1 #include "precompiled.h" 2 // 3 // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. 4 // Use of this source code is governed by a BSD-style license that can be 5 // found in the LICENSE file. 6 // 7 8 // Context.cpp: Implements the gl::Context class, managing all GL state and performing 9 // rendering operations. It is the GLES2 specific implementation of EGLContext. 10 11 #include "libGLESv2/Context.h" 12 13 #include "libGLESv2/main.h" 14 #include "libGLESv2/utilities.h" 15 #include "libGLESv2/Buffer.h" 16 #include "libGLESv2/Fence.h" 17 #include "libGLESv2/Framebuffer.h" 18 #include "libGLESv2/Renderbuffer.h" 19 #include "libGLESv2/Program.h" 20 #include "libGLESv2/ProgramBinary.h" 21 #include "libGLESv2/Query.h" 22 #include "libGLESv2/Texture.h" 23 #include "libGLESv2/ResourceManager.h" 24 #include "libGLESv2/renderer/IndexDataManager.h" 25 #include "libGLESv2/renderer/RenderTarget.h" 26 #include "libGLESv2/renderer/Renderer.h" 27 28 #include "libEGL/Surface.h" 29 30 #undef near 31 #undef far 32 33 namespace gl 34 { 35 static const char* makeStaticString(const std::string& str) 36 { 37 static std::set<std::string> strings; 38 std::set<std::string>::iterator it = strings.find(str); 39 if (it != strings.end()) 40 return it->c_str(); 41 42 return strings.insert(str).first->c_str(); 43 } 44 45 Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer) 46 { 47 ASSERT(robustAccess == false); // Unimplemented 48 49 mFenceHandleAllocator.setBaseHandle(0); 50 51 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 52 53 mState.depthClearValue = 1.0f; 54 mState.stencilClearValue = 0; 55 56 mState.rasterizer.cullFace = false; 57 mState.rasterizer.cullMode = GL_BACK; 58 mState.rasterizer.frontFace = GL_CCW; 59 mState.rasterizer.polygonOffsetFill = false; 60 mState.rasterizer.polygonOffsetFactor = 0.0f; 61 mState.rasterizer.polygonOffsetUnits = 0.0f; 62 mState.rasterizer.pointDrawMode = false; 63 mState.rasterizer.multiSample = false; 64 mState.scissorTest = false; 65 mState.scissor.x = 0; 66 mState.scissor.y = 0; 67 mState.scissor.width = 0; 68 mState.scissor.height = 0; 69 70 mState.blend.blend = false; 71 mState.blend.sourceBlendRGB = GL_ONE; 72 mState.blend.sourceBlendAlpha = GL_ONE; 73 mState.blend.destBlendRGB = GL_ZERO; 74 mState.blend.destBlendAlpha = GL_ZERO; 75 mState.blend.blendEquationRGB = GL_FUNC_ADD; 76 mState.blend.blendEquationAlpha = GL_FUNC_ADD; 77 mState.blend.sampleAlphaToCoverage = false; 78 mState.blend.dither = true; 79 80 mState.blendColor.red = 0; 81 mState.blendColor.green = 0; 82 mState.blendColor.blue = 0; 83 mState.blendColor.alpha = 0; 84 85 mState.depthStencil.depthTest = false; 86 mState.depthStencil.depthFunc = GL_LESS; 87 mState.depthStencil.depthMask = true; 88 mState.depthStencil.stencilTest = false; 89 mState.depthStencil.stencilFunc = GL_ALWAYS; 90 mState.depthStencil.stencilMask = -1; 91 mState.depthStencil.stencilWritemask = -1; 92 mState.depthStencil.stencilBackFunc = GL_ALWAYS; 93 mState.depthStencil.stencilBackMask = - 1; 94 mState.depthStencil.stencilBackWritemask = -1; 95 mState.depthStencil.stencilFail = GL_KEEP; 96 mState.depthStencil.stencilPassDepthFail = GL_KEEP; 97 mState.depthStencil.stencilPassDepthPass = GL_KEEP; 98 mState.depthStencil.stencilBackFail = GL_KEEP; 99 mState.depthStencil.stencilBackPassDepthFail = GL_KEEP; 100 mState.depthStencil.stencilBackPassDepthPass = GL_KEEP; 101 102 mState.stencilRef = 0; 103 mState.stencilBackRef = 0; 104 105 mState.sampleCoverage = false; 106 mState.sampleCoverageValue = 1.0f; 107 mState.sampleCoverageInvert = false; 108 mState.generateMipmapHint = GL_DONT_CARE; 109 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 110 111 mState.lineWidth = 1.0f; 112 113 mState.viewport.x = 0; 114 mState.viewport.y = 0; 115 mState.viewport.width = 0; 116 mState.viewport.height = 0; 117 mState.zNear = 0.0f; 118 mState.zFar = 1.0f; 119 120 mState.blend.colorMaskRed = true; 121 mState.blend.colorMaskGreen = true; 122 mState.blend.colorMaskBlue = true; 123 mState.blend.colorMaskAlpha = true; 124 125 if (shareContext != NULL) 126 { 127 mResourceManager = shareContext->mResourceManager; 128 mResourceManager->addRef(); 129 } 130 else 131 { 132 mResourceManager = new ResourceManager(mRenderer); 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.set(new Texture2D(mRenderer, 0)); 142 mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0)); 143 144 mState.activeSampler = 0; 145 bindArrayBuffer(0); 146 bindElementArrayBuffer(0); 147 bindTextureCubeMap(0); 148 bindTexture2D(0); 149 bindReadFramebuffer(0); 150 bindDrawFramebuffer(0); 151 bindRenderbuffer(0); 152 153 mState.currentProgram = 0; 154 mCurrentProgramBinary.set(NULL); 155 156 mState.packAlignment = 4; 157 mState.unpackAlignment = 4; 158 mState.packReverseRowOrder = false; 159 160 mExtensionString = NULL; 161 mRendererString = NULL; 162 163 mInvalidEnum = false; 164 mInvalidValue = false; 165 mInvalidOperation = false; 166 mOutOfMemory = false; 167 mInvalidFramebufferOperation = false; 168 169 mHasBeenCurrent = false; 170 mContextLost = false; 171 mResetStatus = GL_NO_ERROR; 172 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT); 173 mRobustAccess = robustAccess; 174 175 mSupportsBGRATextures = false; 176 mSupportsDXT1Textures = false; 177 mSupportsDXT3Textures = false; 178 mSupportsDXT5Textures = false; 179 mSupportsEventQueries = false; 180 mSupportsOcclusionQueries = false; 181 mNumCompressedTextureFormats = 0; 182 } 183 184 Context::~Context() 185 { 186 if (mState.currentProgram != 0) 187 { 188 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 189 if (programObject) 190 { 191 programObject->release(); 192 } 193 mState.currentProgram = 0; 194 } 195 mCurrentProgramBinary.set(NULL); 196 197 while (!mFramebufferMap.empty()) 198 { 199 deleteFramebuffer(mFramebufferMap.begin()->first); 200 } 201 202 while (!mFenceMap.empty()) 203 { 204 deleteFence(mFenceMap.begin()->first); 205 } 206 207 while (!mQueryMap.empty()) 208 { 209 deleteQuery(mQueryMap.begin()->first); 210 } 211 212 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) 213 { 214 for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 215 { 216 mState.samplerTexture[type][sampler].set(NULL); 217 } 218 } 219 220 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) 221 { 222 mIncompleteTextures[type].set(NULL); 223 } 224 225 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 226 { 227 mState.vertexAttribute[i].mBoundBuffer.set(NULL); 228 } 229 230 for (int i = 0; i < QUERY_TYPE_COUNT; i++) 231 { 232 mState.activeQuery[i].set(NULL); 233 } 234 235 mState.arrayBuffer.set(NULL); 236 mState.elementArrayBuffer.set(NULL); 237 mState.renderbuffer.set(NULL); 238 239 mTexture2DZero.set(NULL); 240 mTextureCubeMapZero.set(NULL); 241 242 mResourceManager->release(); 243 } 244 245 void Context::makeCurrent(egl::Surface *surface) 246 { 247 if (!mHasBeenCurrent) 248 { 249 mMajorShaderModel = mRenderer->getMajorShaderModel(); 250 mMaximumPointSize = mRenderer->getMaxPointSize(); 251 mSupportsVertexTexture = mRenderer->getVertexTextureSupport(); 252 mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport(); 253 mSupportsInstancing = mRenderer->getInstancingSupport(); 254 255 mMaxViewportDimension = mRenderer->getMaxViewportDimension(); 256 mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()), 257 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE); 258 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE); 259 mMaxRenderbufferDimension = mMaxTextureDimension; 260 mMaxTextureLevel = log2(mMaxTextureDimension) + 1; 261 mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy(); 262 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f", 263 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy); 264 265 mSupportsEventQueries = mRenderer->getEventQuerySupport(); 266 mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport(); 267 mSupportsBGRATextures = mRenderer->getBGRATextureSupport(); 268 mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport(); 269 mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport(); 270 mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport(); 271 mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures); 272 mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures); 273 mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport(); 274 mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport(); 275 mSupportsDepthTextures = mRenderer->getDepthTextureSupport(); 276 mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport(); 277 mSupports32bitIndices = mRenderer->get32BitIndexSupport(); 278 279 mNumCompressedTextureFormats = 0; 280 if (supportsDXT1Textures()) 281 { 282 mNumCompressedTextureFormats += 2; 283 } 284 if (supportsDXT3Textures()) 285 { 286 mNumCompressedTextureFormats += 1; 287 } 288 if (supportsDXT5Textures()) 289 { 290 mNumCompressedTextureFormats += 1; 291 } 292 293 initExtensionString(); 294 initRendererString(); 295 296 mState.viewport.x = 0; 297 mState.viewport.y = 0; 298 mState.viewport.width = surface->getWidth(); 299 mState.viewport.height = surface->getHeight(); 300 301 mState.scissor.x = 0; 302 mState.scissor.y = 0; 303 mState.scissor.width = surface->getWidth(); 304 mState.scissor.height = surface->getHeight(); 305 306 mHasBeenCurrent = true; 307 } 308 309 // Wrap the existing swapchain resources into GL objects and assign them to the '0' names 310 rx::SwapChain *swapchain = surface->getSwapChain(); 311 312 Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain); 313 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain); 314 Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero); 315 316 setFramebufferZero(framebufferZero); 317 } 318 319 // NOTE: this function should not assume that this context is current! 320 void Context::markContextLost() 321 { 322 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT) 323 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT; 324 mContextLost = true; 325 } 326 327 bool Context::isContextLost() 328 { 329 return mContextLost; 330 } 331 332 void Context::setClearColor(float red, float green, float blue, float alpha) 333 { 334 mState.colorClearValue.red = red; 335 mState.colorClearValue.green = green; 336 mState.colorClearValue.blue = blue; 337 mState.colorClearValue.alpha = alpha; 338 } 339 340 void Context::setClearDepth(float depth) 341 { 342 mState.depthClearValue = depth; 343 } 344 345 void Context::setClearStencil(int stencil) 346 { 347 mState.stencilClearValue = stencil; 348 } 349 350 void Context::setCullFace(bool enabled) 351 { 352 mState.rasterizer.cullFace = enabled; 353 } 354 355 bool Context::isCullFaceEnabled() const 356 { 357 return mState.rasterizer.cullFace; 358 } 359 360 void Context::setCullMode(GLenum mode) 361 { 362 mState.rasterizer.cullMode = mode; 363 } 364 365 void Context::setFrontFace(GLenum front) 366 { 367 mState.rasterizer.frontFace = front; 368 } 369 370 void Context::setDepthTest(bool enabled) 371 { 372 mState.depthStencil.depthTest = enabled; 373 } 374 375 bool Context::isDepthTestEnabled() const 376 { 377 return mState.depthStencil.depthTest; 378 } 379 380 void Context::setDepthFunc(GLenum depthFunc) 381 { 382 mState.depthStencil.depthFunc = depthFunc; 383 } 384 385 void Context::setDepthRange(float zNear, float zFar) 386 { 387 mState.zNear = zNear; 388 mState.zFar = zFar; 389 } 390 391 void Context::setBlend(bool enabled) 392 { 393 mState.blend.blend = enabled; 394 } 395 396 bool Context::isBlendEnabled() const 397 { 398 return mState.blend.blend; 399 } 400 401 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 402 { 403 mState.blend.sourceBlendRGB = sourceRGB; 404 mState.blend.destBlendRGB = destRGB; 405 mState.blend.sourceBlendAlpha = sourceAlpha; 406 mState.blend.destBlendAlpha = destAlpha; 407 } 408 409 void Context::setBlendColor(float red, float green, float blue, float alpha) 410 { 411 mState.blendColor.red = red; 412 mState.blendColor.green = green; 413 mState.blendColor.blue = blue; 414 mState.blendColor.alpha = alpha; 415 } 416 417 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 418 { 419 mState.blend.blendEquationRGB = rgbEquation; 420 mState.blend.blendEquationAlpha = alphaEquation; 421 } 422 423 void Context::setStencilTest(bool enabled) 424 { 425 mState.depthStencil.stencilTest = enabled; 426 } 427 428 bool Context::isStencilTestEnabled() const 429 { 430 return mState.depthStencil.stencilTest; 431 } 432 433 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 434 { 435 mState.depthStencil.stencilFunc = stencilFunc; 436 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 437 mState.depthStencil.stencilMask = stencilMask; 438 } 439 440 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 441 { 442 mState.depthStencil.stencilBackFunc = stencilBackFunc; 443 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 444 mState.depthStencil.stencilBackMask = stencilBackMask; 445 } 446 447 void Context::setStencilWritemask(GLuint stencilWritemask) 448 { 449 mState.depthStencil.stencilWritemask = stencilWritemask; 450 } 451 452 void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 453 { 454 mState.depthStencil.stencilBackWritemask = stencilBackWritemask; 455 } 456 457 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 458 { 459 mState.depthStencil.stencilFail = stencilFail; 460 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail; 461 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass; 462 } 463 464 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 465 { 466 mState.depthStencil.stencilBackFail = stencilBackFail; 467 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail; 468 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass; 469 } 470 471 void Context::setPolygonOffsetFill(bool enabled) 472 { 473 mState.rasterizer.polygonOffsetFill = enabled; 474 } 475 476 bool Context::isPolygonOffsetFillEnabled() const 477 { 478 return mState.rasterizer.polygonOffsetFill; 479 } 480 481 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 482 { 483 // An application can pass NaN values here, so handle this gracefully 484 mState.rasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor; 485 mState.rasterizer.polygonOffsetUnits = units != units ? 0.0f : units; 486 } 487 488 void Context::setSampleAlphaToCoverage(bool enabled) 489 { 490 mState.blend.sampleAlphaToCoverage = enabled; 491 } 492 493 bool Context::isSampleAlphaToCoverageEnabled() const 494 { 495 return mState.blend.sampleAlphaToCoverage; 496 } 497 498 void Context::setSampleCoverage(bool enabled) 499 { 500 mState.sampleCoverage = enabled; 501 } 502 503 bool Context::isSampleCoverageEnabled() const 504 { 505 return mState.sampleCoverage; 506 } 507 508 void Context::setSampleCoverageParams(GLclampf value, bool invert) 509 { 510 mState.sampleCoverageValue = value; 511 mState.sampleCoverageInvert = invert; 512 } 513 514 void Context::setScissorTest(bool enabled) 515 { 516 mState.scissorTest = enabled; 517 } 518 519 bool Context::isScissorTestEnabled() const 520 { 521 return mState.scissorTest; 522 } 523 524 void Context::setDither(bool enabled) 525 { 526 mState.blend.dither = enabled; 527 } 528 529 bool Context::isDitherEnabled() const 530 { 531 return mState.blend.dither; 532 } 533 534 void Context::setLineWidth(GLfloat width) 535 { 536 mState.lineWidth = width; 537 } 538 539 void Context::setGenerateMipmapHint(GLenum hint) 540 { 541 mState.generateMipmapHint = hint; 542 } 543 544 void Context::setFragmentShaderDerivativeHint(GLenum hint) 545 { 546 mState.fragmentShaderDerivativeHint = hint; 547 // TODO: Propagate the hint to shader translator so we can write 548 // ddx, ddx_coarse, or ddx_fine depending on the hint. 549 // Ignore for now. It is valid for implementations to ignore hint. 550 } 551 552 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 553 { 554 mState.viewport.x = x; 555 mState.viewport.y = y; 556 mState.viewport.width = width; 557 mState.viewport.height = height; 558 } 559 560 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 561 { 562 mState.scissor.x = x; 563 mState.scissor.y = y; 564 mState.scissor.width = width; 565 mState.scissor.height = height; 566 } 567 568 void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 569 { 570 mState.blend.colorMaskRed = red; 571 mState.blend.colorMaskGreen = green; 572 mState.blend.colorMaskBlue = blue; 573 mState.blend.colorMaskAlpha = alpha; 574 } 575 576 void Context::setDepthMask(bool mask) 577 { 578 mState.depthStencil.depthMask = mask; 579 } 580 581 void Context::setActiveSampler(unsigned int active) 582 { 583 mState.activeSampler = active; 584 } 585 586 GLuint Context::getReadFramebufferHandle() const 587 { 588 return mState.readFramebuffer; 589 } 590 591 GLuint Context::getDrawFramebufferHandle() const 592 { 593 return mState.drawFramebuffer; 594 } 595 596 GLuint Context::getRenderbufferHandle() const 597 { 598 return mState.renderbuffer.id(); 599 } 600 601 GLuint Context::getArrayBufferHandle() const 602 { 603 return mState.arrayBuffer.id(); 604 } 605 606 GLuint Context::getActiveQuery(GLenum target) const 607 { 608 Query *queryObject = NULL; 609 610 switch (target) 611 { 612 case GL_ANY_SAMPLES_PASSED_EXT: 613 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get(); 614 break; 615 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 616 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get(); 617 break; 618 default: 619 ASSERT(false); 620 } 621 622 if (queryObject) 623 { 624 return queryObject->id(); 625 } 626 else 627 { 628 return 0; 629 } 630 } 631 632 void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) 633 { 634 mState.vertexAttribute[attribNum].mArrayEnabled = enabled; 635 } 636 637 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) 638 { 639 return mState.vertexAttribute[attribNum]; 640 } 641 642 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 643 GLsizei stride, const void *pointer) 644 { 645 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer); 646 mState.vertexAttribute[attribNum].mSize = size; 647 mState.vertexAttribute[attribNum].mType = type; 648 mState.vertexAttribute[attribNum].mNormalized = normalized; 649 mState.vertexAttribute[attribNum].mStride = stride; 650 mState.vertexAttribute[attribNum].mPointer = pointer; 651 } 652 653 const void *Context::getVertexAttribPointer(unsigned int attribNum) const 654 { 655 return mState.vertexAttribute[attribNum].mPointer; 656 } 657 658 void Context::setPackAlignment(GLint alignment) 659 { 660 mState.packAlignment = alignment; 661 } 662 663 GLint Context::getPackAlignment() const 664 { 665 return mState.packAlignment; 666 } 667 668 void Context::setUnpackAlignment(GLint alignment) 669 { 670 mState.unpackAlignment = alignment; 671 } 672 673 GLint Context::getUnpackAlignment() const 674 { 675 return mState.unpackAlignment; 676 } 677 678 void Context::setPackReverseRowOrder(bool reverseRowOrder) 679 { 680 mState.packReverseRowOrder = reverseRowOrder; 681 } 682 683 bool Context::getPackReverseRowOrder() const 684 { 685 return mState.packReverseRowOrder; 686 } 687 688 GLuint Context::createBuffer() 689 { 690 return mResourceManager->createBuffer(); 691 } 692 693 GLuint Context::createProgram() 694 { 695 return mResourceManager->createProgram(); 696 } 697 698 GLuint Context::createShader(GLenum type) 699 { 700 return mResourceManager->createShader(type); 701 } 702 703 GLuint Context::createTexture() 704 { 705 return mResourceManager->createTexture(); 706 } 707 708 GLuint Context::createRenderbuffer() 709 { 710 return mResourceManager->createRenderbuffer(); 711 } 712 713 // Returns an unused framebuffer name 714 GLuint Context::createFramebuffer() 715 { 716 GLuint handle = mFramebufferHandleAllocator.allocate(); 717 718 mFramebufferMap[handle] = NULL; 719 720 return handle; 721 } 722 723 GLuint Context::createFence() 724 { 725 GLuint handle = mFenceHandleAllocator.allocate(); 726 727 mFenceMap[handle] = new Fence(mRenderer); 728 729 return handle; 730 } 731 732 // Returns an unused query name 733 GLuint Context::createQuery() 734 { 735 GLuint handle = mQueryHandleAllocator.allocate(); 736 737 mQueryMap[handle] = NULL; 738 739 return handle; 740 } 741 742 void Context::deleteBuffer(GLuint buffer) 743 { 744 if (mResourceManager->getBuffer(buffer)) 745 { 746 detachBuffer(buffer); 747 } 748 749 mResourceManager->deleteBuffer(buffer); 750 } 751 752 void Context::deleteShader(GLuint shader) 753 { 754 mResourceManager->deleteShader(shader); 755 } 756 757 void Context::deleteProgram(GLuint program) 758 { 759 mResourceManager->deleteProgram(program); 760 } 761 762 void Context::deleteTexture(GLuint texture) 763 { 764 if (mResourceManager->getTexture(texture)) 765 { 766 detachTexture(texture); 767 } 768 769 mResourceManager->deleteTexture(texture); 770 } 771 772 void Context::deleteRenderbuffer(GLuint renderbuffer) 773 { 774 if (mResourceManager->getRenderbuffer(renderbuffer)) 775 { 776 detachRenderbuffer(renderbuffer); 777 } 778 779 mResourceManager->deleteRenderbuffer(renderbuffer); 780 } 781 782 void Context::deleteFramebuffer(GLuint framebuffer) 783 { 784 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 785 786 if (framebufferObject != mFramebufferMap.end()) 787 { 788 detachFramebuffer(framebuffer); 789 790 mFramebufferHandleAllocator.release(framebufferObject->first); 791 delete framebufferObject->second; 792 mFramebufferMap.erase(framebufferObject); 793 } 794 } 795 796 void Context::deleteFence(GLuint fence) 797 { 798 FenceMap::iterator fenceObject = mFenceMap.find(fence); 799 800 if (fenceObject != mFenceMap.end()) 801 { 802 mFenceHandleAllocator.release(fenceObject->first); 803 delete fenceObject->second; 804 mFenceMap.erase(fenceObject); 805 } 806 } 807 808 void Context::deleteQuery(GLuint query) 809 { 810 QueryMap::iterator queryObject = mQueryMap.find(query); 811 if (queryObject != mQueryMap.end()) 812 { 813 mQueryHandleAllocator.release(queryObject->first); 814 if (queryObject->second) 815 { 816 queryObject->second->release(); 817 } 818 mQueryMap.erase(queryObject); 819 } 820 } 821 822 Buffer *Context::getBuffer(GLuint handle) 823 { 824 return mResourceManager->getBuffer(handle); 825 } 826 827 Shader *Context::getShader(GLuint handle) 828 { 829 return mResourceManager->getShader(handle); 830 } 831 832 Program *Context::getProgram(GLuint handle) 833 { 834 return mResourceManager->getProgram(handle); 835 } 836 837 Texture *Context::getTexture(GLuint handle) 838 { 839 return mResourceManager->getTexture(handle); 840 } 841 842 Renderbuffer *Context::getRenderbuffer(GLuint handle) 843 { 844 return mResourceManager->getRenderbuffer(handle); 845 } 846 847 Framebuffer *Context::getReadFramebuffer() 848 { 849 return getFramebuffer(mState.readFramebuffer); 850 } 851 852 Framebuffer *Context::getDrawFramebuffer() 853 { 854 return mBoundDrawFramebuffer; 855 } 856 857 void Context::bindArrayBuffer(unsigned int buffer) 858 { 859 mResourceManager->checkBufferAllocation(buffer); 860 861 mState.arrayBuffer.set(getBuffer(buffer)); 862 } 863 864 void Context::bindElementArrayBuffer(unsigned int buffer) 865 { 866 mResourceManager->checkBufferAllocation(buffer); 867 868 mState.elementArrayBuffer.set(getBuffer(buffer)); 869 } 870 871 void Context::bindTexture2D(GLuint texture) 872 { 873 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 874 875 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture)); 876 } 877 878 void Context::bindTextureCubeMap(GLuint texture) 879 { 880 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 881 882 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture)); 883 } 884 885 void Context::bindReadFramebuffer(GLuint framebuffer) 886 { 887 if (!getFramebuffer(framebuffer)) 888 { 889 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer); 890 } 891 892 mState.readFramebuffer = framebuffer; 893 } 894 895 void Context::bindDrawFramebuffer(GLuint framebuffer) 896 { 897 if (!getFramebuffer(framebuffer)) 898 { 899 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer); 900 } 901 902 mState.drawFramebuffer = framebuffer; 903 904 mBoundDrawFramebuffer = getFramebuffer(framebuffer); 905 } 906 907 void Context::bindRenderbuffer(GLuint renderbuffer) 908 { 909 mResourceManager->checkRenderbufferAllocation(renderbuffer); 910 911 mState.renderbuffer.set(getRenderbuffer(renderbuffer)); 912 } 913 914 void Context::useProgram(GLuint program) 915 { 916 GLuint priorProgram = mState.currentProgram; 917 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 918 919 if (priorProgram != program) 920 { 921 Program *newProgram = mResourceManager->getProgram(program); 922 Program *oldProgram = mResourceManager->getProgram(priorProgram); 923 mCurrentProgramBinary.set(NULL); 924 925 if (newProgram) 926 { 927 newProgram->addRef(); 928 mCurrentProgramBinary.set(newProgram->getProgramBinary()); 929 } 930 931 if (oldProgram) 932 { 933 oldProgram->release(); 934 } 935 } 936 } 937 938 void Context::linkProgram(GLuint program) 939 { 940 Program *programObject = mResourceManager->getProgram(program); 941 942 bool linked = programObject->link(); 943 944 // if the current program was relinked successfully we 945 // need to install the new executables 946 if (linked && program == mState.currentProgram) 947 { 948 mCurrentProgramBinary.set(programObject->getProgramBinary()); 949 } 950 } 951 952 void Context::setProgramBinary(GLuint program, const void *binary, GLint length) 953 { 954 Program *programObject = mResourceManager->getProgram(program); 955 956 bool loaded = programObject->setProgramBinary(binary, length); 957 958 // if the current program was reloaded successfully we 959 // need to install the new executables 960 if (loaded && program == mState.currentProgram) 961 { 962 mCurrentProgramBinary.set(programObject->getProgramBinary()); 963 } 964 965 } 966 967 void Context::beginQuery(GLenum target, GLuint query) 968 { 969 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 970 // of zero, if the active query object name for <target> is non-zero (for the 971 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 972 // the active query for either target is non-zero), if <id> is the name of an 973 // existing query object whose type does not match <target>, or if <id> is the 974 // active query object name for any query type, the error INVALID_OPERATION is 975 // generated. 976 977 // Ensure no other queries are active 978 // NOTE: If other queries than occlusion are supported, we will need to check 979 // separately that: 980 // a) The query ID passed is not the current active query for any target/type 981 // b) There are no active queries for the requested target (and in the case 982 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 983 // no query may be active for either if glBeginQuery targets either. 984 for (int i = 0; i < QUERY_TYPE_COUNT; i++) 985 { 986 if (mState.activeQuery[i].get() != NULL) 987 { 988 return gl::error(GL_INVALID_OPERATION); 989 } 990 } 991 992 QueryType qType; 993 switch (target) 994 { 995 case GL_ANY_SAMPLES_PASSED_EXT: 996 qType = QUERY_ANY_SAMPLES_PASSED; 997 break; 998 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 999 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1000 break; 1001 default: 1002 ASSERT(false); 1003 return; 1004 } 1005 1006 Query *queryObject = getQuery(query, true, target); 1007 1008 // check that name was obtained with glGenQueries 1009 if (!queryObject) 1010 { 1011 return gl::error(GL_INVALID_OPERATION); 1012 } 1013 1014 // check for type mismatch 1015 if (queryObject->getType() != target) 1016 { 1017 return gl::error(GL_INVALID_OPERATION); 1018 } 1019 1020 // set query as active for specified target 1021 mState.activeQuery[qType].set(queryObject); 1022 1023 // begin query 1024 queryObject->begin(); 1025 } 1026 1027 void Context::endQuery(GLenum target) 1028 { 1029 QueryType qType; 1030 1031 switch (target) 1032 { 1033 case GL_ANY_SAMPLES_PASSED_EXT: 1034 qType = QUERY_ANY_SAMPLES_PASSED; 1035 break; 1036 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1037 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1038 break; 1039 default: 1040 ASSERT(false); 1041 return; 1042 } 1043 1044 Query *queryObject = mState.activeQuery[qType].get(); 1045 1046 if (queryObject == NULL) 1047 { 1048 return gl::error(GL_INVALID_OPERATION); 1049 } 1050 1051 queryObject->end(); 1052 1053 mState.activeQuery[qType].set(NULL); 1054 } 1055 1056 void Context::setFramebufferZero(Framebuffer *buffer) 1057 { 1058 delete mFramebufferMap[0]; 1059 mFramebufferMap[0] = buffer; 1060 if (mState.drawFramebuffer == 0) 1061 { 1062 mBoundDrawFramebuffer = buffer; 1063 } 1064 } 1065 1066 void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples) 1067 { 1068 RenderbufferStorage *renderbuffer = NULL; 1069 switch (internalformat) 1070 { 1071 case GL_DEPTH_COMPONENT16: 1072 renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples); 1073 break; 1074 case GL_RGBA4: 1075 case GL_RGB5_A1: 1076 case GL_RGB565: 1077 case GL_RGB8_OES: 1078 case GL_RGBA8_OES: 1079 renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples); 1080 break; 1081 case GL_STENCIL_INDEX8: 1082 renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples); 1083 break; 1084 case GL_DEPTH24_STENCIL8_OES: 1085 renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples); 1086 break; 1087 default: 1088 UNREACHABLE(); return; 1089 } 1090 1091 Renderbuffer *renderbufferObject = mState.renderbuffer.get(); 1092 renderbufferObject->setStorage(renderbuffer); 1093 } 1094 1095 Framebuffer *Context::getFramebuffer(unsigned int handle) 1096 { 1097 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle); 1098 1099 if (framebuffer == mFramebufferMap.end()) 1100 { 1101 return NULL; 1102 } 1103 else 1104 { 1105 return framebuffer->second; 1106 } 1107 } 1108 1109 Fence *Context::getFence(unsigned int handle) 1110 { 1111 FenceMap::iterator fence = mFenceMap.find(handle); 1112 1113 if (fence == mFenceMap.end()) 1114 { 1115 return NULL; 1116 } 1117 else 1118 { 1119 return fence->second; 1120 } 1121 } 1122 1123 Query *Context::getQuery(unsigned int handle, bool create, GLenum type) 1124 { 1125 QueryMap::iterator query = mQueryMap.find(handle); 1126 1127 if (query == mQueryMap.end()) 1128 { 1129 return NULL; 1130 } 1131 else 1132 { 1133 if (!query->second && create) 1134 { 1135 query->second = new Query(mRenderer, type, handle); 1136 query->second->addRef(); 1137 } 1138 return query->second; 1139 } 1140 } 1141 1142 Buffer *Context::getArrayBuffer() 1143 { 1144 return mState.arrayBuffer.get(); 1145 } 1146 1147 Buffer *Context::getElementArrayBuffer() 1148 { 1149 return mState.elementArrayBuffer.get(); 1150 } 1151 1152 ProgramBinary *Context::getCurrentProgramBinary() 1153 { 1154 return mCurrentProgramBinary.get(); 1155 } 1156 1157 Texture2D *Context::getTexture2D() 1158 { 1159 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1160 } 1161 1162 TextureCubeMap *Context::getTextureCubeMap() 1163 { 1164 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1165 } 1166 1167 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) 1168 { 1169 GLuint texid = mState.samplerTexture[type][sampler].id(); 1170 1171 if (texid == 0) // Special case: 0 refers to different initial textures based on the target 1172 { 1173 switch (type) 1174 { 1175 default: UNREACHABLE(); 1176 case TEXTURE_2D: return mTexture2DZero.get(); 1177 case TEXTURE_CUBE: return mTextureCubeMapZero.get(); 1178 } 1179 } 1180 1181 return mState.samplerTexture[type][sampler].get(); 1182 } 1183 1184 bool Context::getBooleanv(GLenum pname, GLboolean *params) 1185 { 1186 switch (pname) 1187 { 1188 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1189 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1190 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break; 1191 case GL_COLOR_WRITEMASK: 1192 params[0] = mState.blend.colorMaskRed; 1193 params[1] = mState.blend.colorMaskGreen; 1194 params[2] = mState.blend.colorMaskBlue; 1195 params[3] = mState.blend.colorMaskAlpha; 1196 break; 1197 case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break; 1198 case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break; 1199 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break; 1200 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break; 1201 case GL_SCISSOR_TEST: *params = mState.scissorTest; break; 1202 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break; 1203 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break; 1204 case GL_BLEND: *params = mState.blend.blend; break; 1205 case GL_DITHER: *params = mState.blend.dither; break; 1206 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break; 1207 default: 1208 return false; 1209 } 1210 1211 return true; 1212 } 1213 1214 bool Context::getFloatv(GLenum pname, GLfloat *params) 1215 { 1216 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1217 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1218 // GetIntegerv as its native query function. As it would require conversion in any 1219 // case, this should make no difference to the calling application. 1220 switch (pname) 1221 { 1222 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1223 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1224 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1225 case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break; 1226 case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break; 1227 case GL_ALIASED_LINE_WIDTH_RANGE: 1228 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN; 1229 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX; 1230 break; 1231 case GL_ALIASED_POINT_SIZE_RANGE: 1232 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN; 1233 params[1] = getMaximumPointSize(); 1234 break; 1235 case GL_DEPTH_RANGE: 1236 params[0] = mState.zNear; 1237 params[1] = mState.zFar; 1238 break; 1239 case GL_COLOR_CLEAR_VALUE: 1240 params[0] = mState.colorClearValue.red; 1241 params[1] = mState.colorClearValue.green; 1242 params[2] = mState.colorClearValue.blue; 1243 params[3] = mState.colorClearValue.alpha; 1244 break; 1245 case GL_BLEND_COLOR: 1246 params[0] = mState.blendColor.red; 1247 params[1] = mState.blendColor.green; 1248 params[2] = mState.blendColor.blue; 1249 params[3] = mState.blendColor.alpha; 1250 break; 1251 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1252 if (!supportsTextureFilterAnisotropy()) 1253 { 1254 return false; 1255 } 1256 *params = mMaxTextureAnisotropy; 1257 break; 1258 default: 1259 return false; 1260 } 1261 1262 return true; 1263 } 1264 1265 bool Context::getIntegerv(GLenum pname, GLint *params) 1266 { 1267 if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) 1268 { 1269 unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT); 1270 1271 if (colorAttachment >= mRenderer->getMaxRenderTargets()) 1272 { 1273 // return true to stop further operation in the parent call 1274 return gl::error(GL_INVALID_OPERATION, true); 1275 } 1276 1277 Framebuffer *framebuffer = getDrawFramebuffer(); 1278 1279 *params = framebuffer->getDrawBufferState(colorAttachment); 1280 return true; 1281 } 1282 1283 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1284 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1285 // GetIntegerv as its native query function. As it would require conversion in any 1286 // case, this should make no difference to the calling application. You may find it in 1287 // Context::getFloatv. 1288 switch (pname) 1289 { 1290 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break; 1291 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mRenderer->getMaxVertexUniformVectors(); break; 1292 case GL_MAX_VARYING_VECTORS: *params = mRenderer->getMaxVaryingVectors(); break; 1293 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxCombinedTextureImageUnits(); break; 1294 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxVertexTextureImageUnits(); break; 1295 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break; 1296 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mRenderer->getMaxFragmentUniformVectors(); break; 1297 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break; 1298 case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mRenderer->getMaxRenderTargets(); break; 1299 case GL_MAX_DRAW_BUFFERS_EXT: *params = mRenderer->getMaxRenderTargets(); break; 1300 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1301 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1302 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break; 1303 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break; 1304 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1305 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1306 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1307 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break; 1308 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1309 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1310 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break; 1311 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; 1312 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1313 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1314 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1315 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break; 1316 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1317 case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break; 1318 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break; 1319 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1320 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break; 1321 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break; 1322 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break; 1323 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break; 1324 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break; 1325 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break; 1326 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break; 1327 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break; 1328 case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break; 1329 case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break; 1330 case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break; 1331 case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break; 1332 case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break; 1333 case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break; 1334 case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break; 1335 case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break; 1336 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1337 case GL_SUBPIXEL_BITS: *params = 4; break; 1338 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break; 1339 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break; 1340 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1341 params[0] = mNumCompressedTextureFormats; 1342 break; 1343 case GL_MAX_SAMPLES_ANGLE: 1344 { 1345 GLsizei maxSamples = getMaxSupportedSamples(); 1346 if (maxSamples != 0) 1347 { 1348 *params = maxSamples; 1349 } 1350 else 1351 { 1352 return false; 1353 } 1354 1355 break; 1356 } 1357 case GL_SAMPLE_BUFFERS: 1358 case GL_SAMPLES: 1359 { 1360 gl::Framebuffer *framebuffer = getDrawFramebuffer(); 1361 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE) 1362 { 1363 switch (pname) 1364 { 1365 case GL_SAMPLE_BUFFERS: 1366 if (framebuffer->getSamples() != 0) 1367 { 1368 *params = 1; 1369 } 1370 else 1371 { 1372 *params = 0; 1373 } 1374 break; 1375 case GL_SAMPLES: 1376 *params = framebuffer->getSamples(); 1377 break; 1378 } 1379 } 1380 else 1381 { 1382 *params = 0; 1383 } 1384 } 1385 break; 1386 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1387 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1388 { 1389 GLenum format, type; 1390 if (getCurrentReadFormatType(&format, &type)) 1391 { 1392 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT) 1393 *params = format; 1394 else 1395 *params = type; 1396 } 1397 } 1398 break; 1399 case GL_MAX_VIEWPORT_DIMS: 1400 { 1401 params[0] = mMaxViewportDimension; 1402 params[1] = mMaxViewportDimension; 1403 } 1404 break; 1405 case GL_COMPRESSED_TEXTURE_FORMATS: 1406 { 1407 if (supportsDXT1Textures()) 1408 { 1409 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; 1410 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; 1411 } 1412 if (supportsDXT3Textures()) 1413 { 1414 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; 1415 } 1416 if (supportsDXT5Textures()) 1417 { 1418 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; 1419 } 1420 } 1421 break; 1422 case GL_VIEWPORT: 1423 params[0] = mState.viewport.x; 1424 params[1] = mState.viewport.y; 1425 params[2] = mState.viewport.width; 1426 params[3] = mState.viewport.height; 1427 break; 1428 case GL_SCISSOR_BOX: 1429 params[0] = mState.scissor.x; 1430 params[1] = mState.scissor.y; 1431 params[2] = mState.scissor.width; 1432 params[3] = mState.scissor.height; 1433 break; 1434 case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break; 1435 case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break; 1436 case GL_RED_BITS: 1437 case GL_GREEN_BITS: 1438 case GL_BLUE_BITS: 1439 case GL_ALPHA_BITS: 1440 { 1441 gl::Framebuffer *framebuffer = getDrawFramebuffer(); 1442 gl::Renderbuffer *colorbuffer = framebuffer->getFirstColorbuffer(); 1443 1444 if (colorbuffer) 1445 { 1446 switch (pname) 1447 { 1448 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1449 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1450 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1451 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1452 } 1453 } 1454 else 1455 { 1456 *params = 0; 1457 } 1458 } 1459 break; 1460 case GL_DEPTH_BITS: 1461 { 1462 gl::Framebuffer *framebuffer = getDrawFramebuffer(); 1463 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1464 1465 if (depthbuffer) 1466 { 1467 *params = depthbuffer->getDepthSize(); 1468 } 1469 else 1470 { 1471 *params = 0; 1472 } 1473 } 1474 break; 1475 case GL_STENCIL_BITS: 1476 { 1477 gl::Framebuffer *framebuffer = getDrawFramebuffer(); 1478 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1479 1480 if (stencilbuffer) 1481 { 1482 *params = stencilbuffer->getStencilSize(); 1483 } 1484 else 1485 { 1486 *params = 0; 1487 } 1488 } 1489 break; 1490 case GL_TEXTURE_BINDING_2D: 1491 { 1492 if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1) 1493 { 1494 gl::error(GL_INVALID_OPERATION); 1495 return false; 1496 } 1497 1498 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id(); 1499 } 1500 break; 1501 case GL_TEXTURE_BINDING_CUBE_MAP: 1502 { 1503 if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1) 1504 { 1505 gl::error(GL_INVALID_OPERATION); 1506 return false; 1507 } 1508 1509 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id(); 1510 } 1511 break; 1512 case GL_RESET_NOTIFICATION_STRATEGY_EXT: 1513 *params = mResetStrategy; 1514 break; 1515 case GL_NUM_PROGRAM_BINARY_FORMATS_OES: 1516 *params = 1; 1517 break; 1518 case GL_PROGRAM_BINARY_FORMATS_OES: 1519 *params = GL_PROGRAM_BINARY_ANGLE; 1520 break; 1521 default: 1522 return false; 1523 } 1524 1525 return true; 1526 } 1527 1528 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) 1529 { 1530 if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) 1531 { 1532 *type = GL_INT; 1533 *numParams = 1; 1534 return true; 1535 } 1536 1537 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1538 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1539 // to the fact that it is stored internally as a float, and so would require conversion 1540 // if returned from Context::getIntegerv. Since this conversion is already implemented 1541 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1542 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1543 // application. 1544 switch (pname) 1545 { 1546 case GL_COMPRESSED_TEXTURE_FORMATS: 1547 { 1548 *type = GL_INT; 1549 *numParams = mNumCompressedTextureFormats; 1550 } 1551 break; 1552 case GL_SHADER_BINARY_FORMATS: 1553 { 1554 *type = GL_INT; 1555 *numParams = 0; 1556 } 1557 break; 1558 case GL_MAX_VERTEX_ATTRIBS: 1559 case GL_MAX_VERTEX_UNIFORM_VECTORS: 1560 case GL_MAX_VARYING_VECTORS: 1561 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 1562 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 1563 case GL_MAX_TEXTURE_IMAGE_UNITS: 1564 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 1565 case GL_MAX_RENDERBUFFER_SIZE: 1566 case GL_MAX_COLOR_ATTACHMENTS_EXT: 1567 case GL_MAX_DRAW_BUFFERS_EXT: 1568 case GL_NUM_SHADER_BINARY_FORMATS: 1569 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1570 case GL_ARRAY_BUFFER_BINDING: 1571 case GL_FRAMEBUFFER_BINDING: 1572 case GL_RENDERBUFFER_BINDING: 1573 case GL_CURRENT_PROGRAM: 1574 case GL_PACK_ALIGNMENT: 1575 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: 1576 case GL_UNPACK_ALIGNMENT: 1577 case GL_GENERATE_MIPMAP_HINT: 1578 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 1579 case GL_RED_BITS: 1580 case GL_GREEN_BITS: 1581 case GL_BLUE_BITS: 1582 case GL_ALPHA_BITS: 1583 case GL_DEPTH_BITS: 1584 case GL_STENCIL_BITS: 1585 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 1586 case GL_CULL_FACE_MODE: 1587 case GL_FRONT_FACE: 1588 case GL_ACTIVE_TEXTURE: 1589 case GL_STENCIL_FUNC: 1590 case GL_STENCIL_VALUE_MASK: 1591 case GL_STENCIL_REF: 1592 case GL_STENCIL_FAIL: 1593 case GL_STENCIL_PASS_DEPTH_FAIL: 1594 case GL_STENCIL_PASS_DEPTH_PASS: 1595 case GL_STENCIL_BACK_FUNC: 1596 case GL_STENCIL_BACK_VALUE_MASK: 1597 case GL_STENCIL_BACK_REF: 1598 case GL_STENCIL_BACK_FAIL: 1599 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 1600 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 1601 case GL_DEPTH_FUNC: 1602 case GL_BLEND_SRC_RGB: 1603 case GL_BLEND_SRC_ALPHA: 1604 case GL_BLEND_DST_RGB: 1605 case GL_BLEND_DST_ALPHA: 1606 case GL_BLEND_EQUATION_RGB: 1607 case GL_BLEND_EQUATION_ALPHA: 1608 case GL_STENCIL_WRITEMASK: 1609 case GL_STENCIL_BACK_WRITEMASK: 1610 case GL_STENCIL_CLEAR_VALUE: 1611 case GL_SUBPIXEL_BITS: 1612 case GL_MAX_TEXTURE_SIZE: 1613 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 1614 case GL_SAMPLE_BUFFERS: 1615 case GL_SAMPLES: 1616 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1617 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1618 case GL_TEXTURE_BINDING_2D: 1619 case GL_TEXTURE_BINDING_CUBE_MAP: 1620 case GL_RESET_NOTIFICATION_STRATEGY_EXT: 1621 case GL_NUM_PROGRAM_BINARY_FORMATS_OES: 1622 case GL_PROGRAM_BINARY_FORMATS_OES: 1623 { 1624 *type = GL_INT; 1625 *numParams = 1; 1626 } 1627 break; 1628 case GL_MAX_SAMPLES_ANGLE: 1629 { 1630 if (getMaxSupportedSamples() != 0) 1631 { 1632 *type = GL_INT; 1633 *numParams = 1; 1634 } 1635 else 1636 { 1637 return false; 1638 } 1639 } 1640 break; 1641 case GL_MAX_VIEWPORT_DIMS: 1642 { 1643 *type = GL_INT; 1644 *numParams = 2; 1645 } 1646 break; 1647 case GL_VIEWPORT: 1648 case GL_SCISSOR_BOX: 1649 { 1650 *type = GL_INT; 1651 *numParams = 4; 1652 } 1653 break; 1654 case GL_SHADER_COMPILER: 1655 case GL_SAMPLE_COVERAGE_INVERT: 1656 case GL_DEPTH_WRITEMASK: 1657 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 1658 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 1659 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 1660 case GL_SAMPLE_COVERAGE: 1661 case GL_SCISSOR_TEST: 1662 case GL_STENCIL_TEST: 1663 case GL_DEPTH_TEST: 1664 case GL_BLEND: 1665 case GL_DITHER: 1666 case GL_CONTEXT_ROBUST_ACCESS_EXT: 1667 { 1668 *type = GL_BOOL; 1669 *numParams = 1; 1670 } 1671 break; 1672 case GL_COLOR_WRITEMASK: 1673 { 1674 *type = GL_BOOL; 1675 *numParams = 4; 1676 } 1677 break; 1678 case GL_POLYGON_OFFSET_FACTOR: 1679 case GL_POLYGON_OFFSET_UNITS: 1680 case GL_SAMPLE_COVERAGE_VALUE: 1681 case GL_DEPTH_CLEAR_VALUE: 1682 case GL_LINE_WIDTH: 1683 { 1684 *type = GL_FLOAT; 1685 *numParams = 1; 1686 } 1687 break; 1688 case GL_ALIASED_LINE_WIDTH_RANGE: 1689 case GL_ALIASED_POINT_SIZE_RANGE: 1690 case GL_DEPTH_RANGE: 1691 { 1692 *type = GL_FLOAT; 1693 *numParams = 2; 1694 } 1695 break; 1696 case GL_COLOR_CLEAR_VALUE: 1697 case GL_BLEND_COLOR: 1698 { 1699 *type = GL_FLOAT; 1700 *numParams = 4; 1701 } 1702 break; 1703 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1704 if (!supportsTextureFilterAnisotropy()) 1705 { 1706 return false; 1707 } 1708 *type = GL_FLOAT; 1709 *numParams = 1; 1710 break; 1711 default: 1712 return false; 1713 } 1714 1715 return true; 1716 } 1717 1718 // Applies the render target surface, depth stencil surface, viewport rectangle and 1719 // scissor rectangle to the renderer 1720 bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport) 1721 { 1722 Framebuffer *framebufferObject = getDrawFramebuffer(); 1723 1724 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) 1725 { 1726 return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 1727 } 1728 1729 mRenderer->applyRenderTarget(framebufferObject); 1730 1731 if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace, 1732 ignoreViewport)) 1733 { 1734 return false; 1735 } 1736 1737 mRenderer->setScissorRectangle(mState.scissor, mState.scissorTest); 1738 1739 return true; 1740 } 1741 1742 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device 1743 void Context::applyState(GLenum drawMode) 1744 { 1745 Framebuffer *framebufferObject = getDrawFramebuffer(); 1746 int samples = framebufferObject->getSamples(); 1747 1748 mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS); 1749 mState.rasterizer.multiSample = (samples != 0); 1750 mRenderer->setRasterizerState(mState.rasterizer); 1751 1752 unsigned int mask = 0; 1753 if (mState.sampleCoverage) 1754 { 1755 if (mState.sampleCoverageValue != 0) 1756 { 1757 1758 float threshold = 0.5f; 1759 1760 for (int i = 0; i < samples; ++i) 1761 { 1762 mask <<= 1; 1763 1764 if ((i + 1) * mState.sampleCoverageValue >= threshold) 1765 { 1766 threshold += 1.0f; 1767 mask |= 1; 1768 } 1769 } 1770 } 1771 1772 if (mState.sampleCoverageInvert) 1773 { 1774 mask = ~mask; 1775 } 1776 } 1777 else 1778 { 1779 mask = 0xFFFFFFFF; 1780 } 1781 mRenderer->setBlendState(mState.blend, mState.blendColor, mask); 1782 1783 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef, 1784 mState.rasterizer.frontFace == GL_CCW); 1785 } 1786 1787 // Applies the shaders and shader constants to the Direct3D 9 device 1788 void Context::applyShaders() 1789 { 1790 ProgramBinary *programBinary = getCurrentProgramBinary(); 1791 1792 mRenderer->applyShaders(programBinary); 1793 1794 programBinary->applyUniforms(); 1795 } 1796 1797 // Applies the textures and sampler states to the Direct3D 9 device 1798 void Context::applyTextures() 1799 { 1800 applyTextures(SAMPLER_PIXEL); 1801 1802 if (mSupportsVertexTexture) 1803 { 1804 applyTextures(SAMPLER_VERTEX); 1805 } 1806 } 1807 1808 // For each Direct3D 9 sampler of either the pixel or vertex stage, 1809 // looks up the corresponding OpenGL texture image unit and texture type, 1810 // and sets the texture and its addressing/filtering state (or NULL when inactive). 1811 void Context::applyTextures(SamplerType type) 1812 { 1813 ProgramBinary *programBinary = getCurrentProgramBinary(); 1814 1815 // Range of Direct3D samplers of given sampler type 1816 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : mRenderer->getMaxVertexTextureImageUnits(); 1817 int samplerRange = programBinary->getUsedSamplerRange(type); 1818 1819 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++) 1820 { 1821 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index 1822 1823 if (textureUnit != -1) 1824 { 1825 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex); 1826 Texture *texture = getSamplerTexture(textureUnit, textureType); 1827 1828 if (texture->isSamplerComplete()) 1829 { 1830 SamplerState samplerState; 1831 texture->getSamplerState(&samplerState); 1832 mRenderer->setSamplerState(type, samplerIndex, samplerState); 1833 1834 mRenderer->setTexture(type, samplerIndex, texture); 1835 1836 texture->resetDirty(); 1837 } 1838 else 1839 { 1840 mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType)); 1841 } 1842 } 1843 else 1844 { 1845 mRenderer->setTexture(type, samplerIndex, NULL); 1846 } 1847 } 1848 1849 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++) 1850 { 1851 mRenderer->setTexture(type, samplerIndex, NULL); 1852 } 1853 } 1854 1855 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 1856 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 1857 { 1858 Framebuffer *framebuffer = getReadFramebuffer(); 1859 1860 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 1861 { 1862 return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); 1863 } 1864 1865 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0) 1866 { 1867 return gl::error(GL_INVALID_OPERATION); 1868 } 1869 1870 GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment()); 1871 // sized query sanity check 1872 if (bufSize) 1873 { 1874 int requiredSize = outputPitch * height; 1875 if (requiredSize > *bufSize) 1876 { 1877 return gl::error(GL_INVALID_OPERATION); 1878 } 1879 } 1880 1881 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels); 1882 } 1883 1884 void Context::clear(GLbitfield mask) 1885 { 1886 Framebuffer *framebufferObject = getDrawFramebuffer(); 1887 1888 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) 1889 { 1890 return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); 1891 } 1892 1893 DWORD flags = 0; 1894 GLbitfield finalMask = 0; 1895 1896 if (mask & GL_COLOR_BUFFER_BIT) 1897 { 1898 mask &= ~GL_COLOR_BUFFER_BIT; 1899 1900 if (framebufferObject->hasEnabledColorAttachment()) 1901 { 1902 finalMask |= GL_COLOR_BUFFER_BIT; 1903 } 1904 } 1905 1906 if (mask & GL_DEPTH_BUFFER_BIT) 1907 { 1908 mask &= ~GL_DEPTH_BUFFER_BIT; 1909 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE) 1910 { 1911 finalMask |= GL_DEPTH_BUFFER_BIT; 1912 } 1913 } 1914 1915 if (mask & GL_STENCIL_BUFFER_BIT) 1916 { 1917 mask &= ~GL_STENCIL_BUFFER_BIT; 1918 if (framebufferObject->getStencilbufferType() != GL_NONE) 1919 { 1920 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil(); 1921 if (!depthStencil) 1922 { 1923 ERR("Depth stencil pointer unexpectedly null."); 1924 return; 1925 } 1926 1927 if (GetStencilSize(depthStencil->getActualFormat()) > 0) 1928 { 1929 finalMask |= GL_STENCIL_BUFFER_BIT; 1930 } 1931 } 1932 } 1933 1934 if (mask != 0) 1935 { 1936 return gl::error(GL_INVALID_VALUE); 1937 } 1938 1939 if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport 1940 { 1941 return; 1942 } 1943 1944 ClearParameters clearParams; 1945 clearParams.mask = finalMask; 1946 clearParams.colorClearValue = mState.colorClearValue; 1947 clearParams.colorMaskRed = mState.blend.colorMaskRed; 1948 clearParams.colorMaskGreen = mState.blend.colorMaskGreen; 1949 clearParams.colorMaskBlue = mState.blend.colorMaskBlue; 1950 clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha; 1951 clearParams.depthClearValue = mState.depthClearValue; 1952 clearParams.stencilClearValue = mState.stencilClearValue; 1953 clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask; 1954 1955 mRenderer->clear(clearParams, framebufferObject); 1956 } 1957 1958 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances) 1959 { 1960 if (!mState.currentProgram) 1961 { 1962 return gl::error(GL_INVALID_OPERATION); 1963 } 1964 1965 if (!mRenderer->applyPrimitiveType(mode, count)) 1966 { 1967 return; 1968 } 1969 1970 if (!applyRenderTarget(mode, false)) 1971 { 1972 return; 1973 } 1974 1975 applyState(mode); 1976 1977 ProgramBinary *programBinary = getCurrentProgramBinary(); 1978 1979 GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, first, count, instances); 1980 if (err != GL_NO_ERROR) 1981 { 1982 return gl::error(err); 1983 } 1984 1985 applyShaders(); 1986 applyTextures(); 1987 1988 if (!programBinary->validateSamplers(NULL)) 1989 { 1990 return gl::error(GL_INVALID_OPERATION); 1991 } 1992 1993 if (!skipDraw(mode)) 1994 { 1995 mRenderer->drawArrays(mode, count, instances); 1996 } 1997 } 1998 1999 void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances) 2000 { 2001 if (!mState.currentProgram) 2002 { 2003 return gl::error(GL_INVALID_OPERATION); 2004 } 2005 2006 if (!indices && !mState.elementArrayBuffer) 2007 { 2008 return gl::error(GL_INVALID_OPERATION); 2009 } 2010 2011 if (!mRenderer->applyPrimitiveType(mode, count)) 2012 { 2013 return; 2014 } 2015 2016 if (!applyRenderTarget(mode, false)) 2017 { 2018 return; 2019 } 2020 2021 applyState(mode); 2022 2023 rx::TranslatedIndexData indexInfo; 2024 GLenum err = mRenderer->applyIndexBuffer(indices, mState.elementArrayBuffer.get(), count, mode, type, &indexInfo); 2025 if (err != GL_NO_ERROR) 2026 { 2027 return gl::error(err); 2028 } 2029 2030 ProgramBinary *programBinary = getCurrentProgramBinary(); 2031 2032 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 2033 err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, indexInfo.minIndex, vertexCount, instances); 2034 if (err != GL_NO_ERROR) 2035 { 2036 return gl::error(err); 2037 } 2038 2039 applyShaders(); 2040 applyTextures(); 2041 2042 if (!programBinary->validateSamplers(NULL)) 2043 { 2044 return gl::error(GL_INVALID_OPERATION); 2045 } 2046 2047 if (!skipDraw(mode)) 2048 { 2049 mRenderer->drawElements(mode, count, type, indices, mState.elementArrayBuffer.get(), indexInfo, instances); 2050 } 2051 } 2052 2053 // Implements glFlush when block is false, glFinish when block is true 2054 void Context::sync(bool block) 2055 { 2056 mRenderer->sync(block); 2057 } 2058 2059 void Context::recordInvalidEnum() 2060 { 2061 mInvalidEnum = true; 2062 } 2063 2064 void Context::recordInvalidValue() 2065 { 2066 mInvalidValue = true; 2067 } 2068 2069 void Context::recordInvalidOperation() 2070 { 2071 mInvalidOperation = true; 2072 } 2073 2074 void Context::recordOutOfMemory() 2075 { 2076 mOutOfMemory = true; 2077 } 2078 2079 void Context::recordInvalidFramebufferOperation() 2080 { 2081 mInvalidFramebufferOperation = true; 2082 } 2083 2084 // Get one of the recorded errors and clear its flag, if any. 2085 // [OpenGL ES 2.0.24] section 2.5 page 13. 2086 GLenum Context::getError() 2087 { 2088 if (mInvalidEnum) 2089 { 2090 mInvalidEnum = false; 2091 2092 return GL_INVALID_ENUM; 2093 } 2094 2095 if (mInvalidValue) 2096 { 2097 mInvalidValue = false; 2098 2099 return GL_INVALID_VALUE; 2100 } 2101 2102 if (mInvalidOperation) 2103 { 2104 mInvalidOperation = false; 2105 2106 return GL_INVALID_OPERATION; 2107 } 2108 2109 if (mOutOfMemory) 2110 { 2111 mOutOfMemory = false; 2112 2113 return GL_OUT_OF_MEMORY; 2114 } 2115 2116 if (mInvalidFramebufferOperation) 2117 { 2118 mInvalidFramebufferOperation = false; 2119 2120 return GL_INVALID_FRAMEBUFFER_OPERATION; 2121 } 2122 2123 return GL_NO_ERROR; 2124 } 2125 2126 GLenum Context::getResetStatus() 2127 { 2128 if (mResetStatus == GL_NO_ERROR && !mContextLost) 2129 { 2130 // mResetStatus will be set by the markContextLost callback 2131 // in the case a notification is sent 2132 mRenderer->testDeviceLost(true); 2133 } 2134 2135 GLenum status = mResetStatus; 2136 2137 if (mResetStatus != GL_NO_ERROR) 2138 { 2139 ASSERT(mContextLost); 2140 2141 if (mRenderer->testDeviceResettable()) 2142 { 2143 mResetStatus = GL_NO_ERROR; 2144 } 2145 } 2146 2147 return status; 2148 } 2149 2150 bool Context::isResetNotificationEnabled() 2151 { 2152 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); 2153 } 2154 2155 int Context::getMajorShaderModel() const 2156 { 2157 return mMajorShaderModel; 2158 } 2159 2160 float Context::getMaximumPointSize() const 2161 { 2162 return mMaximumPointSize; 2163 } 2164 2165 unsigned int Context::getMaximumCombinedTextureImageUnits() const 2166 { 2167 return mRenderer->getMaxCombinedTextureImageUnits(); 2168 } 2169 2170 int Context::getMaxSupportedSamples() const 2171 { 2172 return mRenderer->getMaxSupportedSamples(); 2173 } 2174 2175 unsigned int Context::getMaximumRenderTargets() const 2176 { 2177 return mRenderer->getMaxRenderTargets(); 2178 } 2179 2180 bool Context::supportsEventQueries() const 2181 { 2182 return mSupportsEventQueries; 2183 } 2184 2185 bool Context::supportsOcclusionQueries() const 2186 { 2187 return mSupportsOcclusionQueries; 2188 } 2189 2190 bool Context::supportsBGRATextures() const 2191 { 2192 return mSupportsBGRATextures; 2193 } 2194 2195 bool Context::supportsDXT1Textures() const 2196 { 2197 return mSupportsDXT1Textures; 2198 } 2199 2200 bool Context::supportsDXT3Textures() const 2201 { 2202 return mSupportsDXT3Textures; 2203 } 2204 2205 bool Context::supportsDXT5Textures() const 2206 { 2207 return mSupportsDXT5Textures; 2208 } 2209 2210 bool Context::supportsFloat32Textures() const 2211 { 2212 return mSupportsFloat32Textures; 2213 } 2214 2215 bool Context::supportsFloat32LinearFilter() const 2216 { 2217 return mSupportsFloat32LinearFilter; 2218 } 2219 2220 bool Context::supportsFloat32RenderableTextures() const 2221 { 2222 return mSupportsFloat32RenderableTextures; 2223 } 2224 2225 bool Context::supportsFloat16Textures() const 2226 { 2227 return mSupportsFloat16Textures; 2228 } 2229 2230 bool Context::supportsFloat16LinearFilter() const 2231 { 2232 return mSupportsFloat16LinearFilter; 2233 } 2234 2235 bool Context::supportsFloat16RenderableTextures() const 2236 { 2237 return mSupportsFloat16RenderableTextures; 2238 } 2239 2240 int Context::getMaximumRenderbufferDimension() const 2241 { 2242 return mMaxRenderbufferDimension; 2243 } 2244 2245 int Context::getMaximumTextureDimension() const 2246 { 2247 return mMaxTextureDimension; 2248 } 2249 2250 int Context::getMaximumCubeTextureDimension() const 2251 { 2252 return mMaxCubeTextureDimension; 2253 } 2254 2255 int Context::getMaximumTextureLevel() const 2256 { 2257 return mMaxTextureLevel; 2258 } 2259 2260 bool Context::supportsLuminanceTextures() const 2261 { 2262 return mSupportsLuminanceTextures; 2263 } 2264 2265 bool Context::supportsLuminanceAlphaTextures() const 2266 { 2267 return mSupportsLuminanceAlphaTextures; 2268 } 2269 2270 bool Context::supportsDepthTextures() const 2271 { 2272 return mSupportsDepthTextures; 2273 } 2274 2275 bool Context::supports32bitIndices() const 2276 { 2277 return mSupports32bitIndices; 2278 } 2279 2280 bool Context::supportsNonPower2Texture() const 2281 { 2282 return mSupportsNonPower2Texture; 2283 } 2284 2285 bool Context::supportsInstancing() const 2286 { 2287 return mSupportsInstancing; 2288 } 2289 2290 bool Context::supportsTextureFilterAnisotropy() const 2291 { 2292 return mSupportsTextureFilterAnisotropy; 2293 } 2294 2295 float Context::getTextureMaxAnisotropy() const 2296 { 2297 return mMaxTextureAnisotropy; 2298 } 2299 2300 bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type) 2301 { 2302 Framebuffer *framebuffer = getReadFramebuffer(); 2303 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 2304 { 2305 return gl::error(GL_INVALID_OPERATION, false); 2306 } 2307 2308 Renderbuffer *renderbuffer = framebuffer->getReadColorbuffer(); 2309 if (!renderbuffer) 2310 { 2311 return gl::error(GL_INVALID_OPERATION, false); 2312 } 2313 2314 *format = gl::ExtractFormat(renderbuffer->getActualFormat()); 2315 *type = gl::ExtractType(renderbuffer->getActualFormat()); 2316 2317 return true; 2318 } 2319 2320 void Context::detachBuffer(GLuint buffer) 2321 { 2322 // [OpenGL ES 2.0.24] section 2.9 page 22: 2323 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 2324 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 2325 2326 if (mState.arrayBuffer.id() == buffer) 2327 { 2328 mState.arrayBuffer.set(NULL); 2329 } 2330 2331 if (mState.elementArrayBuffer.id() == buffer) 2332 { 2333 mState.elementArrayBuffer.set(NULL); 2334 } 2335 2336 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 2337 { 2338 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer) 2339 { 2340 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL); 2341 } 2342 } 2343 } 2344 2345 void Context::detachTexture(GLuint texture) 2346 { 2347 // [OpenGL ES 2.0.24] section 3.8 page 84: 2348 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 2349 // rebound to texture object zero 2350 2351 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) 2352 { 2353 for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 2354 { 2355 if (mState.samplerTexture[type][sampler].id() == texture) 2356 { 2357 mState.samplerTexture[type][sampler].set(NULL); 2358 } 2359 } 2360 } 2361 2362 // [OpenGL ES 2.0.24] section 4.4 page 112: 2363 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 2364 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 2365 // image was attached in the currently bound framebuffer. 2366 2367 Framebuffer *readFramebuffer = getReadFramebuffer(); 2368 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 2369 2370 if (readFramebuffer) 2371 { 2372 readFramebuffer->detachTexture(texture); 2373 } 2374 2375 if (drawFramebuffer && drawFramebuffer != readFramebuffer) 2376 { 2377 drawFramebuffer->detachTexture(texture); 2378 } 2379 } 2380 2381 void Context::detachFramebuffer(GLuint framebuffer) 2382 { 2383 // [OpenGL ES 2.0.24] section 4.4 page 107: 2384 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 2385 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 2386 2387 if (mState.readFramebuffer == framebuffer) 2388 { 2389 bindReadFramebuffer(0); 2390 } 2391 2392 if (mState.drawFramebuffer == framebuffer) 2393 { 2394 bindDrawFramebuffer(0); 2395 } 2396 } 2397 2398 void Context::detachRenderbuffer(GLuint renderbuffer) 2399 { 2400 // [OpenGL ES 2.0.24] section 4.4 page 109: 2401 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 2402 // had been executed with the target RENDERBUFFER and name of zero. 2403 2404 if (mState.renderbuffer.id() == renderbuffer) 2405 { 2406 bindRenderbuffer(0); 2407 } 2408 2409 // [OpenGL ES 2.0.24] section 4.4 page 111: 2410 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 2411 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 2412 // point to which this image was attached in the currently bound framebuffer. 2413 2414 Framebuffer *readFramebuffer = getReadFramebuffer(); 2415 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 2416 2417 if (readFramebuffer) 2418 { 2419 readFramebuffer->detachRenderbuffer(renderbuffer); 2420 } 2421 2422 if (drawFramebuffer && drawFramebuffer != readFramebuffer) 2423 { 2424 drawFramebuffer->detachRenderbuffer(renderbuffer); 2425 } 2426 } 2427 2428 Texture *Context::getIncompleteTexture(TextureType type) 2429 { 2430 Texture *t = mIncompleteTextures[type].get(); 2431 2432 if (t == NULL) 2433 { 2434 static const GLubyte color[] = { 0, 0, 0, 255 }; 2435 2436 switch (type) 2437 { 2438 default: 2439 UNREACHABLE(); 2440 // default falls through to TEXTURE_2D 2441 2442 case TEXTURE_2D: 2443 { 2444 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); 2445 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); 2446 t = incomplete2d; 2447 } 2448 break; 2449 2450 case TEXTURE_CUBE: 2451 { 2452 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); 2453 2454 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); 2455 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); 2456 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); 2457 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); 2458 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); 2459 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); 2460 2461 t = incompleteCube; 2462 } 2463 break; 2464 } 2465 2466 mIncompleteTextures[type].set(t); 2467 } 2468 2469 return t; 2470 } 2471 2472 bool Context::skipDraw(GLenum drawMode) 2473 { 2474 if (drawMode == GL_POINTS) 2475 { 2476 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written, 2477 // which affects varying interpolation. Since the value of gl_PointSize is 2478 // undefined when not written, just skip drawing to avoid unexpected results. 2479 if (!getCurrentProgramBinary()->usesPointSize()) 2480 { 2481 // This is stictly speaking not an error, but developers should be 2482 // notified of risking undefined behavior. 2483 ERR("Point rendering without writing to gl_PointSize."); 2484 2485 return true; 2486 } 2487 } 2488 else if (IsTriangleMode(drawMode)) 2489 { 2490 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK) 2491 { 2492 return true; 2493 } 2494 } 2495 2496 return false; 2497 } 2498 2499 void Context::setVertexAttrib(GLuint index, const GLfloat *values) 2500 { 2501 ASSERT(index < gl::MAX_VERTEX_ATTRIBS); 2502 2503 mState.vertexAttribute[index].mCurrentValue[0] = values[0]; 2504 mState.vertexAttribute[index].mCurrentValue[1] = values[1]; 2505 mState.vertexAttribute[index].mCurrentValue[2] = values[2]; 2506 mState.vertexAttribute[index].mCurrentValue[3] = values[3]; 2507 } 2508 2509 void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) 2510 { 2511 ASSERT(index < gl::MAX_VERTEX_ATTRIBS); 2512 2513 mState.vertexAttribute[index].mDivisor = divisor; 2514 } 2515 2516 // keep list sorted in following order 2517 // OES extensions 2518 // EXT extensions 2519 // Vendor extensions 2520 void Context::initExtensionString() 2521 { 2522 std::string extensionString = ""; 2523 2524 // OES extensions 2525 if (supports32bitIndices()) 2526 { 2527 extensionString += "GL_OES_element_index_uint "; 2528 } 2529 2530 extensionString += "GL_OES_packed_depth_stencil "; 2531 extensionString += "GL_OES_get_program_binary "; 2532 extensionString += "GL_OES_rgb8_rgba8 "; 2533 if (mRenderer->getDerivativeInstructionSupport()) 2534 { 2535 extensionString += "GL_OES_standard_derivatives "; 2536 } 2537 2538 if (supportsFloat16Textures()) 2539 { 2540 extensionString += "GL_OES_texture_half_float "; 2541 } 2542 if (supportsFloat16LinearFilter()) 2543 { 2544 extensionString += "GL_OES_texture_half_float_linear "; 2545 } 2546 if (supportsFloat32Textures()) 2547 { 2548 extensionString += "GL_OES_texture_float "; 2549 } 2550 if (supportsFloat32LinearFilter()) 2551 { 2552 extensionString += "GL_OES_texture_float_linear "; 2553 } 2554 2555 if (supportsNonPower2Texture()) 2556 { 2557 extensionString += "GL_OES_texture_npot "; 2558 } 2559 2560 // Multi-vendor (EXT) extensions 2561 if (supportsOcclusionQueries()) 2562 { 2563 extensionString += "GL_EXT_occlusion_query_boolean "; 2564 } 2565 2566 extensionString += "GL_EXT_read_format_bgra "; 2567 extensionString += "GL_EXT_robustness "; 2568 2569 if (supportsDXT1Textures()) 2570 { 2571 extensionString += "GL_EXT_texture_compression_dxt1 "; 2572 } 2573 2574 if (supportsTextureFilterAnisotropy()) 2575 { 2576 extensionString += "GL_EXT_texture_filter_anisotropic "; 2577 } 2578 2579 if (supportsBGRATextures()) 2580 { 2581 extensionString += "GL_EXT_texture_format_BGRA8888 "; 2582 } 2583 2584 if (mRenderer->getMaxRenderTargets() > 1) 2585 { 2586 extensionString += "GL_EXT_draw_buffers "; 2587 } 2588 2589 extensionString += "GL_EXT_texture_storage "; 2590 extensionString += "GL_EXT_frag_depth "; 2591 2592 // ANGLE-specific extensions 2593 if (supportsDepthTextures()) 2594 { 2595 extensionString += "GL_ANGLE_depth_texture "; 2596 } 2597 2598 extensionString += "GL_ANGLE_framebuffer_blit "; 2599 if (getMaxSupportedSamples() != 0) 2600 { 2601 extensionString += "GL_ANGLE_framebuffer_multisample "; 2602 } 2603 2604 if (supportsInstancing()) 2605 { 2606 extensionString += "GL_ANGLE_instanced_arrays "; 2607 } 2608 2609 extensionString += "GL_ANGLE_pack_reverse_row_order "; 2610 2611 if (supportsDXT3Textures()) 2612 { 2613 extensionString += "GL_ANGLE_texture_compression_dxt3 "; 2614 } 2615 if (supportsDXT5Textures()) 2616 { 2617 extensionString += "GL_ANGLE_texture_compression_dxt5 "; 2618 } 2619 2620 extensionString += "GL_ANGLE_texture_usage "; 2621 extensionString += "GL_ANGLE_translated_shader_source "; 2622 2623 // Other vendor-specific extensions 2624 if (supportsEventQueries()) 2625 { 2626 extensionString += "GL_NV_fence "; 2627 } 2628 2629 std::string::size_type end = extensionString.find_last_not_of(' '); 2630 if (end != std::string::npos) 2631 { 2632 extensionString.resize(end+1); 2633 } 2634 2635 mExtensionString = makeStaticString(extensionString); 2636 } 2637 2638 const char *Context::getExtensionString() const 2639 { 2640 return mExtensionString; 2641 } 2642 2643 void Context::initRendererString() 2644 { 2645 std::ostringstream rendererString; 2646 rendererString << "ANGLE ("; 2647 rendererString << mRenderer->getRendererDescription(); 2648 rendererString << ")"; 2649 2650 mRendererString = makeStaticString(rendererString.str()); 2651 } 2652 2653 const char *Context::getRendererString() const 2654 { 2655 return mRendererString; 2656 } 2657 2658 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 2659 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 2660 GLbitfield mask) 2661 { 2662 Framebuffer *readFramebuffer = getReadFramebuffer(); 2663 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 2664 2665 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE || 2666 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 2667 { 2668 return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); 2669 } 2670 2671 if (drawFramebuffer->getSamples() != 0) 2672 { 2673 return gl::error(GL_INVALID_OPERATION); 2674 } 2675 2676 Renderbuffer *readColorBuffer = readFramebuffer->getReadColorbuffer(); 2677 Renderbuffer *drawColorBuffer = drawFramebuffer->getFirstColorbuffer(); 2678 2679 if (drawColorBuffer == NULL) 2680 { 2681 ERR("Draw buffers formats don't match, which is not supported in this implementation of BlitFramebufferANGLE"); 2682 return gl::error(GL_INVALID_OPERATION); 2683 } 2684 2685 int readBufferWidth = readColorBuffer->getWidth(); 2686 int readBufferHeight = readColorBuffer->getHeight(); 2687 int drawBufferWidth = drawColorBuffer->getWidth(); 2688 int drawBufferHeight = drawColorBuffer->getHeight(); 2689 2690 Rectangle sourceRect; 2691 Rectangle destRect; 2692 2693 if (srcX0 < srcX1) 2694 { 2695 sourceRect.x = srcX0; 2696 destRect.x = dstX0; 2697 sourceRect.width = srcX1 - srcX0; 2698 destRect.width = dstX1 - dstX0; 2699 } 2700 else 2701 { 2702 sourceRect.x = srcX1; 2703 destRect.x = dstX1; 2704 sourceRect.width = srcX0 - srcX1; 2705 destRect.width = dstX0 - dstX1; 2706 } 2707 2708 if (srcY0 < srcY1) 2709 { 2710 sourceRect.height = srcY1 - srcY0; 2711 destRect.height = dstY1 - dstY0; 2712 sourceRect.y = srcY0; 2713 destRect.y = dstY0; 2714 } 2715 else 2716 { 2717 sourceRect.height = srcY0 - srcY1; 2718 destRect.height = dstY0 - srcY1; 2719 sourceRect.y = srcY1; 2720 destRect.y = dstY1; 2721 } 2722 2723 Rectangle sourceScissoredRect = sourceRect; 2724 Rectangle destScissoredRect = destRect; 2725 2726 if (mState.scissorTest) 2727 { 2728 // Only write to parts of the destination framebuffer which pass the scissor test. 2729 if (destRect.x < mState.scissor.x) 2730 { 2731 int xDiff = mState.scissor.x - destRect.x; 2732 destScissoredRect.x = mState.scissor.x; 2733 destScissoredRect.width -= xDiff; 2734 sourceScissoredRect.x += xDiff; 2735 sourceScissoredRect.width -= xDiff; 2736 2737 } 2738 2739 if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width) 2740 { 2741 int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width); 2742 destScissoredRect.width -= xDiff; 2743 sourceScissoredRect.width -= xDiff; 2744 } 2745 2746 if (destRect.y < mState.scissor.y) 2747 { 2748 int yDiff = mState.scissor.y - destRect.y; 2749 destScissoredRect.y = mState.scissor.y; 2750 destScissoredRect.height -= yDiff; 2751 sourceScissoredRect.y += yDiff; 2752 sourceScissoredRect.height -= yDiff; 2753 } 2754 2755 if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height) 2756 { 2757 int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height); 2758 destScissoredRect.height -= yDiff; 2759 sourceScissoredRect.height -= yDiff; 2760 } 2761 } 2762 2763 bool blitRenderTarget = false; 2764 bool blitDepthStencil = false; 2765 2766 Rectangle sourceTrimmedRect = sourceScissoredRect; 2767 Rectangle destTrimmedRect = destScissoredRect; 2768 2769 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 2770 // the actual draw and read surfaces. 2771 if (sourceTrimmedRect.x < 0) 2772 { 2773 int xDiff = 0 - sourceTrimmedRect.x; 2774 sourceTrimmedRect.x = 0; 2775 sourceTrimmedRect.width -= xDiff; 2776 destTrimmedRect.x += xDiff; 2777 destTrimmedRect.width -= xDiff; 2778 } 2779 2780 if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth) 2781 { 2782 int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth; 2783 sourceTrimmedRect.width -= xDiff; 2784 destTrimmedRect.width -= xDiff; 2785 } 2786 2787 if (sourceTrimmedRect.y < 0) 2788 { 2789 int yDiff = 0 - sourceTrimmedRect.y; 2790 sourceTrimmedRect.y = 0; 2791 sourceTrimmedRect.height -= yDiff; 2792 destTrimmedRect.y += yDiff; 2793 destTrimmedRect.height -= yDiff; 2794 } 2795 2796 if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight) 2797 { 2798 int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight; 2799 sourceTrimmedRect.height -= yDiff; 2800 destTrimmedRect.height -= yDiff; 2801 } 2802 2803 if (destTrimmedRect.x < 0) 2804 { 2805 int xDiff = 0 - destTrimmedRect.x; 2806 destTrimmedRect.x = 0; 2807 destTrimmedRect.width -= xDiff; 2808 sourceTrimmedRect.x += xDiff; 2809 sourceTrimmedRect.width -= xDiff; 2810 } 2811 2812 if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth) 2813 { 2814 int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth; 2815 destTrimmedRect.width -= xDiff; 2816 sourceTrimmedRect.width -= xDiff; 2817 } 2818 2819 if (destTrimmedRect.y < 0) 2820 { 2821 int yDiff = 0 - destTrimmedRect.y; 2822 destTrimmedRect.y = 0; 2823 destTrimmedRect.height -= yDiff; 2824 sourceTrimmedRect.y += yDiff; 2825 sourceTrimmedRect.height -= yDiff; 2826 } 2827 2828 if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight) 2829 { 2830 int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight; 2831 destTrimmedRect.height -= yDiff; 2832 sourceTrimmedRect.height -= yDiff; 2833 } 2834 2835 bool partialBufferCopy = false; 2836 if (sourceTrimmedRect.height < readBufferHeight || 2837 sourceTrimmedRect.width < readBufferWidth || 2838 destTrimmedRect.height < drawBufferHeight || 2839 destTrimmedRect.width < drawBufferWidth || 2840 sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0) 2841 { 2842 partialBufferCopy = true; 2843 } 2844 2845 if (mask & GL_COLOR_BUFFER_BIT) 2846 { 2847 const GLenum readColorbufferType = readFramebuffer->getReadColorbufferType(); 2848 const bool validReadType = (readColorbufferType == GL_TEXTURE_2D) || (readColorbufferType == GL_RENDERBUFFER); 2849 bool validDrawType = true; 2850 bool validDrawFormat = true; 2851 2852 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) 2853 { 2854 if (drawFramebuffer->isEnabledColorAttachment(colorAttachment)) 2855 { 2856 if (drawFramebuffer->getColorbufferType(colorAttachment) != GL_TEXTURE_2D && 2857 drawFramebuffer->getColorbufferType(colorAttachment) != GL_RENDERBUFFER) 2858 { 2859 validDrawType = false; 2860 } 2861 2862 if (drawFramebuffer->getColorbuffer(colorAttachment)->getActualFormat() != readColorBuffer->getActualFormat()) 2863 { 2864 validDrawFormat = false; 2865 } 2866 } 2867 } 2868 2869 if (!validReadType || !validDrawType || !validDrawFormat) 2870 { 2871 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation"); 2872 return gl::error(GL_INVALID_OPERATION); 2873 } 2874 2875 if (partialBufferCopy && readFramebuffer->getSamples() != 0) 2876 { 2877 return gl::error(GL_INVALID_OPERATION); 2878 } 2879 2880 blitRenderTarget = true; 2881 2882 } 2883 2884 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 2885 { 2886 Renderbuffer *readDSBuffer = NULL; 2887 Renderbuffer *drawDSBuffer = NULL; 2888 2889 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 2890 // both a depth and stencil buffer, it will be the same buffer. 2891 2892 if (mask & GL_DEPTH_BUFFER_BIT) 2893 { 2894 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 2895 { 2896 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() || 2897 readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat()) 2898 { 2899 return gl::error(GL_INVALID_OPERATION); 2900 } 2901 2902 blitDepthStencil = true; 2903 readDSBuffer = readFramebuffer->getDepthbuffer(); 2904 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 2905 } 2906 } 2907 2908 if (mask & GL_STENCIL_BUFFER_BIT) 2909 { 2910 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 2911 { 2912 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() || 2913 readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat()) 2914 { 2915 return gl::error(GL_INVALID_OPERATION); 2916 } 2917 2918 blitDepthStencil = true; 2919 readDSBuffer = readFramebuffer->getStencilbuffer(); 2920 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 2921 } 2922 } 2923 2924 if (partialBufferCopy) 2925 { 2926 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 2927 return gl::error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted 2928 } 2929 2930 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) || 2931 (readDSBuffer && readDSBuffer->getSamples() != 0)) 2932 { 2933 return gl::error(GL_INVALID_OPERATION); 2934 } 2935 } 2936 2937 if (blitRenderTarget || blitDepthStencil) 2938 { 2939 mRenderer->blitRect(readFramebuffer, sourceTrimmedRect, drawFramebuffer, destTrimmedRect, blitRenderTarget, blitDepthStencil); 2940 } 2941 } 2942 2943 } 2944 2945 extern "C" 2946 { 2947 gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) 2948 { 2949 return new gl::Context(shareContext, renderer, notifyResets, robustAccess); 2950 } 2951 2952 void glDestroyContext(gl::Context *context) 2953 { 2954 delete context; 2955 2956 if (context == gl::getContext()) 2957 { 2958 gl::makeCurrent(NULL, NULL, NULL); 2959 } 2960 } 2961 2962 void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface) 2963 { 2964 gl::makeCurrent(context, display, surface); 2965 } 2966 2967 gl::Context *glGetCurrentContext() 2968 { 2969 return gl::getContext(); 2970 } 2971 2972 } 2973