM; 3763 } 3764 3765 if(mInvalidValue) 3766 { 3767 mInvalidValue = false; 3768 3769 return GL_INVALID_VALUE; 3770 } 3771 3772 if(mInvalidOperation) 3773 { 3774 mInvalidOperation = false; 3775 3776 return GL_INVALID_OPERATION; 3777 } 3778 3779 if(mOutOfMemory) 3780 { 3781 mOutOfMemory = false; 3782 3783 return GL_OUT_OF_MEMORY; 3784 } 3785 3786 if(mInvalidFramebufferOperation) 3787 { 3788 mInvalidFramebufferOperation = false; 3789 3790 return GL_INVALID_FRAMEBUFFER_OPERATION; 3791 } 3792 3793 return GL_NO_ERROR; 3794 } 3795 3796 int Context::getSupportedMultisampleCount(int requested) 3797 { 3798 int supported = 0; 3799 3800 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3801 { 3802 if(supported >= requested) 3803 { 3804 return supported; 3805 } 3806 3807 supported = multisampleCount[i]; 3808 } 3809 3810 return supported; 3811 } 3812 3813 void Context::detachBuffer(GLuint buffer) 3814 { 3815 // [OpenGL ES 2.0.24] section 2.9 page 22: 3816 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3817 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3818 3819 if(mState.copyReadBuffer.name() == buffer) 3820 { 3821 mState.copyReadBuffer = nullptr; 3822 } 3823 3824 if(mState.copyWriteBuffer.name() == buffer) 3825 { 3826 mState.copyWriteBuffer = nullptr; 3827 } 3828 3829 if(mState.pixelPackBuffer.name() == buffer) 3830 { 3831 mState.pixelPackBuffer = nullptr; 3832 } 3833 3834 if(mState.pixelUnpackBuffer.name() == buffer) 3835 { 3836 mState.pixelUnpackBuffer = nullptr; 3837 } 3838 3839 if(mState.genericUniformBuffer.name() == buffer) 3840 { 3841 mState.genericUniformBuffer = nullptr; 3842 } 3843 3844 if(getArrayBufferName() == buffer) 3845 { 3846 mState.arrayBuffer = nullptr; 3847 } 3848 3849 // Only detach from the current transform feedback 3850 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3851 if(currentTransformFeedback) 3852 { 3853 currentTransformFeedback->detachBuffer(buffer); 3854 } 3855 3856 // Only detach from the current vertex array 3857 VertexArray* currentVertexArray = getCurrentVertexArray(); 3858 if(currentVertexArray) 3859 { 3860 currentVertexArray->detachBuffer(buffer); 3861 } 3862 3863 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3864 { 3865 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3866 { 3867 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3868 } 3869 } 3870 } 3871 3872 void Context::detachTexture(GLuint texture) 3873 { 3874 // [OpenGL ES 2.0.24] section 3.8 page 84: 3875 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3876 // rebound to texture object zero 3877 3878 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3879 { 3880 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3881 { 3882 if(mState.samplerTexture[type][sampler].name() == texture) 3883 { 3884 mState.samplerTexture[type][sampler] = nullptr; 3885 } 3886 } 3887 } 3888 3889 // [OpenGL ES 2.0.24] section 4.4 page 112: 3890 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3891 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3892 // image was attached in the currently bound framebuffer. 3893 3894 Framebuffer *readFramebuffer = getReadFramebuffer(); 3895 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3896 3897 if(readFramebuffer) 3898 { 3899 readFramebuffer->detachTexture(texture); 3900 } 3901 3902 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3903 { 3904 drawFramebuffer->detachTexture(texture); 3905 } 3906 } 3907 3908 void Context::detachFramebuffer(GLuint framebuffer) 3909 { 3910 // [OpenGL ES 2.0.24] section 4.4 page 107: 3911 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3912 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3913 3914 if(mState.readFramebuffer == framebuffer) 3915 { 3916 bindReadFramebuffer(0); 3917 } 3918 3919 if(mState.drawFramebuffer == framebuffer) 3920 { 3921 bindDrawFramebuffer(0); 3922 } 3923 } 3924 3925 void Context::detachRenderbuffer(GLuint renderbuffer) 3926 { 3927 // [OpenGL ES 2.0.24] section 4.4 page 109: 3928 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3929 // had been executed with the target RENDERBUFFER and name of zero. 3930 3931 if(mState.renderbuffer.name() == renderbuffer) 3932 { 3933 bindRenderbuffer(0); 3934 } 3935 3936 // [OpenGL ES 2.0.24] section 4.4 page 111: 3937 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3938 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3939 // point to which this image was attached in the currently bound framebuffer. 3940 3941 Framebuffer *readFramebuffer = getReadFramebuffer(); 3942 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3943 3944 if(readFramebuffer) 3945 { 3946 readFramebuffer->detachRenderbuffer(renderbuffer); 3947 } 3948 3949 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3950 { 3951 drawFramebuffer->detachRenderbuffer(renderbuffer); 3952 } 3953 } 3954 3955 void Context::detachSampler(GLuint sampler) 3956 { 3957 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3958 // If a sampler object that is currently bound to one or more texture units is 3959 // deleted, it is as though BindSampler is called once for each texture unit to 3960 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3961 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3962 { 3963 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3964 if(samplerBinding.name() == sampler) 3965 { 3966 samplerBinding = nullptr; 3967 } 3968 } 3969 } 3970 3971 bool Context::cullSkipsDraw(GLenum drawMode) 3972 { 3973 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3974 } 3975 3976 bool Context::isTriangleMode(GLenum drawMode) 3977 { 3978 switch(drawMode) 3979 { 3980 case GL_TRIANGLES: 3981 case GL_TRIANGLE_FAN: 3982 case GL_TRIANGLE_STRIP: 3983 return true; 3984 case GL_POINTS: 3985 case GL_LINES: 3986 case GL_LINE_LOOP: 3987 case GL_LINE_STRIP: 3988 return false; 3989 default: UNREACHABLE(drawMode); 3990 } 3991 3992 return false; 3993 } 3994 3995 void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3996 { 3997 ASSERT(index < MAX_VERTEX_ATTRIBS); 3998 3999 mState.vertexAttribute[index].setCurrentValue(values); 4000 4001 mVertexDataManager->dirtyCurrentValue(index); 4002 } 4003 4004 void Context::setVertexAttrib(GLuint index, const GLint *values) 4005 { 4006 ASSERT(index < MAX_VERTEX_ATTRIBS); 4007 4008 mState.vertexAttribute[index].setCurrentValue(values); 4009 4010 mVertexDataManager->dirtyCurrentValue(index); 4011 } 4012 4013 void Context::setVertexAttrib(GLuint index, const GLuint *values) 4014 { 4015 ASSERT(index < MAX_VERTEX_ATTRIBS); 4016 4017 mState.vertexAttribute[index].setCurrentValue(values); 4018 4019 mVertexDataManager->dirtyCurrentValue(index); 4020 } 4021 4022 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 4023 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 4024 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 4025 { 4026 Framebuffer *readFramebuffer = getReadFramebuffer(); 4027 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 4028 4029 int readBufferWidth, readBufferHeight, readBufferSamples; 4030 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 4031 4032 if(!readFramebuffer || (readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE) || 4033 !drawFramebuffer || (drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)) 4034 { 4035 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 4036 } 4037 4038 if(drawBufferSamples > 1) 4039 { 4040 return error(GL_INVALID_OPERATION); 4041 } 4042 4043 sw::SliceRect sourceRect; 4044 sw::SliceRect destRect; 4045 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 4046 bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1); 4047 4048 if(srcX0 < srcX1) 4049 { 4050 sourceRect.x0 = srcX0; 4051 sourceRect.x1 = srcX1; 4052 } 4053 else 4054 { 4055 sourceRect.x0 = srcX1; 4056 sourceRect.x1 = srcX0; 4057 } 4058 4059 if(dstX0 < dstX1) 4060 { 4061 destRect.x0 = dstX0; 4062 destRect.x1 = dstX1; 4063 } 4064 else 4065 { 4066 destRect.x0 = dstX1; 4067 destRect.x1 = dstX0; 4068 } 4069 4070 if(srcY0 < srcY1) 4071 { 4072 sourceRect.y0 = srcY0; 4073 sourceRect.y1 = srcY1; 4074 } 4075 else 4076 { 4077 sourceRect.y0 = srcY1; 4078 sourceRect.y1 = srcY0; 4079 } 4080 4081 if(dstY0 < dstY1) 4082 { 4083 destRect.y0 = dstY0; 4084 destRect.y1 = dstY1; 4085 } 4086 else 4087 { 4088 destRect.y0 = dstY1; 4089 destRect.y1 = dstY0; 4090 } 4091 4092 sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0), 4093 static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1)); 4094 sw::Rect destScissoredRect = destRect; 4095 4096 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 4097 { 4098 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 4099 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY); 4100 } 4101 4102 sw::SliceRectF sourceTrimmedRect = sourceScissoredRect; 4103 sw::SliceRect destTrimmedRect = destScissoredRect; 4104 4105 // The source & destination rectangles also may need to be trimmed if 4106 // they fall out of the bounds of the actual draw and read surfaces. 4107 sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight); 4108 Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY); 4109 4110 sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight); 4111 Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY); 4112 4113 bool partialBufferCopy = false; 4114 4115 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4116 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4117 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4118 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4119 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4120 { 4121 partialBufferCopy = true; 4122 } 4123 4124 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4125 bool blitRenderTarget = false; 4126 bool blitDepth = false; 4127 bool blitStencil = false; 4128 4129 if(mask & GL_COLOR_BUFFER_BIT) 4130 { 4131 GLenum readColorbufferType = readFramebuffer->getReadBufferType(); 4132 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4133 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || readColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(readColorbufferType); 4134 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || drawColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(drawColorbufferType); 4135 if(!validReadType || !validDrawType) 4136 { 4137 return error(GL_INVALID_OPERATION); 4138 } 4139 4140 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4141 { 4142 return error(GL_INVALID_OPERATION); 4143 } 4144 4145 // The GL ES 3.0.2 spec (pg 193) states that: 4146 // 1) If the read buffer is fixed point format, the draw buffer must be as well 4147 // 2) If the read buffer is an unsigned integer format, the draw buffer must be 4148 // as well 4149 // 3) If the read buffer is a signed integer format, the draw buffer must be as 4150 // well 4151 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer(); 4152 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0); 4153 GLint readFormat = readRenderbuffer->getFormat(); 4154 GLint drawFormat = drawRenderbuffer->getFormat(); 4155 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0); 4156 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0); 4157 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) || 4158 (readComponentType == GL_SIGNED_NORMALIZED)); 4159 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) || 4160 (drawComponentType == GL_SIGNED_NORMALIZED)); 4161 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT)); 4162 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT)); 4163 4164 if(readFixedOrFloat != drawFixedOrFloat) 4165 { 4166 return error(GL_INVALID_OPERATION); 4167 } 4168 4169 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT)) 4170 { 4171 return error(GL_INVALID_OPERATION); 4172 } 4173 4174 if((readComponentType == GL_INT) && (drawComponentType != GL_INT)) 4175 { 4176 return error(GL_INVALID_OPERATION); 4177 } 4178 4179 // Cannot filter integer data 4180 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter) 4181 { 4182 return error(GL_INVALID_OPERATION); 4183 } 4184 4185 if((readRenderbuffer->getSamples() > 0) && (readFormat != drawFormat)) 4186 { 4187 // RGBA8 and BGRA8 should be interchangeable here 4188 if(!(((readFormat == GL_RGBA8) && (drawFormat == GL_BGRA8_EXT)) || 4189 ((readFormat == GL_BGRA8_EXT) && (drawFormat == GL_RGBA8)))) 4190 { 4191 return error(GL_INVALID_OPERATION); 4192 } 4193 } 4194 4195 blitRenderTarget = true; 4196 } 4197 4198 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4199 { 4200 Renderbuffer *readDSBuffer = nullptr; 4201 Renderbuffer *drawDSBuffer = nullptr; 4202 4203 if(mask & GL_DEPTH_BUFFER_BIT) 4204 { 4205 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4206 { 4207 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4208 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4209 if((readDepthBufferType != drawDepthBufferType) && 4210 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4211 { 4212 return error(GL_INVALID_OPERATION); 4213 } 4214 4215 blitDepth = true; 4216 readDSBuffer = readFramebuffer->getDepthbuffer(); 4217 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4218 4219 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat()) 4220 { 4221 return error(GL_INVALID_OPERATION); 4222 } 4223 } 4224 } 4225 4226 if(mask & GL_STENCIL_BUFFER_BIT) 4227 { 4228 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4229 { 4230 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4231 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4232 if((readStencilBufferType != drawStencilBufferType) && 4233 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4234 { 4235 return error(GL_INVALID_OPERATION); 4236 } 4237 4238 blitStencil = true; 4239 readDSBuffer = readFramebuffer->getStencilbuffer(); 4240 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4241 4242 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat()) 4243 { 4244 return error(GL_INVALID_OPERATION); 4245 } 4246 } 4247 } 4248 4249 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4250 { 4251 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4252 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4253 } 4254 4255 // OpenGL ES 3.0.4 spec, p.199: 4256 // ...an INVALID_OPERATION error is generated if the formats of the read 4257 // and draw framebuffers are not identical or if the source and destination 4258 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4259 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4260 // INVALID_OPERATION error is generated. 4261 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4262 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4263 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4264 { 4265 return error(GL_INVALID_OPERATION); 4266 } 4267 } 4268 4269 if(blitRenderTarget || blitDepth || blitStencil) 4270 { 4271 if(flipX) 4272 { 4273 swap(destTrimmedRect.x0, destTrimmedRect.x1); 4274 } 4275 if(flipY) 4276 { 4277 swap(destTrimmedRect.y0, destTrimmedRect.y1); 4278 } 4279 4280 if(blitRenderTarget) 4281 { 4282 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4283 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4284 4285 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4286 4287 readRenderTarget->release(); 4288 drawRenderTarget->release(); 4289 4290 if(!success) 4291 { 4292 ERR("BlitFramebuffer failed."); 4293 return; 4294 } 4295 } 4296 4297 if(blitDepth) 4298 { 4299 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4300 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4301 4302 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4303 4304 readRenderTarget->release(); 4305 drawRenderTarget->release(); 4306 4307 if(!success) 4308 { 4309 ERR("BlitFramebuffer failed."); 4310 return; 4311 } 4312 } 4313 4314 if(blitStencil) 4315 { 4316 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4317 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4318 4319 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4320 4321 readRenderTarget->release(); 4322 drawRenderTarget->release(); 4323 4324 if(!success) 4325 { 4326 ERR("BlitFramebuffer failed."); 4327 return; 4328 } 4329 } 4330 } 4331 } 4332 4333 void Context::bindTexImage(gl::Surface *surface) 4334 { 4335 bool isRect = (surface->getTextureTarget() == EGL_TEXTURE_RECTANGLE_ANGLE); 4336 es2::Texture2D *textureObject = isRect ? getTexture2DRect() : getTexture2D(); 4337 4338 if(textureObject) 4339 { 4340 textureObject->bindTexImage(surface); 4341 } 4342 } 4343 4344 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4345 { 4346 GLenum textureTarget = GL_NONE; 4347 4348 switch(target) 4349 { 4350 case EGL_GL_TEXTURE_2D_KHR: 4351 textureTarget = GL_TEXTURE_2D; 4352 break; 4353 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4354 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4355 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4356 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4357 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4358 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4359 textureTarget = GL_TEXTURE_CUBE_MAP; 4360 break; 4361 case EGL_GL_RENDERBUFFER_KHR: 4362 break; 4363 default: 4364 return EGL_BAD_PARAMETER; 4365 } 4366 4367 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4368 { 4369 return EGL_BAD_MATCH; 4370 } 4371 4372 if(textureTarget != GL_NONE) 4373 { 4374 es2::Texture *texture = getTexture(name); 4375 4376 if(!texture || texture->getTarget() != textureTarget) 4377 { 4378 return EGL_BAD_PARAMETER; 4379 } 4380 4381 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4382 { 4383 return EGL_BAD_ACCESS; 4384 } 4385 4386 if(textureLevel != 0 && !texture->isSamplerComplete(nullptr)) 4387 { 4388 return EGL_BAD_PARAMETER; 4389 } 4390 4391 if(textureLevel == 0 && !(texture->isSamplerComplete(nullptr) && texture->getTopLevel() == 0)) 4392 { 4393 return EGL_BAD_PARAMETER; 4394 } 4395 } 4396 else if(target == EGL_GL_RENDERBUFFER_KHR) 4397 { 4398 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4399 4400 if(!renderbuffer) 4401 { 4402 return EGL_BAD_PARAMETER; 4403 } 4404 4405 if(renderbuffer->isShared()) // Already an EGLImage sibling 4406 { 4407 return EGL_BAD_ACCESS; 4408 } 4409 } 4410 else UNREACHABLE(target); 4411 4412 return EGL_SUCCESS; 4413 } 4414 4415 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4416 { 4417 GLenum textureTarget = GL_NONE; 4418 4419 switch(target) 4420 { 4421 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4422 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4423 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4424 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4425 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4426 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4427 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4428 } 4429 4430 if(textureTarget != GL_NONE) 4431 { 4432 es2::Texture *texture = getTexture(name); 4433 4434 return texture->createSharedImage(textureTarget, textureLevel); 4435 } 4436 else if(target == EGL_GL_RENDERBUFFER_KHR) 4437 { 4438 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4439 4440 return renderbuffer->createSharedImage(); 4441 } 4442 else UNREACHABLE(target); 4443 4444 return nullptr; 4445 } 4446 4447 egl::Image *Context::getSharedImage(GLeglImageOES image) 4448 { 4449 return display->getSharedImage(image); 4450 } 4451 4452 Device *Context::getDevice() 4453 { 4454 return device; 4455 } 4456 4457 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4458 { 4459 // Keep list sorted in following order: 4460 // OES extensions 4461 // EXT extensions 4462 // Vendor extensions 4463 static const char *extensions[] = 4464 { 4465 "GL_OES_compressed_ETC1_RGB8_texture", 4466 "GL_OES_depth24", 4467 "GL_OES_depth32", 4468 "GL_OES_depth_texture", 4469 "GL_OES_depth_texture_cube_map", 4470 "GL_OES_EGL_image", 4471 "GL_OES_EGL_image_external", 4472 "GL_OES_EGL_image_external_essl3", // client version is always 3, so this is fine 4473 "GL_OES_EGL_sync", 4474 "GL_OES_element_index_uint", 4475 "GL_OES_fbo_render_mipmap", 4476 "GL_OES_framebuffer_object", 4477 "GL_OES_packed_depth_stencil", 4478 "GL_OES_rgb8_rgba8", 4479 "GL_OES_standard_derivatives", 4480 "GL_OES_surfaceless_context", 4481 "GL_OES_texture_float", 4482 "GL_OES_texture_float_linear", 4483 "GL_OES_texture_half_float", 4484 "GL_OES_texture_half_float_linear", 4485 "GL_OES_texture_npot", 4486 "GL_OES_texture_3D", 4487 "GL_OES_vertex_array_object", 4488 "GL_OES_vertex_half_float", 4489 "GL_EXT_blend_minmax", 4490 "GL_EXT_color_buffer_float", // OpenGL ES 3.0 specific. 4491 "GL_EXT_color_buffer_half_float", 4492 "GL_EXT_draw_buffers", 4493 "GL_EXT_instanced_arrays", 4494 "GL_EXT_occlusion_query_boolean", 4495 "GL_EXT_read_format_bgra", 4496 "GL_EXT_texture_compression_dxt1", 4497 "GL_EXT_texture_filter_anisotropic", 4498 "GL_EXT_texture_format_BGRA8888", 4499 "GL_EXT_texture_rg", 4500 #if (ASTC_SUPPORT) 4501 "GL_KHR_texture_compression_astc_hdr", 4502 "GL_KHR_texture_compression_astc_ldr", 4503 #endif 4504 "GL_ARB_texture_rectangle", 4505 "GL_ANGLE_framebuffer_blit", 4506 "GL_ANGLE_framebuffer_multisample", 4507 "GL_ANGLE_instanced_arrays", 4508 "GL_ANGLE_texture_compression_dxt3", 4509 "GL_ANGLE_texture_compression_dxt5", 4510 "GL_APPLE_texture_format_BGRA8888", 4511 "GL_CHROMIUM_color_buffer_float_rgba", // A subset of EXT_color_buffer_float on top of OpenGL ES 2.0 4512 "GL_CHROMIUM_texture_filtering_hint", 4513 "GL_NV_depth_buffer_float2", 4514 "GL_NV_fence", 4515 "GL_NV_framebuffer_blit", 4516 "GL_NV_read_depth", 4517 "GL_NV_read_depth_stencil", 4518 "GL_NV_read_stencil", 4519 }; 4520 4521 GLuint numExtensions = sizeof(extensions) / sizeof(extensions[0]); 4522 4523 if(numExt) 4524 { 4525 *numExt = numExtensions; 4526 4527 return nullptr; 4528 } 4529 4530 if(index == GL_INVALID_INDEX) 4531 { 4532 static std::string extensionsCat; 4533 4534 if(extensionsCat.empty() && (numExtensions > 0)) 4535 { 4536 for(const char *extension : extensions) 4537 { 4538 extensionsCat += std::string(extension) + " "; 4539 } 4540 } 4541 4542 return (const GLubyte*)extensionsCat.c_str(); 4543 } 4544 4545 if(index >= numExtensions) 4546 { 4547 return nullptr; 4548 } 4549 4550 return (const GLubyte*)extensions[index]; 4551 } 4552 4553 } 4554 4555 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, const egl::Config *config) 4556 { 4557 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), config); 4558 } 4559