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 es1::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 "Framebuffer.h" 26 #include "Renderbuffer.h" 27 #include "Texture.h" 28 #include "VertexDataManager.h" 29 #include "IndexDataManager.h" 30 #include "libEGL/Display.h" 31 #include "common/Surface.hpp" 32 #include "Common/Half.hpp" 33 34 #include <EGL/eglext.h> 35 36 using std::abs; 37 38 namespace es1 39 { 40 Context::Context(egl::Display *const display, const Context *shareContext, const egl::Config *config) 41 : egl::Context(display), config(config), 42 modelViewStack(MAX_MODELVIEW_STACK_DEPTH), 43 projectionStack(MAX_PROJECTION_STACK_DEPTH), 44 textureStack0(MAX_TEXTURE_STACK_DEPTH), 45 textureStack1(MAX_TEXTURE_STACK_DEPTH) 46 { 47 sw::Context *context = new sw::Context(); 48 device = new es1::Device(context); 49 50 mVertexDataManager = new VertexDataManager(this); 51 mIndexDataManager = new IndexDataManager(); 52 53 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 54 55 mState.depthClearValue = 1.0f; 56 mState.stencilClearValue = 0; 57 58 mState.cullFaceEnabled = false; 59 mState.cullMode = GL_BACK; 60 mState.frontFace = GL_CCW; 61 mState.depthTestEnabled = false; 62 mState.depthFunc = GL_LESS; 63 mState.blendEnabled = false; 64 mState.sourceBlendRGB = GL_ONE; 65 mState.sourceBlendAlpha = GL_ONE; 66 mState.destBlendRGB = GL_ZERO; 67 mState.destBlendAlpha = GL_ZERO; 68 mState.blendEquationRGB = GL_FUNC_ADD_OES; 69 mState.blendEquationAlpha = GL_FUNC_ADD_OES; 70 mState.stencilTestEnabled = false; 71 mState.stencilFunc = GL_ALWAYS; 72 mState.stencilRef = 0; 73 mState.stencilMask = -1; 74 mState.stencilWritemask = -1; 75 mState.stencilFail = GL_KEEP; 76 mState.stencilPassDepthFail = GL_KEEP; 77 mState.stencilPassDepthPass = GL_KEEP; 78 mState.polygonOffsetFillEnabled = false; 79 mState.polygonOffsetFactor = 0.0f; 80 mState.polygonOffsetUnits = 0.0f; 81 mState.sampleAlphaToCoverageEnabled = false; 82 mState.sampleCoverageEnabled = false; 83 mState.sampleCoverageValue = 1.0f; 84 mState.sampleCoverageInvert = false; 85 mState.scissorTestEnabled = false; 86 mState.ditherEnabled = true; 87 mState.shadeModel = GL_SMOOTH; 88 mState.generateMipmapHint = GL_DONT_CARE; 89 mState.perspectiveCorrectionHint = GL_DONT_CARE; 90 mState.fogHint = GL_DONT_CARE; 91 92 mState.lineWidth = 1.0f; 93 94 mState.viewportX = 0; 95 mState.viewportY = 0; 96 mState.viewportWidth = 0; 97 mState.viewportHeight = 0; 98 mState.zNear = 0.0f; 99 mState.zFar = 1.0f; 100 101 mState.scissorX = 0; 102 mState.scissorY = 0; 103 mState.scissorWidth = 0; 104 mState.scissorHeight = 0; 105 106 mState.colorMaskRed = true; 107 mState.colorMaskGreen = true; 108 mState.colorMaskBlue = true; 109 mState.colorMaskAlpha = true; 110 mState.depthMask = true; 111 112 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 113 { 114 mState.textureUnit[i].color = {0, 0, 0, 0}; 115 mState.textureUnit[i].environmentMode = GL_MODULATE; 116 mState.textureUnit[i].combineRGB = GL_MODULATE; 117 mState.textureUnit[i].combineAlpha = GL_MODULATE; 118 mState.textureUnit[i].src0RGB = GL_TEXTURE; 119 mState.textureUnit[i].src1RGB = GL_PREVIOUS; 120 mState.textureUnit[i].src2RGB = GL_CONSTANT; 121 mState.textureUnit[i].src0Alpha = GL_TEXTURE; 122 mState.textureUnit[i].src1Alpha = GL_PREVIOUS; 123 mState.textureUnit[i].src2Alpha = GL_CONSTANT; 124 mState.textureUnit[i].operand0RGB = GL_SRC_COLOR; 125 mState.textureUnit[i].operand1RGB = GL_SRC_COLOR; 126 mState.textureUnit[i].operand2RGB = GL_SRC_ALPHA; 127 mState.textureUnit[i].operand0Alpha = GL_SRC_ALPHA; 128 mState.textureUnit[i].operand1Alpha = GL_SRC_ALPHA; 129 mState.textureUnit[i].operand2Alpha = GL_SRC_ALPHA; 130 } 131 132 if(shareContext) 133 { 134 mResourceManager = shareContext->mResourceManager; 135 mResourceManager->addRef(); 136 } 137 else 138 { 139 mResourceManager = new ResourceManager(); 140 } 141 142 // [OpenGL ES 2.0.24] section 3.7 page 83: 143 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 144 // and cube map texture state vectors respectively associated with them. 145 // In order that access to these initial textures not be lost, they are treated as texture 146 // objects all of whose names are 0. 147 148 mTexture2DZero = new Texture2D(0); 149 mTextureExternalZero = new TextureExternal(0); 150 151 mState.activeSampler = 0; 152 bindArrayBuffer(0); 153 bindElementArrayBuffer(0); 154 bindTexture2D(0); 155 bindFramebuffer(0); 156 bindRenderbuffer(0); 157 158 mState.packAlignment = 4; 159 mState.unpackAlignment = 4; 160 161 mInvalidEnum = false; 162 mInvalidValue = false; 163 mInvalidOperation = false; 164 mOutOfMemory = false; 165 mInvalidFramebufferOperation = false; 166 mMatrixStackOverflow = false; 167 mMatrixStackUnderflow = false; 168 169 lightingEnabled = false; 170 171 for(int i = 0; i < MAX_LIGHTS; i++) 172 { 173 light[i].enabled = false; 174 light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f}; 175 light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f}; 176 light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f}; 177 light[i].position = {0.0f, 0.0f, 1.0f, 0.0f}; 178 light[i].direction = {0.0f, 0.0f, -1.0f}; 179 light[i].attenuation = {1.0f, 0.0f, 0.0f}; 180 light[i].spotExponent = 0.0f; 181 light[i].spotCutoffAngle = 180.0f; 182 } 183 184 light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f}; 185 light[0].specular = {1.0f, 1.0f, 1.0f, 1.0f}; 186 187 globalAmbient = {0.2f, 0.2f, 0.2f, 1.0f}; 188 materialAmbient = {0.2f, 0.2f, 0.2f, 1.0f}; 189 materialDiffuse = {0.8f, 0.8f, 0.8f, 1.0f}; 190 materialSpecular = {0.0f, 0.0f, 0.0f, 1.0f}; 191 materialEmission = {0.0f, 0.0f, 0.0f, 1.0f}; 192 materialShininess = 0.0f; 193 lightModelTwoSide = false; 194 195 matrixMode = GL_MODELVIEW; 196 197 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 198 { 199 texture2Denabled[i] = false; 200 textureExternalEnabled[i] = false; 201 } 202 203 clientTexture = GL_TEXTURE0; 204 205 setVertexAttrib(sw::Color0, 1.0f, 1.0f, 1.0f, 1.0f); 206 207 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 208 { 209 setVertexAttrib(sw::TexCoord0 + i, 0.0f, 0.0f, 0.0f, 1.0f); 210 } 211 212 setVertexAttrib(sw::Normal, 0.0f, 0.0f, 1.0f, 1.0f); 213 setVertexAttrib(sw::PointSize, 1.0f, 1.0f, 1.0f, 1.0f); 214 215 clipFlags = 0; 216 217 alphaTestEnabled = false; 218 alphaTestFunc = GL_ALWAYS; 219 alphaTestRef = 0; 220 221 fogEnabled = false; 222 fogMode = GL_EXP; 223 fogDensity = 1.0f; 224 fogStart = 0.0f; 225 fogEnd = 1.0f; 226 fogColor = {0, 0, 0, 0}; 227 228 lineSmoothEnabled = false; 229 colorMaterialEnabled = false; 230 normalizeEnabled = false; 231 rescaleNormalEnabled = false; 232 multisampleEnabled = true; 233 sampleAlphaToOneEnabled = false; 234 235 colorLogicOpEnabled = false; 236 logicalOperation = GL_COPY; 237 238 pointSpriteEnabled = false; 239 pointSmoothEnabled = false; 240 pointSizeMin = 0.0f; 241 pointSizeMax = 1.0f; 242 pointDistanceAttenuation = {1.0f, 0.0f, 0.0f}; 243 pointFadeThresholdSize = 1.0f; 244 245 mHasBeenCurrent = false; 246 247 markAllStateDirty(); 248 } 249 250 Context::~Context() 251 { 252 while(!mFramebufferNameSpace.empty()) 253 { 254 deleteFramebuffer(mFramebufferNameSpace.firstName()); 255 } 256 257 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 258 { 259 for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++) 260 { 261 mState.samplerTexture[type][sampler] = nullptr; 262 } 263 } 264 265 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 266 { 267 mState.vertexAttribute[i].mBoundBuffer = nullptr; 268 } 269 270 mState.arrayBuffer = nullptr; 271 mState.elementArrayBuffer = nullptr; 272 mState.renderbuffer = nullptr; 273 274 mTexture2DZero = nullptr; 275 mTextureExternalZero = nullptr; 276 277 delete mVertexDataManager; 278 delete mIndexDataManager; 279 280 mResourceManager->release(); 281 delete device; 282 } 283 284 void Context::makeCurrent(gl::Surface *surface) 285 { 286 if(!mHasBeenCurrent) 287 { 288 mState.viewportX = 0; 289 mState.viewportY = 0; 290 mState.viewportWidth = surface->getWidth(); 291 mState.viewportHeight = surface->getHeight(); 292 293 mState.scissorX = 0; 294 mState.scissorY = 0; 295 mState.scissorWidth = surface->getWidth(); 296 mState.scissorHeight = surface->getHeight(); 297 298 mHasBeenCurrent = true; 299 } 300 301 // Wrap the existing resources into GL objects and assign them to the '0' names 302 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 303 egl::Image *depthStencil = surface->getDepthStencil(); 304 305 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 306 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 307 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 308 309 setFramebufferZero(framebufferZero); 310 311 if(defaultRenderTarget) 312 { 313 defaultRenderTarget->release(); 314 } 315 316 if(depthStencil) 317 { 318 depthStencil->release(); 319 } 320 321 markAllStateDirty(); 322 } 323 324 EGLint Context::getClientVersion() const 325 { 326 return 1; 327 } 328 329 EGLint Context::getConfigID() const 330 { 331 return config->mConfigID; 332 } 333 334 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 335 void Context::markAllStateDirty() 336 { 337 mDepthStateDirty = true; 338 mMaskStateDirty = true; 339 mBlendStateDirty = true; 340 mStencilStateDirty = true; 341 mPolygonOffsetStateDirty = true; 342 mSampleStateDirty = true; 343 mDitherStateDirty = true; 344 mFrontFaceDirty = true; 345 } 346 347 void Context::setClearColor(float red, float green, float blue, float alpha) 348 { 349 mState.colorClearValue.red = red; 350 mState.colorClearValue.green = green; 351 mState.colorClearValue.blue = blue; 352 mState.colorClearValue.alpha = alpha; 353 } 354 355 void Context::setClearDepth(float depth) 356 { 357 mState.depthClearValue = depth; 358 } 359 360 void Context::setClearStencil(int stencil) 361 { 362 mState.stencilClearValue = stencil; 363 } 364 365 void Context::setCullFaceEnabled(bool enabled) 366 { 367 mState.cullFaceEnabled = enabled; 368 } 369 370 bool Context::isCullFaceEnabled() const 371 { 372 return mState.cullFaceEnabled; 373 } 374 375 void Context::setCullMode(GLenum mode) 376 { 377 mState.cullMode = mode; 378 } 379 380 void Context::setFrontFace(GLenum front) 381 { 382 if(mState.frontFace != front) 383 { 384 mState.frontFace = front; 385 mFrontFaceDirty = true; 386 } 387 } 388 389 void Context::setDepthTestEnabled(bool enabled) 390 { 391 if(mState.depthTestEnabled != enabled) 392 { 393 mState.depthTestEnabled = enabled; 394 mDepthStateDirty = true; 395 } 396 } 397 398 bool Context::isDepthTestEnabled() const 399 { 400 return mState.depthTestEnabled; 401 } 402 403 void Context::setDepthFunc(GLenum depthFunc) 404 { 405 if(mState.depthFunc != depthFunc) 406 { 407 mState.depthFunc = depthFunc; 408 mDepthStateDirty = true; 409 } 410 } 411 412 void Context::setDepthRange(float zNear, float zFar) 413 { 414 mState.zNear = zNear; 415 mState.zFar = zFar; 416 } 417 418 void Context::setAlphaTestEnabled(bool enabled) 419 { 420 alphaTestEnabled = enabled; 421 } 422 423 bool Context::isAlphaTestEnabled() const 424 { 425 return alphaTestEnabled; 426 } 427 428 void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference) 429 { 430 alphaTestFunc = alphaFunc; 431 alphaTestRef = reference; 432 } 433 434 void Context::setBlendEnabled(bool enabled) 435 { 436 if(mState.blendEnabled != enabled) 437 { 438 mState.blendEnabled = enabled; 439 mBlendStateDirty = true; 440 } 441 } 442 443 bool Context::isBlendEnabled() const 444 { 445 return mState.blendEnabled; 446 } 447 448 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 449 { 450 if(mState.sourceBlendRGB != sourceRGB || 451 mState.sourceBlendAlpha != sourceAlpha || 452 mState.destBlendRGB != destRGB || 453 mState.destBlendAlpha != destAlpha) 454 { 455 mState.sourceBlendRGB = sourceRGB; 456 mState.destBlendRGB = destRGB; 457 mState.sourceBlendAlpha = sourceAlpha; 458 mState.destBlendAlpha = destAlpha; 459 mBlendStateDirty = true; 460 } 461 } 462 463 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 464 { 465 if(mState.blendEquationRGB != rgbEquation || 466 mState.blendEquationAlpha != alphaEquation) 467 { 468 mState.blendEquationRGB = rgbEquation; 469 mState.blendEquationAlpha = alphaEquation; 470 mBlendStateDirty = true; 471 } 472 } 473 474 void Context::setStencilTestEnabled(bool enabled) 475 { 476 if(mState.stencilTestEnabled != enabled) 477 { 478 mState.stencilTestEnabled = enabled; 479 mStencilStateDirty = true; 480 } 481 } 482 483 bool Context::isStencilTestEnabled() const 484 { 485 return mState.stencilTestEnabled; 486 } 487 488 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 489 { 490 if(mState.stencilFunc != stencilFunc || 491 mState.stencilRef != stencilRef || 492 mState.stencilMask != stencilMask) 493 { 494 mState.stencilFunc = stencilFunc; 495 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 496 mState.stencilMask = stencilMask; 497 mStencilStateDirty = true; 498 } 499 } 500 501 void Context::setStencilWritemask(GLuint stencilWritemask) 502 { 503 if(mState.stencilWritemask != stencilWritemask) 504 { 505 mState.stencilWritemask = stencilWritemask; 506 mStencilStateDirty = true; 507 } 508 } 509 510 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 511 { 512 if(mState.stencilFail != stencilFail || 513 mState.stencilPassDepthFail != stencilPassDepthFail || 514 mState.stencilPassDepthPass != stencilPassDepthPass) 515 { 516 mState.stencilFail = stencilFail; 517 mState.stencilPassDepthFail = stencilPassDepthFail; 518 mState.stencilPassDepthPass = stencilPassDepthPass; 519 mStencilStateDirty = true; 520 } 521 } 522 523 void Context::setPolygonOffsetFillEnabled(bool enabled) 524 { 525 if(mState.polygonOffsetFillEnabled != enabled) 526 { 527 mState.polygonOffsetFillEnabled = enabled; 528 mPolygonOffsetStateDirty = true; 529 } 530 } 531 532 bool Context::isPolygonOffsetFillEnabled() const 533 { 534 return mState.polygonOffsetFillEnabled; 535 } 536 537 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 538 { 539 if(mState.polygonOffsetFactor != factor || 540 mState.polygonOffsetUnits != units) 541 { 542 mState.polygonOffsetFactor = factor; 543 mState.polygonOffsetUnits = units; 544 mPolygonOffsetStateDirty = true; 545 } 546 } 547 548 void Context::setSampleAlphaToCoverageEnabled(bool enabled) 549 { 550 if(mState.sampleAlphaToCoverageEnabled != enabled) 551 { 552 mState.sampleAlphaToCoverageEnabled = enabled; 553 mSampleStateDirty = true; 554 } 555 } 556 557 bool Context::isSampleAlphaToCoverageEnabled() const 558 { 559 return mState.sampleAlphaToCoverageEnabled; 560 } 561 562 void Context::setSampleCoverageEnabled(bool enabled) 563 { 564 if(mState.sampleCoverageEnabled != enabled) 565 { 566 mState.sampleCoverageEnabled = enabled; 567 mSampleStateDirty = true; 568 } 569 } 570 571 bool Context::isSampleCoverageEnabled() const 572 { 573 return mState.sampleCoverageEnabled; 574 } 575 576 void Context::setSampleCoverageParams(GLclampf value, bool invert) 577 { 578 if(mState.sampleCoverageValue != value || 579 mState.sampleCoverageInvert != invert) 580 { 581 mState.sampleCoverageValue = value; 582 mState.sampleCoverageInvert = invert; 583 mSampleStateDirty = true; 584 } 585 } 586 587 void Context::setScissorTestEnabled(bool enabled) 588 { 589 mState.scissorTestEnabled = enabled; 590 } 591 592 bool Context::isScissorTestEnabled() const 593 { 594 return mState.scissorTestEnabled; 595 } 596 597 void Context::setShadeModel(GLenum mode) 598 { 599 mState.shadeModel = mode; 600 } 601 602 void Context::setDitherEnabled(bool enabled) 603 { 604 if(mState.ditherEnabled != enabled) 605 { 606 mState.ditherEnabled = enabled; 607 mDitherStateDirty = true; 608 } 609 } 610 611 bool Context::isDitherEnabled() const 612 { 613 return mState.ditherEnabled; 614 } 615 616 void Context::setLightingEnabled(bool enable) 617 { 618 lightingEnabled = enable; 619 } 620 621 bool Context::isLightingEnabled() const 622 { 623 return lightingEnabled; 624 } 625 626 void Context::setLightEnabled(int index, bool enable) 627 { 628 light[index].enabled = enable; 629 } 630 631 bool Context::isLightEnabled(int index) const 632 { 633 return light[index].enabled; 634 } 635 636 void Context::setLightAmbient(int index, float r, float g, float b, float a) 637 { 638 light[index].ambient = {r, g, b, a}; 639 } 640 641 void Context::setLightDiffuse(int index, float r, float g, float b, float a) 642 { 643 light[index].diffuse = {r, g, b, a}; 644 } 645 646 void Context::setLightSpecular(int index, float r, float g, float b, float a) 647 { 648 light[index].specular = {r, g, b, a}; 649 } 650 651 void Context::setLightPosition(int index, float x, float y, float z, float w) 652 { 653 sw::float4 v = {x, y, z, w}; 654 655 // Transform from object coordinates to eye coordinates 656 v = modelViewStack.current() * v; 657 658 light[index].position = {v.x, v.y, v.z, v.w}; 659 } 660 661 void Context::setLightDirection(int index, float x, float y, float z) 662 { 663 // FIXME: Transform by inverse of 3x3 model-view matrix 664 light[index].direction = {x, y, z}; 665 } 666 667 void Context::setLightAttenuationConstant(int index, float constant) 668 { 669 light[index].attenuation.constant = constant; 670 } 671 672 void Context::setLightAttenuationLinear(int index, float linear) 673 { 674 light[index].attenuation.linear = linear; 675 } 676 677 void Context::setLightAttenuationQuadratic(int index, float quadratic) 678 { 679 light[index].attenuation.quadratic = quadratic; 680 } 681 682 void Context::setSpotLightExponent(int index, float exponent) 683 { 684 light[index].spotExponent = exponent; 685 } 686 687 void Context::setSpotLightCutoff(int index, float cutoff) 688 { 689 light[index].spotCutoffAngle = cutoff; 690 } 691 692 void Context::setGlobalAmbient(float red, float green, float blue, float alpha) 693 { 694 globalAmbient.red = red; 695 globalAmbient.green = green; 696 globalAmbient.blue = blue; 697 globalAmbient.alpha = alpha; 698 } 699 700 void Context::setMaterialAmbient(float red, float green, float blue, float alpha) 701 { 702 materialAmbient.red = red; 703 materialAmbient.green = green; 704 materialAmbient.blue = blue; 705 materialAmbient.alpha = alpha; 706 } 707 708 void Context::setMaterialDiffuse(float red, float green, float blue, float alpha) 709 { 710 materialDiffuse.red = red; 711 materialDiffuse.green = green; 712 materialDiffuse.blue = blue; 713 materialDiffuse.alpha = alpha; 714 } 715 716 void Context::setMaterialSpecular(float red, float green, float blue, float alpha) 717 { 718 materialSpecular.red = red; 719 materialSpecular.green = green; 720 materialSpecular.blue = blue; 721 materialSpecular.alpha = alpha; 722 } 723 724 void Context::setMaterialEmission(float red, float green, float blue, float alpha) 725 { 726 materialEmission.red = red; 727 materialEmission.green = green; 728 materialEmission.blue = blue; 729 materialEmission.alpha = alpha; 730 } 731 732 void Context::setMaterialShininess(float shininess) 733 { 734 materialShininess = shininess; 735 } 736 737 void Context::setLightModelTwoSide(bool enable) 738 { 739 lightModelTwoSide = enable; 740 } 741 742 void Context::setFogEnabled(bool enable) 743 { 744 fogEnabled = enable; 745 } 746 747 bool Context::isFogEnabled() const 748 { 749 return fogEnabled; 750 } 751 752 void Context::setFogMode(GLenum mode) 753 { 754 fogMode = mode; 755 } 756 757 void Context::setFogDensity(float fogDensity) 758 { 759 this->fogDensity = fogDensity; 760 } 761 762 void Context::setFogStart(float fogStart) 763 { 764 this->fogStart = fogStart; 765 } 766 767 void Context::setFogEnd(float fogEnd) 768 { 769 this->fogEnd = fogEnd; 770 } 771 772 void Context::setFogColor(float r, float g, float b, float a) 773 { 774 this->fogColor = {r, g, b, a}; 775 } 776 777 void Context::setTexture2Denabled(bool enable) 778 { 779 texture2Denabled[mState.activeSampler] = enable; 780 } 781 782 bool Context::isTexture2Denabled() const 783 { 784 return texture2Denabled[mState.activeSampler]; 785 } 786 787 void Context::setTextureExternalEnabled(bool enable) 788 { 789 textureExternalEnabled[mState.activeSampler] = enable; 790 } 791 792 bool Context::isTextureExternalEnabled() const 793 { 794 return textureExternalEnabled[mState.activeSampler]; 795 } 796 797 void Context::setLineWidth(GLfloat width) 798 { 799 mState.lineWidth = width; 800 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 801 } 802 803 void Context::setGenerateMipmapHint(GLenum hint) 804 { 805 mState.generateMipmapHint = hint; 806 } 807 808 void Context::setPerspectiveCorrectionHint(GLenum hint) 809 { 810 mState.perspectiveCorrectionHint = hint; 811 } 812 813 void Context::setFogHint(GLenum hint) 814 { 815 mState.fogHint = hint; 816 } 817 818 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 819 { 820 mState.viewportX = x; 821 mState.viewportY = y; 822 mState.viewportWidth = width; 823 mState.viewportHeight = height; 824 } 825 826 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 827 { 828 mState.scissorX = x; 829 mState.scissorY = y; 830 mState.scissorWidth = width; 831 mState.scissorHeight = height; 832 } 833 834 void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 835 { 836 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 837 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 838 { 839 mState.colorMaskRed = red; 840 mState.colorMaskGreen = green; 841 mState.colorMaskBlue = blue; 842 mState.colorMaskAlpha = alpha; 843 mMaskStateDirty = true; 844 } 845 } 846 847 void Context::setDepthMask(bool mask) 848 { 849 if(mState.depthMask != mask) 850 { 851 mState.depthMask = mask; 852 mMaskStateDirty = true; 853 } 854 } 855 856 void Context::setActiveSampler(unsigned int active) 857 { 858 mState.activeSampler = active; 859 } 860 861 GLuint Context::getFramebufferName() const 862 { 863 return mState.framebuffer; 864 } 865 866 GLuint Context::getRenderbufferName() const 867 { 868 return mState.renderbuffer.name(); 869 } 870 871 GLuint Context::getArrayBufferName() const 872 { 873 return mState.arrayBuffer.name(); 874 } 875 876 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 877 { 878 mState.vertexAttribute[attribNum].mArrayEnabled = enabled; 879 } 880 881 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) 882 { 883 return mState.vertexAttribute[attribNum]; 884 } 885 886 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 887 GLsizei stride, const void *pointer) 888 { 889 mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer; 890 mState.vertexAttribute[attribNum].mSize = size; 891 mState.vertexAttribute[attribNum].mType = type; 892 mState.vertexAttribute[attribNum].mNormalized = normalized; 893 mState.vertexAttribute[attribNum].mStride = stride; 894 mState.vertexAttribute[attribNum].mPointer = pointer; 895 } 896 897 const void *Context::getVertexAttribPointer(unsigned int attribNum) const 898 { 899 return mState.vertexAttribute[attribNum].mPointer; 900 } 901 902 const VertexAttributeArray &Context::getVertexAttributes() 903 { 904 return mState.vertexAttribute; 905 } 906 907 void Context::setPackAlignment(GLint alignment) 908 { 909 mState.packAlignment = alignment; 910 } 911 912 GLint Context::getPackAlignment() const 913 { 914 return mState.packAlignment; 915 } 916 917 void Context::setUnpackAlignment(GLint alignment) 918 { 919 mState.unpackAlignment = alignment; 920 } 921 922 GLint Context::getUnpackAlignment() const 923 { 924 return mState.unpackAlignment; 925 } 926 927 GLuint Context::createBuffer() 928 { 929 return mResourceManager->createBuffer(); 930 } 931 932 GLuint Context::createTexture() 933 { 934 return mResourceManager->createTexture(); 935 } 936 937 GLuint Context::createRenderbuffer() 938 { 939 return mResourceManager->createRenderbuffer(); 940 } 941 942 // Returns an unused framebuffer name 943 GLuint Context::createFramebuffer() 944 { 945 return mFramebufferNameSpace.allocate(); 946 } 947 948 void Context::deleteBuffer(GLuint buffer) 949 { 950 detachBuffer(buffer); 951 952 mResourceManager->deleteBuffer(buffer); 953 } 954 955 void Context::deleteTexture(GLuint texture) 956 { 957 detachTexture(texture); 958 959 mResourceManager->deleteTexture(texture); 960 } 961 962 void Context::deleteRenderbuffer(GLuint renderbuffer) 963 { 964 detachRenderbuffer(renderbuffer); 965 966 mResourceManager->deleteRenderbuffer(renderbuffer); 967 } 968 969 void Context::deleteFramebuffer(GLuint framebuffer) 970 { 971 detachFramebuffer(framebuffer); 972 973 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 974 975 if(framebufferObject) 976 { 977 delete framebufferObject; 978 } 979 } 980 981 Buffer *Context::getBuffer(GLuint handle) 982 { 983 return mResourceManager->getBuffer(handle); 984 } 985 986 Texture *Context::getTexture(GLuint handle) 987 { 988 return mResourceManager->getTexture(handle); 989 } 990 991 Renderbuffer *Context::getRenderbuffer(GLuint handle) 992 { 993 return mResourceManager->getRenderbuffer(handle); 994 } 995 996 Framebuffer *Context::getFramebuffer() 997 { 998 return getFramebuffer(mState.framebuffer); 999 } 1000 1001 void Context::bindArrayBuffer(unsigned int buffer) 1002 { 1003 mResourceManager->checkBufferAllocation(buffer); 1004 1005 mState.arrayBuffer = getBuffer(buffer); 1006 } 1007 1008 void Context::bindElementArrayBuffer(unsigned int buffer) 1009 { 1010 mResourceManager->checkBufferAllocation(buffer); 1011 1012 mState.elementArrayBuffer = getBuffer(buffer); 1013 } 1014 1015 void Context::bindTexture2D(GLuint texture) 1016 { 1017 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1018 1019 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1020 } 1021 1022 void Context::bindTextureExternal(GLuint texture) 1023 { 1024 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1025 1026 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1027 } 1028 1029 void Context::bindFramebuffer(GLuint framebuffer) 1030 { 1031 if(!getFramebuffer(framebuffer)) 1032 { 1033 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1034 } 1035 1036 mState.framebuffer = framebuffer; 1037 } 1038 1039 void Context::bindRenderbuffer(GLuint renderbuffer) 1040 { 1041 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1042 1043 mState.renderbuffer = getRenderbuffer(renderbuffer); 1044 } 1045 1046 void Context::setFramebufferZero(Framebuffer *buffer) 1047 { 1048 delete mFramebufferNameSpace.remove(0); 1049 mFramebufferNameSpace.insert(0, buffer); 1050 } 1051 1052 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1053 { 1054 Renderbuffer *renderbufferObject = mState.renderbuffer; 1055 renderbufferObject->setStorage(renderbuffer); 1056 } 1057 1058 Framebuffer *Context::getFramebuffer(unsigned int handle) 1059 { 1060 return mFramebufferNameSpace.find(handle); 1061 } 1062 1063 Buffer *Context::getArrayBuffer() 1064 { 1065 return mState.arrayBuffer; 1066 } 1067 1068 Buffer *Context::getElementArrayBuffer() 1069 { 1070 return mState.elementArrayBuffer; 1071 } 1072 1073 Texture2D *Context::getTexture2D() 1074 { 1075 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1076 } 1077 1078 TextureExternal *Context::getTextureExternal() 1079 { 1080 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1081 } 1082 1083 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) 1084 { 1085 GLuint texid = mState.samplerTexture[type][sampler].name(); 1086 1087 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1088 { 1089 switch(type) 1090 { 1091 case TEXTURE_2D: return mTexture2DZero; 1092 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1093 default: UNREACHABLE(type); 1094 } 1095 } 1096 1097 return mState.samplerTexture[type][sampler]; 1098 } 1099 1100 bool Context::getBooleanv(GLenum pname, GLboolean *params) 1101 { 1102 switch(pname) 1103 { 1104 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1105 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1106 case GL_COLOR_WRITEMASK: 1107 params[0] = mState.colorMaskRed; 1108 params[1] = mState.colorMaskGreen; 1109 params[2] = mState.colorMaskBlue; 1110 params[3] = mState.colorMaskAlpha; 1111 break; 1112 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1113 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1114 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1115 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1116 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1117 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1118 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1119 case GL_BLEND: *params = mState.blendEnabled; break; 1120 case GL_DITHER: *params = mState.ditherEnabled; break; 1121 case GL_LIGHT_MODEL_TWO_SIDE: *params = lightModelTwoSide; break; 1122 default: 1123 return false; 1124 } 1125 1126 return true; 1127 } 1128 1129 bool Context::getFloatv(GLenum pname, GLfloat *params) 1130 { 1131 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1132 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1133 // GetIntegerv as its native query function. As it would require conversion in any 1134 // case, this should make no difference to the calling application. 1135 switch(pname) 1136 { 1137 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1138 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1139 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1140 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1141 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1142 case GL_ALIASED_LINE_WIDTH_RANGE: 1143 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1144 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1145 break; 1146 case GL_ALIASED_POINT_SIZE_RANGE: 1147 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1148 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1149 break; 1150 case GL_SMOOTH_LINE_WIDTH_RANGE: 1151 params[0] = SMOOTH_LINE_WIDTH_RANGE_MIN; 1152 params[1] = SMOOTH_LINE_WIDTH_RANGE_MAX; 1153 break; 1154 case GL_SMOOTH_POINT_SIZE_RANGE: 1155 params[0] = SMOOTH_POINT_SIZE_RANGE_MIN; 1156 params[1] = SMOOTH_POINT_SIZE_RANGE_MAX; 1157 break; 1158 case GL_DEPTH_RANGE: 1159 params[0] = mState.zNear; 1160 params[1] = mState.zFar; 1161 break; 1162 case GL_COLOR_CLEAR_VALUE: 1163 params[0] = mState.colorClearValue.red; 1164 params[1] = mState.colorClearValue.green; 1165 params[2] = mState.colorClearValue.blue; 1166 params[3] = mState.colorClearValue.alpha; 1167 break; 1168 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1169 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1170 break; 1171 case GL_MODELVIEW_MATRIX: 1172 for(int i = 0; i < 16; i++) 1173 { 1174 params[i] = modelViewStack.current()[i % 4][i / 4]; 1175 } 1176 break; 1177 case GL_PROJECTION_MATRIX: 1178 for(int i = 0; i < 16; i++) 1179 { 1180 params[i] = projectionStack.current()[i % 4][i / 4]; 1181 } 1182 break; 1183 case GL_CURRENT_COLOR: 1184 for(int i = 0; i < 4; i++) 1185 { 1186 params[i] = mState.vertexAttribute[sw::Color0].mCurrentValue[i]; 1187 } 1188 break; 1189 case GL_CURRENT_NORMAL: 1190 for(int i = 0; i < 3; i++) 1191 { 1192 params[i] = mState.vertexAttribute[sw::Normal].mCurrentValue[i]; 1193 } 1194 break; 1195 case GL_CURRENT_TEXTURE_COORDS: 1196 for(int i = 0; i < 4; i++) 1197 { 1198 params[i] = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[i]; 1199 } 1200 break; 1201 default: 1202 return false; 1203 } 1204 1205 return true; 1206 } 1207 1208 bool Context::getIntegerv(GLenum pname, GLint *params) 1209 { 1210 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1211 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1212 // GetIntegerv as its native query function. As it would require conversion in any 1213 // case, this should make no difference to the calling application. You may find it in 1214 // Context::getFloatv. 1215 switch(pname) 1216 { 1217 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.name(); break; 1218 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.name(); break; 1219 case GL_FRAMEBUFFER_BINDING_OES: *params = mState.framebuffer; break; 1220 case GL_RENDERBUFFER_BINDING_OES: *params = mState.renderbuffer.name(); break; 1221 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1222 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; 1223 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1224 case GL_PERSPECTIVE_CORRECTION_HINT: *params = mState.perspectiveCorrectionHint; break; 1225 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1226 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1227 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1228 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1229 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1230 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1231 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1232 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1233 case GL_BLEND_SRC_RGB_OES: *params = mState.sourceBlendRGB; break; 1234 case GL_BLEND_SRC_ALPHA_OES: *params = mState.sourceBlendAlpha; break; 1235 case GL_BLEND_DST_RGB_OES: *params = mState.destBlendRGB; break; 1236 case GL_BLEND_DST_ALPHA_OES: *params = mState.destBlendAlpha; break; 1237 case GL_BLEND_EQUATION_RGB_OES: *params = mState.blendEquationRGB; break; 1238 case GL_BLEND_EQUATION_ALPHA_OES: *params = mState.blendEquationAlpha; break; 1239 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1240 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1241 case GL_SUBPIXEL_BITS: *params = 4; break; 1242 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1243 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1244 case GL_SAMPLE_BUFFERS: 1245 case GL_SAMPLES: 1246 { 1247 Framebuffer *framebuffer = getFramebuffer(); 1248 int width, height, samples; 1249 1250 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE_OES) 1251 { 1252 switch(pname) 1253 { 1254 case GL_SAMPLE_BUFFERS: 1255 if(samples > 1) 1256 { 1257 *params = 1; 1258 } 1259 else 1260 { 1261 *params = 0; 1262 } 1263 break; 1264 case GL_SAMPLES: 1265 *params = samples; 1266 break; 1267 } 1268 } 1269 else 1270 { 1271 *params = 0; 1272 } 1273 } 1274 break; 1275 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1276 { 1277 Framebuffer *framebuffer = getFramebuffer(); 1278 *params = framebuffer->getImplementationColorReadType(); 1279 } 1280 break; 1281 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1282 { 1283 Framebuffer *framebuffer = getFramebuffer(); 1284 *params = framebuffer->getImplementationColorReadFormat(); 1285 } 1286 break; 1287 case GL_MAX_VIEWPORT_DIMS: 1288 { 1289 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1290 params[0] = maxDimension; 1291 params[1] = maxDimension; 1292 } 1293 break; 1294 case GL_COMPRESSED_TEXTURE_FORMATS: 1295 { 1296 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1297 { 1298 params[i] = compressedTextureFormats[i]; 1299 } 1300 } 1301 break; 1302 case GL_VIEWPORT: 1303 params[0] = mState.viewportX; 1304 params[1] = mState.viewportY; 1305 params[2] = mState.viewportWidth; 1306 params[3] = mState.viewportHeight; 1307 break; 1308 case GL_SCISSOR_BOX: 1309 params[0] = mState.scissorX; 1310 params[1] = mState.scissorY; 1311 params[2] = mState.scissorWidth; 1312 params[3] = mState.scissorHeight; 1313 break; 1314 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1315 case GL_FRONT_FACE: *params = mState.frontFace; break; 1316 case GL_RED_BITS: 1317 case GL_GREEN_BITS: 1318 case GL_BLUE_BITS: 1319 case GL_ALPHA_BITS: 1320 { 1321 Framebuffer *framebuffer = getFramebuffer(); 1322 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); 1323 1324 if(colorbuffer) 1325 { 1326 switch(pname) 1327 { 1328 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1329 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1330 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1331 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1332 } 1333 } 1334 else 1335 { 1336 *params = 0; 1337 } 1338 } 1339 break; 1340 case GL_DEPTH_BITS: 1341 { 1342 Framebuffer *framebuffer = getFramebuffer(); 1343 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1344 1345 if(depthbuffer) 1346 { 1347 *params = depthbuffer->getDepthSize(); 1348 } 1349 else 1350 { 1351 *params = 0; 1352 } 1353 } 1354 break; 1355 case GL_STENCIL_BITS: 1356 { 1357 Framebuffer *framebuffer = getFramebuffer(); 1358 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1359 1360 if(stencilbuffer) 1361 { 1362 *params = stencilbuffer->getStencilSize(); 1363 } 1364 else 1365 { 1366 *params = 0; 1367 } 1368 } 1369 break; 1370 case GL_TEXTURE_BINDING_2D: *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); break; 1371 case GL_TEXTURE_BINDING_CUBE_MAP_OES: *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); break; 1372 case GL_TEXTURE_BINDING_EXTERNAL_OES: *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); break; 1373 case GL_MAX_LIGHTS: *params = MAX_LIGHTS; break; 1374 case GL_MAX_MODELVIEW_STACK_DEPTH: *params = MAX_MODELVIEW_STACK_DEPTH; break; 1375 case GL_MAX_PROJECTION_STACK_DEPTH: *params = MAX_PROJECTION_STACK_DEPTH; break; 1376 case GL_MAX_TEXTURE_STACK_DEPTH: *params = MAX_TEXTURE_STACK_DEPTH; break; 1377 case GL_MAX_TEXTURE_UNITS: *params = MAX_TEXTURE_UNITS; break; 1378 case GL_MAX_CLIP_PLANES: *params = MAX_CLIP_PLANES; break; 1379 case GL_POINT_SIZE_ARRAY_TYPE_OES: *params = mState.vertexAttribute[sw::PointSize].mType; break; 1380 case GL_POINT_SIZE_ARRAY_STRIDE_OES: *params = mState.vertexAttribute[sw::PointSize].mStride; break; 1381 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: *params = mState.vertexAttribute[sw::PointSize].mBoundBuffer.name(); break; 1382 case GL_VERTEX_ARRAY_SIZE: *params = mState.vertexAttribute[sw::Position].mSize; break; 1383 case GL_VERTEX_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Position].mType; break; 1384 case GL_VERTEX_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Position].mStride; break; 1385 case GL_VERTEX_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Position].mBoundBuffer.name(); break; 1386 case GL_NORMAL_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Normal].mType; break; 1387 case GL_NORMAL_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Normal].mStride; break; 1388 case GL_NORMAL_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Normal].mBoundBuffer.name(); break; 1389 case GL_COLOR_ARRAY_SIZE: *params = mState.vertexAttribute[sw::Color0].mSize; break; 1390 case GL_COLOR_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Color0].mType; break; 1391 case GL_COLOR_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Color0].mStride; break; 1392 case GL_COLOR_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Color0].mBoundBuffer.name(); break; 1393 case GL_TEXTURE_COORD_ARRAY_SIZE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mSize; break; 1394 case GL_TEXTURE_COORD_ARRAY_TYPE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mType; break; 1395 case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mStride; break; 1396 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mBoundBuffer.name(); break; 1397 default: 1398 return false; 1399 } 1400 1401 return true; 1402 } 1403 1404 bool Context::getPointerv(GLenum pname, const GLvoid **params) 1405 { 1406 switch(pname) 1407 { 1408 case GL_VERTEX_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Position].mPointer; break; 1409 case GL_NORMAL_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Normal].mPointer; break; 1410 case GL_COLOR_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Color0].mPointer; break; 1411 case GL_POINT_SIZE_ARRAY_POINTER_OES: *params = mState.vertexAttribute[sw::PointSize].mPointer; break; 1412 case GL_TEXTURE_COORD_ARRAY_POINTER: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mPointer; break; 1413 default: 1414 return false; 1415 } 1416 1417 return true; 1418 } 1419 1420 int Context::getQueryParameterNum(GLenum pname) 1421 { 1422 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1423 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1424 // to the fact that it is stored internally as a float, and so would require conversion 1425 // if returned from Context::getIntegerv. Since this conversion is already implemented 1426 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1427 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1428 // application. 1429 switch(pname) 1430 { 1431 case GL_COMPRESSED_TEXTURE_FORMATS: 1432 return NUM_COMPRESSED_TEXTURE_FORMATS; 1433 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1434 case GL_ARRAY_BUFFER_BINDING: 1435 case GL_FRAMEBUFFER_BINDING_OES: 1436 case GL_RENDERBUFFER_BINDING_OES: 1437 case GL_PACK_ALIGNMENT: 1438 case GL_UNPACK_ALIGNMENT: 1439 case GL_GENERATE_MIPMAP_HINT: 1440 case GL_RED_BITS: 1441 case GL_GREEN_BITS: 1442 case GL_BLUE_BITS: 1443 case GL_ALPHA_BITS: 1444 case GL_DEPTH_BITS: 1445 case GL_STENCIL_BITS: 1446 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 1447 case GL_CULL_FACE_MODE: 1448 case GL_FRONT_FACE: 1449 case GL_ACTIVE_TEXTURE: 1450 case GL_STENCIL_FUNC: 1451 case GL_STENCIL_VALUE_MASK: 1452 case GL_STENCIL_REF: 1453 case GL_STENCIL_FAIL: 1454 case GL_STENCIL_PASS_DEPTH_FAIL: 1455 case GL_STENCIL_PASS_DEPTH_PASS: 1456 case GL_DEPTH_FUNC: 1457 case GL_BLEND_SRC_RGB_OES: 1458 case GL_BLEND_SRC_ALPHA_OES: 1459 case GL_BLEND_DST_RGB_OES: 1460 case GL_BLEND_DST_ALPHA_OES: 1461 case GL_BLEND_EQUATION_RGB_OES: 1462 case GL_BLEND_EQUATION_ALPHA_OES: 1463 case GL_STENCIL_WRITEMASK: 1464 case GL_STENCIL_CLEAR_VALUE: 1465 case GL_SUBPIXEL_BITS: 1466 case GL_MAX_TEXTURE_SIZE: 1467 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES: 1468 case GL_SAMPLE_BUFFERS: 1469 case GL_SAMPLES: 1470 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1471 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1472 case GL_TEXTURE_BINDING_2D: 1473 case GL_TEXTURE_BINDING_CUBE_MAP_OES: 1474 case GL_TEXTURE_BINDING_EXTERNAL_OES: 1475 return 1; 1476 case GL_MAX_VIEWPORT_DIMS: 1477 return 2; 1478 case GL_VIEWPORT: 1479 case GL_SCISSOR_BOX: 1480 return 4; 1481 case GL_SAMPLE_COVERAGE_INVERT: 1482 case GL_DEPTH_WRITEMASK: 1483 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 1484 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 1485 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 1486 case GL_SAMPLE_COVERAGE: 1487 case GL_SCISSOR_TEST: 1488 case GL_STENCIL_TEST: 1489 case GL_DEPTH_TEST: 1490 case GL_BLEND: 1491 case GL_DITHER: 1492 return 1; 1493 case GL_COLOR_WRITEMASK: 1494 return 4; 1495 case GL_POLYGON_OFFSET_FACTOR: 1496 case GL_POLYGON_OFFSET_UNITS: 1497 case GL_SAMPLE_COVERAGE_VALUE: 1498 case GL_DEPTH_CLEAR_VALUE: 1499 case GL_LINE_WIDTH: 1500 return 1; 1501 case GL_ALIASED_LINE_WIDTH_RANGE: 1502 case GL_ALIASED_POINT_SIZE_RANGE: 1503 case GL_DEPTH_RANGE: 1504 return 2; 1505 case GL_COLOR_CLEAR_VALUE: 1506 return 4; 1507 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1508 case GL_MAX_LIGHTS: 1509 case GL_MAX_MODELVIEW_STACK_DEPTH: 1510 case GL_MAX_PROJECTION_STACK_DEPTH: 1511 case GL_MAX_TEXTURE_STACK_DEPTH: 1512 case GL_MAX_TEXTURE_UNITS: 1513 case GL_MAX_CLIP_PLANES: 1514 case GL_POINT_SIZE_ARRAY_TYPE_OES: 1515 case GL_POINT_SIZE_ARRAY_STRIDE_OES: 1516 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: 1517 return 1; 1518 case GL_CURRENT_COLOR: 1519 return 4; 1520 case GL_CURRENT_NORMAL: 1521 return 3; 1522 case GL_CURRENT_TEXTURE_COORDS: 1523 return 4; 1524 case GL_POINT_SIZE: 1525 case GL_POINT_SIZE_MIN: 1526 case GL_POINT_SIZE_MAX: 1527 case GL_POINT_FADE_THRESHOLD_SIZE: 1528 return 1; 1529 case GL_POINT_DISTANCE_ATTENUATION: 1530 return 3; 1531 case GL_SMOOTH_POINT_SIZE_RANGE: 1532 case GL_SMOOTH_LINE_WIDTH_RANGE: 1533 return 2; 1534 case GL_SHADE_MODEL: 1535 case GL_MATRIX_MODE: 1536 case GL_MODELVIEW_STACK_DEPTH: 1537 case GL_PROJECTION_STACK_DEPTH: 1538 case GL_TEXTURE_STACK_DEPTH: 1539 return 1; 1540 case GL_MODELVIEW_MATRIX: 1541 case GL_PROJECTION_MATRIX: 1542 case GL_TEXTURE_MATRIX: 1543 return 16; 1544 case GL_ALPHA_TEST_FUNC: 1545 case GL_ALPHA_TEST_REF: 1546 case GL_BLEND_DST: 1547 case GL_BLEND_SRC: 1548 case GL_LOGIC_OP_MODE: 1549 case GL_VERTEX_ARRAY_SIZE: 1550 case GL_VERTEX_ARRAY_TYPE: 1551 case GL_VERTEX_ARRAY_STRIDE: 1552 case GL_NORMAL_ARRAY_TYPE: 1553 case GL_NORMAL_ARRAY_STRIDE: 1554 case GL_COLOR_ARRAY_SIZE: 1555 case GL_COLOR_ARRAY_TYPE: 1556 case GL_COLOR_ARRAY_STRIDE: 1557 case GL_TEXTURE_COORD_ARRAY_SIZE: 1558 case GL_TEXTURE_COORD_ARRAY_TYPE: 1559 case GL_TEXTURE_COORD_ARRAY_STRIDE: 1560 case GL_VERTEX_ARRAY_POINTER: 1561 case GL_NORMAL_ARRAY_POINTER: 1562 case GL_COLOR_ARRAY_POINTER: 1563 case GL_TEXTURE_COORD_ARRAY_POINTER: 1564 case GL_LIGHT_MODEL_TWO_SIDE: 1565 return 1; 1566 default: 1567 UNREACHABLE(pname); 1568 } 1569 1570 return -1; 1571 } 1572 1573 bool Context::isQueryParameterInt(GLenum pname) 1574 { 1575 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1576 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1577 // to the fact that it is stored internally as a float, and so would require conversion 1578 // if returned from Context::getIntegerv. Since this conversion is already implemented 1579 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1580 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1581 // application. 1582 switch(pname) 1583 { 1584 case GL_COMPRESSED_TEXTURE_FORMATS: 1585 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1586 case GL_ARRAY_BUFFER_BINDING: 1587 case GL_FRAMEBUFFER_BINDING_OES: 1588 case GL_RENDERBUFFER_BINDING_OES: 1589 case GL_PACK_ALIGNMENT: 1590 case GL_UNPACK_ALIGNMENT: 1591 case GL_GENERATE_MIPMAP_HINT: 1592 case GL_RED_BITS: 1593 case GL_GREEN_BITS: 1594 case GL_BLUE_BITS: 1595 case GL_ALPHA_BITS: 1596 case GL_DEPTH_BITS: 1597 case GL_STENCIL_BITS: 1598 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 1599 case GL_CULL_FACE_MODE: 1600 case GL_FRONT_FACE: 1601 case GL_ACTIVE_TEXTURE: 1602 case GL_STENCIL_FUNC: 1603 case GL_STENCIL_VALUE_MASK: 1604 case GL_STENCIL_REF: 1605 case GL_STENCIL_FAIL: 1606 case GL_STENCIL_PASS_DEPTH_FAIL: 1607 case GL_STENCIL_PASS_DEPTH_PASS: 1608 case GL_DEPTH_FUNC: 1609 case GL_BLEND_SRC_RGB_OES: 1610 case GL_BLEND_SRC_ALPHA_OES: 1611 case GL_BLEND_DST_RGB_OES: 1612 case GL_BLEND_DST_ALPHA_OES: 1613 case GL_BLEND_EQUATION_RGB_OES: 1614 case GL_BLEND_EQUATION_ALPHA_OES: 1615 case GL_STENCIL_WRITEMASK: 1616 case GL_STENCIL_CLEAR_VALUE: 1617 case GL_SUBPIXEL_BITS: 1618 case GL_MAX_TEXTURE_SIZE: 1619 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES: 1620 case GL_SAMPLE_BUFFERS: 1621 case GL_SAMPLES: 1622 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1623 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1624 case GL_TEXTURE_BINDING_2D: 1625 case GL_TEXTURE_BINDING_CUBE_MAP_OES: 1626 case GL_TEXTURE_BINDING_EXTERNAL_OES: 1627 case GL_MAX_VIEWPORT_DIMS: 1628 case GL_VIEWPORT: 1629 case GL_SCISSOR_BOX: 1630 case GL_MAX_LIGHTS: 1631 case GL_MAX_MODELVIEW_STACK_DEPTH: 1632 case GL_MAX_PROJECTION_STACK_DEPTH: 1633 case GL_MAX_TEXTURE_STACK_DEPTH: 1634 case GL_MAX_TEXTURE_UNITS: 1635 case GL_MAX_CLIP_PLANES: 1636 case GL_POINT_SIZE_ARRAY_TYPE_OES: 1637 case GL_POINT_SIZE_ARRAY_STRIDE_OES: 1638 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: 1639 return true; 1640 } 1641 1642 return false; 1643 } 1644 1645 bool Context::isQueryParameterFloat(GLenum pname) 1646 { 1647 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1648 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1649 // to the fact that it is stored internally as a float, and so would require conversion 1650 // if returned from Context::getIntegerv. Since this conversion is already implemented 1651 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1652 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1653 // application. 1654 switch(pname) 1655 { 1656 case GL_POLYGON_OFFSET_FACTOR: 1657 case GL_POLYGON_OFFSET_UNITS: 1658 case GL_SAMPLE_COVERAGE_VALUE: 1659 case GL_DEPTH_CLEAR_VALUE: 1660 case GL_LINE_WIDTH: 1661 case GL_ALIASED_LINE_WIDTH_RANGE: 1662 case GL_ALIASED_POINT_SIZE_RANGE: 1663 case GL_SMOOTH_LINE_WIDTH_RANGE: 1664 case GL_SMOOTH_POINT_SIZE_RANGE: 1665 case GL_DEPTH_RANGE: 1666 case GL_COLOR_CLEAR_VALUE: 1667 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1668 case GL_LIGHT_MODEL_AMBIENT: 1669 case GL_POINT_SIZE_MIN: 1670 case GL_POINT_SIZE_MAX: 1671 case GL_POINT_DISTANCE_ATTENUATION: 1672 case GL_POINT_FADE_THRESHOLD_SIZE: 1673 return true; 1674 } 1675 1676 return false; 1677 } 1678 1679 bool Context::isQueryParameterBool(GLenum pname) 1680 { 1681 switch(pname) 1682 { 1683 case GL_SAMPLE_COVERAGE_INVERT: 1684 case GL_DEPTH_WRITEMASK: 1685 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 1686 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 1687 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 1688 case GL_SAMPLE_COVERAGE: 1689 case GL_SCISSOR_TEST: 1690 case GL_STENCIL_TEST: 1691 case GL_DEPTH_TEST: 1692 case GL_BLEND: 1693 case GL_DITHER: 1694 case GL_COLOR_WRITEMASK: 1695 case GL_LIGHT_MODEL_TWO_SIDE: 1696 return true; 1697 } 1698 1699 return false; 1700 } 1701 1702 bool Context::isQueryParameterPointer(GLenum pname) 1703 { 1704 switch(pname) 1705 { 1706 case GL_VERTEX_ARRAY_POINTER: 1707 case GL_NORMAL_ARRAY_POINTER: 1708 case GL_COLOR_ARRAY_POINTER: 1709 case GL_TEXTURE_COORD_ARRAY_POINTER: 1710 case GL_POINT_SIZE_ARRAY_POINTER_OES: 1711 return true; 1712 } 1713 1714 return false; 1715 } 1716 1717 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 1718 bool Context::applyRenderTarget() 1719 { 1720 Framebuffer *framebuffer = getFramebuffer(); 1721 int width, height, samples; 1722 1723 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE_OES) 1724 { 1725 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES, false); 1726 } 1727 1728 egl::Image *renderTarget = framebuffer->getRenderTarget(); 1729 device->setRenderTarget(0, renderTarget); 1730 if(renderTarget) renderTarget->release(); 1731 1732 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 1733 device->setDepthBuffer(depthBuffer); 1734 if(depthBuffer) depthBuffer->release(); 1735 1736 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 1737 device->setStencilBuffer(stencilBuffer); 1738 if(stencilBuffer) stencilBuffer->release(); 1739 1740 Viewport viewport; 1741 float zNear = clamp01(mState.zNear); 1742 float zFar = clamp01(mState.zFar); 1743 1744 viewport.x0 = mState.viewportX; 1745 viewport.y0 = mState.viewportY; 1746 viewport.width = mState.viewportWidth; 1747 viewport.height = mState.viewportHeight; 1748 viewport.minZ = zNear; 1749 viewport.maxZ = zFar; 1750 1751 device->setViewport(viewport); 1752 1753 if(mState.scissorTestEnabled) 1754 { 1755 sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight}; 1756 scissor.clip(0, 0, width, height); 1757 1758 device->setScissorRect(scissor); 1759 device->setScissorEnable(true); 1760 } 1761 else 1762 { 1763 device->setScissorEnable(false); 1764 } 1765 1766 return true; 1767 } 1768 1769 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 1770 void Context::applyState(GLenum drawMode) 1771 { 1772 Framebuffer *framebuffer = getFramebuffer(); 1773 1774 if(mState.cullFaceEnabled) 1775 { 1776 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 1777 } 1778 else 1779 { 1780 device->setCullMode(sw::CULL_NONE); 1781 } 1782 1783 if(mDepthStateDirty) 1784 { 1785 if(mState.depthTestEnabled) 1786 { 1787 device->setDepthBufferEnable(true); 1788 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 1789 } 1790 else 1791 { 1792 device->setDepthBufferEnable(false); 1793 } 1794 1795 mDepthStateDirty = false; 1796 } 1797 1798 if(mBlendStateDirty) 1799 { 1800 if(mState.blendEnabled) 1801 { 1802 device->setAlphaBlendEnable(true); 1803 device->setSeparateAlphaBlendEnable(true); 1804 1805 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 1806 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 1807 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 1808 1809 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 1810 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 1811 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 1812 } 1813 else 1814 { 1815 device->setAlphaBlendEnable(false); 1816 } 1817 1818 mBlendStateDirty = false; 1819 } 1820 1821 if(mStencilStateDirty || mFrontFaceDirty) 1822 { 1823 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 1824 { 1825 device->setStencilEnable(true); 1826 device->setTwoSidedStencil(true); 1827 1828 // get the maximum size of the stencil ref 1829 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1830 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 1831 1832 device->setStencilWriteMask(mState.stencilWritemask); 1833 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 1834 1835 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 1836 device->setStencilMask(mState.stencilMask); 1837 1838 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 1839 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 1840 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 1841 1842 device->setStencilWriteMaskCCW(mState.stencilWritemask); 1843 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 1844 1845 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 1846 device->setStencilMaskCCW(mState.stencilMask); 1847 1848 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 1849 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 1850 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 1851 } 1852 else 1853 { 1854 device->setStencilEnable(false); 1855 } 1856 1857 mStencilStateDirty = false; 1858 mFrontFaceDirty = false; 1859 } 1860 1861 if(mMaskStateDirty) 1862 { 1863 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 1864 device->setDepthWriteEnable(mState.depthMask); 1865 1866 mMaskStateDirty = false; 1867 } 1868 1869 if(mPolygonOffsetStateDirty) 1870 { 1871 if(mState.polygonOffsetFillEnabled) 1872 { 1873 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1874 if(depthbuffer) 1875 { 1876 device->setSlopeDepthBias(mState.polygonOffsetFactor); 1877 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 1878 device->setDepthBias(depthBias); 1879 } 1880 } 1881 else 1882 { 1883 device->setSlopeDepthBias(0); 1884 device->setDepthBias(0); 1885 } 1886 1887 mPolygonOffsetStateDirty = false; 1888 } 1889 1890 if(mSampleStateDirty) 1891 { 1892 if(mState.sampleAlphaToCoverageEnabled) 1893 { 1894 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 1895 } 1896 else 1897 { 1898 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 1899 } 1900 1901 if(mState.sampleCoverageEnabled) 1902 { 1903 unsigned int mask = 0; 1904 if(mState.sampleCoverageValue != 0) 1905 { 1906 int width, height, samples; 1907 framebuffer->completeness(width, height, samples); 1908 1909 float threshold = 0.5f; 1910 1911 for(int i = 0; i < samples; i++) 1912 { 1913 mask <<= 1; 1914 1915 if((i + 1) * mState.sampleCoverageValue >= threshold) 1916 { 1917 threshold += 1.0f; 1918 mask |= 1; 1919 } 1920 } 1921 } 1922 1923 if(mState.sampleCoverageInvert) 1924 { 1925 mask = ~mask; 1926 } 1927 1928 device->setMultiSampleMask(mask); 1929 } 1930 else 1931 { 1932 device->setMultiSampleMask(0xFFFFFFFF); 1933 } 1934 1935 mSampleStateDirty = false; 1936 } 1937 1938 if(mDitherStateDirty) 1939 { 1940 // UNIMPLEMENTED(); // FIXME 1941 1942 mDitherStateDirty = false; 1943 } 1944 1945 switch(mState.shadeModel) 1946 { 1947 default: UNREACHABLE(mState.shadeModel); 1948 case GL_SMOOTH: device->setShadingMode(sw::SHADING_GOURAUD); break; 1949 case GL_FLAT: device->setShadingMode(sw::SHADING_FLAT); break; 1950 } 1951 1952 device->setLightingEnable(lightingEnabled); 1953 device->setGlobalAmbient(sw::Color<float>(globalAmbient.red, globalAmbient.green, globalAmbient.blue, globalAmbient.alpha)); 1954 1955 for(int i = 0; i < MAX_LIGHTS; i++) 1956 { 1957 device->setLightEnable(i, light[i].enabled); 1958 device->setLightAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, light[i].ambient.alpha)); 1959 device->setLightDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, light[i].diffuse.alpha)); 1960 device->setLightSpecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue, light[i].specular.alpha)); 1961 device->setLightAttenuation(i, light[i].attenuation.constant, light[i].attenuation.linear, light[i].attenuation.quadratic); 1962 1963 if(light[i].position.w != 0.0f) 1964 { 1965 device->setLightPosition(i, sw::Point(light[i].position.x / light[i].position.w, light[i].position.y / light[i].position.w, light[i].position.z / light[i].position.w)); 1966 } 1967 else // Directional light 1968 { 1969 // Hack: set the position far way 1970 float max = sw::max(abs(light[i].position.x), abs(light[i].position.y), abs(light[i].position.z)); 1971 device->setLightPosition(i, sw::Point(1e10f * (light[i].position.x / max), 1e10f * (light[i].position.y / max), 1e10f * (light[i].position.z / max))); 1972 } 1973 } 1974 1975 device->setMaterialAmbient(sw::Color<float>(materialAmbient.red, materialAmbient.green, materialAmbient.blue, materialAmbient.alpha)); 1976 device->setMaterialDiffuse(sw::Color<float>(materialDiffuse.red, materialDiffuse.green, materialDiffuse.blue, materialDiffuse.alpha)); 1977 device->setMaterialSpecular(sw::Color<float>(materialSpecular.red, materialSpecular.green, materialSpecular.blue, materialSpecular.alpha)); 1978 device->setMaterialEmission(sw::Color<float>(materialEmission.red, materialEmission.green, materialEmission.blue, materialEmission.alpha)); 1979 device->setMaterialShininess(materialShininess); 1980 1981 device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL); 1982 device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); 1983 device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL); 1984 device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); 1985 1986 device->setProjectionMatrix(projectionStack.current()); 1987 device->setModelMatrix(modelViewStack.current()); 1988 device->setTextureMatrix(0, textureStack0.current()); 1989 device->setTextureMatrix(1, textureStack1.current()); 1990 device->setTextureTransform(0, textureStack0.isIdentity() ? 0 : 4, false); 1991 device->setTextureTransform(1, textureStack1.isIdentity() ? 0 : 4, false); 1992 device->setTexGen(0, sw::TEXGEN_NONE); 1993 device->setTexGen(1, sw::TEXGEN_NONE); 1994 1995 device->setAlphaTestEnable(alphaTestEnabled); 1996 device->setAlphaCompare(es2sw::ConvertAlphaComparison(alphaTestFunc)); 1997 device->setAlphaReference(alphaTestRef * 0xFF); 1998 1999 device->setFogEnable(fogEnabled); 2000 device->setFogColor(sw::Color<float>(fogColor.red, fogColor.green, fogColor.blue, fogColor.alpha)); 2001 device->setFogDensity(fogDensity); 2002 device->setFogStart(fogStart); 2003 device->setFogEnd(fogEnd); 2004 2005 switch(fogMode) 2006 { 2007 case GL_LINEAR: device->setVertexFogMode(sw::FOG_LINEAR); break; 2008 case GL_EXP: device->setVertexFogMode(sw::FOG_EXP); break; 2009 case GL_EXP2: device->setVertexFogMode(sw::FOG_EXP2); break; 2010 default: UNREACHABLE(fogMode); 2011 } 2012 2013 device->setColorLogicOpEnabled(colorLogicOpEnabled); 2014 device->setLogicalOperation(es2sw::ConvertLogicalOperation(logicalOperation)); 2015 2016 device->setNormalizeNormals(normalizeEnabled || rescaleNormalEnabled); 2017 } 2018 2019 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count) 2020 { 2021 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2022 2023 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes); 2024 if(err != GL_NO_ERROR) 2025 { 2026 return err; 2027 } 2028 2029 device->resetInputStreams(false); 2030 2031 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2032 { 2033 sw::Resource *resource = attributes[i].vertexBuffer; 2034 const void *buffer = (char*)resource->data() + attributes[i].offset; 2035 2036 int stride = attributes[i].stride; 2037 2038 buffer = (char*)buffer + stride * base; 2039 2040 sw::Stream attribute(resource, buffer, stride); 2041 2042 attribute.type = attributes[i].type; 2043 attribute.count = attributes[i].count; 2044 attribute.normalized = attributes[i].normalized; 2045 2046 device->setInputStream(i, attribute); 2047 } 2048 2049 return GL_NO_ERROR; 2050 } 2051 2052 // Applies the indices and element array bindings 2053 GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2054 { 2055 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer, indices, indexInfo); 2056 2057 if(err == GL_NO_ERROR) 2058 { 2059 device->setIndexBuffer(indexInfo->indexBuffer); 2060 } 2061 2062 return err; 2063 } 2064 2065 void Context::applyTextures() 2066 { 2067 for(int unit = 0; unit < MAX_TEXTURE_UNITS; unit++) 2068 { 2069 Texture *texture = nullptr; 2070 2071 if(textureExternalEnabled[unit]) 2072 { 2073 texture = getSamplerTexture(unit, TEXTURE_EXTERNAL); 2074 } 2075 else if(texture2Denabled[unit]) 2076 { 2077 texture = getSamplerTexture(unit, TEXTURE_2D); 2078 } 2079 2080 if(texture && texture->isSamplerComplete()) 2081 { 2082 texture->autoGenerateMipmaps(); 2083 2084 GLenum wrapS = texture->getWrapS(); 2085 GLenum wrapT = texture->getWrapT(); 2086 GLenum minFilter = texture->getMinFilter(); 2087 GLenum magFilter = texture->getMagFilter(); 2088 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 2089 2090 device->setAddressingModeU(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapS)); 2091 device->setAddressingModeV(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapT)); 2092 2093 device->setTextureFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 2094 device->setMipmapFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertMipMapFilter(minFilter)); 2095 device->setMaxAnisotropy(sw::SAMPLER_PIXEL, unit, maxAnisotropy); 2096 2097 applyTexture(unit, texture); 2098 2099 device->setConstantColor(unit, sw::Color<float>(mState.textureUnit[unit].color.red, mState.textureUnit[unit].color.green, mState.textureUnit[unit].color.blue, mState.textureUnit[unit].color.alpha)); 2100 2101 if(mState.textureUnit[unit].environmentMode != GL_COMBINE) 2102 { 2103 device->setFirstArgument(unit, sw::TextureStage::SOURCE_TEXTURE); // Cs 2104 device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2105 device->setSecondArgument(unit, sw::TextureStage::SOURCE_CURRENT); // Cp 2106 device->setSecondModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2107 device->setThirdArgument(unit, sw::TextureStage::SOURCE_CONSTANT); // Cc 2108 device->setThirdModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2109 2110 device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_TEXTURE); // As 2111 device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2112 device->setSecondArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT); // Ap 2113 device->setSecondModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2114 device->setThirdArgumentAlpha(unit, sw::TextureStage::SOURCE_CONSTANT); // Ac 2115 device->setThirdModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2116 2117 GLenum texFormat = texture->getFormat(GL_TEXTURE_2D, 0); 2118 2119 switch(mState.textureUnit[unit].environmentMode) 2120 { 2121 case GL_REPLACE: 2122 if(IsAlpha(texFormat)) // GL_ALPHA 2123 { 2124 // Cv = Cp, Av = As 2125 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2126 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2127 } 2128 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2129 { 2130 // Cv = Cs, Av = Ap 2131 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2132 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2133 } 2134 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2135 { 2136 // Cv = Cs, Av = As 2137 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2138 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2139 } 2140 else UNREACHABLE(texFormat); 2141 break; 2142 case GL_MODULATE: 2143 if(IsAlpha(texFormat)) // GL_ALPHA 2144 { 2145 // Cv = Cp, Av = ApAs 2146 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2147 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2148 } 2149 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2150 { 2151 // Cv = CpCs, Av = Ap 2152 device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE); 2153 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2154 } 2155 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2156 { 2157 // Cv = CpCs, Av = ApAs 2158 device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE); 2159 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2160 } 2161 else UNREACHABLE(texFormat); 2162 break; 2163 case GL_DECAL: 2164 if(texFormat == GL_ALPHA || 2165 texFormat == GL_LUMINANCE || 2166 texFormat == GL_LUMINANCE_ALPHA) 2167 { 2168 // undefined // FIXME: Log 2169 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2170 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2171 } 2172 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2173 { 2174 // Cv = Cs, Av = Ap 2175 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2176 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2177 } 2178 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2179 { 2180 // Cv = Cp(1 - As) + CsAs, Av = Ap 2181 device->setStageOperation(unit, sw::TextureStage::STAGE_BLENDTEXTUREALPHA); // Alpha * (Arg1 - Arg2) + Arg2 2182 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2183 } 2184 else UNREACHABLE(texFormat); 2185 break; 2186 case GL_BLEND: 2187 if(IsAlpha(texFormat)) // GL_ALPHA 2188 { 2189 // Cv = Cp, Av = ApAs 2190 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2191 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2192 } 2193 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2194 { 2195 // Cv = Cp(1 - Cs) + CcCs, Av = Ap 2196 device->setStageOperation(unit, sw::TextureStage::STAGE_LERP); // Arg3 * (Arg1 - Arg2) + Arg2 2197 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2198 } 2199 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2200 { 2201 // Cv = Cp(1 - Cs) + CcCs, Av = ApAs 2202 device->setStageOperation(unit, sw::TextureStage::STAGE_LERP); // Arg3 * (Arg1 - Arg2) + Arg2 2203 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2204 } 2205 else UNREACHABLE(texFormat); 2206 break; 2207 case GL_ADD: 2208 if(IsAlpha(texFormat)) // GL_ALPHA 2209 { 2210 // Cv = Cp, Av = ApAs 2211 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2212 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2213 } 2214 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2215 { 2216 // Cv = Cp + Cs, Av = Ap 2217 device->setStageOperation(unit, sw::TextureStage::STAGE_ADD); 2218 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2219 } 2220 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2221 { 2222 // Cv = Cp + Cs, Av = ApAs 2223 device->setStageOperation(unit, sw::TextureStage::STAGE_ADD); 2224 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2225 } 2226 else UNREACHABLE(texFormat); 2227 break; 2228 default: 2229 UNREACHABLE(mState.textureUnit[unit].environmentMode); 2230 } 2231 } 2232 else // GL_COMBINE 2233 { 2234 device->setFirstArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0RGB)); 2235 device->setFirstModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0RGB)); 2236 device->setSecondArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1RGB)); 2237 device->setSecondModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1RGB)); 2238 device->setThirdArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2RGB)); 2239 device->setThirdModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2RGB)); 2240 2241 device->setStageOperation(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineRGB)); 2242 2243 device->setFirstArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0Alpha)); 2244 device->setFirstModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0Alpha)); 2245 device->setSecondArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1Alpha)); 2246 device->setSecondModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1Alpha)); 2247 device->setThirdArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2Alpha)); 2248 device->setThirdModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2Alpha)); 2249 2250 device->setStageOperationAlpha(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineAlpha)); 2251 } 2252 } 2253 else 2254 { 2255 applyTexture(unit, nullptr); 2256 2257 device->setFirstArgument(unit, sw::TextureStage::SOURCE_CURRENT); 2258 device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2259 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2260 2261 device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT); 2262 device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2263 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2264 } 2265 } 2266 } 2267 2268 void Context::setTextureEnvMode(GLenum texEnvMode) 2269 { 2270 mState.textureUnit[mState.activeSampler].environmentMode = texEnvMode; 2271 } 2272 2273 void Context::setTextureEnvColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) 2274 { 2275 mState.textureUnit[mState.activeSampler].color = {red, green, blue, alpha}; 2276 } 2277 2278 void Context::setCombineRGB(GLenum combineRGB) 2279 { 2280 mState.textureUnit[mState.activeSampler].combineRGB = combineRGB; 2281 } 2282 2283 void Context::setCombineAlpha(GLenum combineAlpha) 2284 { 2285 mState.textureUnit[mState.activeSampler].combineAlpha = combineAlpha; 2286 } 2287 2288 void Context::setOperand0RGB(GLenum operand) 2289 { 2290 mState.textureUnit[mState.activeSampler].operand0RGB = operand; 2291 } 2292 2293 void Context::setOperand1RGB(GLenum operand) 2294 { 2295 mState.textureUnit[mState.activeSampler].operand1RGB = operand; 2296 } 2297 2298 void Context::setOperand2RGB(GLenum operand) 2299 { 2300 mState.textureUnit[mState.activeSampler].operand2RGB = operand; 2301 } 2302 2303 void Context::setOperand0Alpha(GLenum operand) 2304 { 2305 mState.textureUnit[mState.activeSampler].operand0Alpha = operand; 2306 } 2307 2308 void Context::setOperand1Alpha(GLenum operand) 2309 { 2310 mState.textureUnit[mState.activeSampler].operand1Alpha = operand; 2311 } 2312 2313 void Context::setOperand2Alpha(GLenum operand) 2314 { 2315 mState.textureUnit[mState.activeSampler].operand2Alpha = operand; 2316 } 2317 2318 void Context::setSrc0RGB(GLenum src) 2319 { 2320 mState.textureUnit[mState.activeSampler].src0RGB = src; 2321 } 2322 2323 void Context::setSrc1RGB(GLenum src) 2324 { 2325 mState.textureUnit[mState.activeSampler].src1RGB = src; 2326 } 2327 2328 void Context::setSrc2RGB(GLenum src) 2329 { 2330 mState.textureUnit[mState.activeSampler].src2RGB = src; 2331 } 2332 2333 void Context::setSrc0Alpha(GLenum src) 2334 { 2335 mState.textureUnit[mState.activeSampler].src0Alpha = src; 2336 } 2337 2338 void Context::setSrc1Alpha(GLenum src) 2339 { 2340 mState.textureUnit[mState.activeSampler].src1Alpha = src; 2341 } 2342 2343 void Context::setSrc2Alpha(GLenum src) 2344 { 2345 mState.textureUnit[mState.activeSampler].src2Alpha = src; 2346 } 2347 2348 void Context::applyTexture(int index, Texture *baseTexture) 2349 { 2350 sw::Resource *resource = 0; 2351 2352 if(baseTexture) 2353 { 2354 resource = baseTexture->getResource(); 2355 } 2356 2357 device->setTextureResource(index, resource); 2358 2359 if(baseTexture) 2360 { 2361 int levelCount = baseTexture->getLevelCount(); 2362 2363 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 2364 { 2365 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 2366 2367 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 2368 { 2369 int surfaceLevel = mipmapLevel; 2370 2371 if(surfaceLevel < 0) 2372 { 2373 surfaceLevel = 0; 2374 } 2375 else if(surfaceLevel >= levelCount) 2376 { 2377 surfaceLevel = levelCount - 1; 2378 } 2379 2380 egl::Image *surface = texture->getImage(surfaceLevel); 2381 device->setTextureLevel(index, 0, mipmapLevel, surface, sw::TEXTURE_2D); 2382 } 2383 } 2384 else UNIMPLEMENTED(); 2385 } 2386 else 2387 { 2388 device->setTextureLevel(index, 0, 0, 0, sw::TEXTURE_NULL); 2389 } 2390 } 2391 2392 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 2393 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 2394 { 2395 Framebuffer *framebuffer = getFramebuffer(); 2396 int framebufferWidth, framebufferHeight, framebufferSamples; 2397 2398 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE_OES) 2399 { 2400 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES); 2401 } 2402 2403 if(getFramebufferName() != 0 && framebufferSamples != 0) 2404 { 2405 return error(GL_INVALID_OPERATION); 2406 } 2407 2408 if(format != GL_RGBA || type != GL_UNSIGNED_BYTE) 2409 { 2410 if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType()) 2411 { 2412 return error(GL_INVALID_OPERATION); 2413 } 2414 } 2415 2416 GLsizei outputPitch = egl::ComputePitch(width, format, type, mState.packAlignment); 2417 2418 // Sized query sanity check 2419 if(bufSize) 2420 { 2421 int requiredSize = outputPitch * height; 2422 if(requiredSize > *bufSize) 2423 { 2424 return error(GL_INVALID_OPERATION); 2425 } 2426 } 2427 2428 egl::Image *renderTarget = framebuffer->getRenderTarget(); 2429 2430 if(!renderTarget) 2431 { 2432 return error(GL_OUT_OF_MEMORY); 2433 } 2434 2435 sw::Rect rect = {x, y, x + width, y + height}; 2436 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 2437 2438 unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, sw::LOCK_READONLY); 2439 unsigned char *dest = (unsigned char*)pixels; 2440 int inputPitch = (int)renderTarget->getPitch(); 2441 2442 for(int j = 0; j < rect.y1 - rect.y0; j++) 2443 { 2444 unsigned short *dest16 = (unsigned short*)dest; 2445 unsigned int *dest32 = (unsigned int*)dest; 2446 2447 if(renderTarget->getInternalFormat() == sw::FORMAT_A8B8G8R8 && 2448 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2449 { 2450 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 2451 } 2452 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 2453 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2454 { 2455 for(int i = 0; i < rect.x1 - rect.x0; i++) 2456 { 2457 unsigned int argb = *(unsigned int*)(source + 4 * i); 2458 2459 dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16); 2460 } 2461 } 2462 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 2463 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2464 { 2465 for(int i = 0; i < rect.x1 - rect.x0; i++) 2466 { 2467 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2468 2469 dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000; 2470 } 2471 } 2472 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 2473 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 2474 { 2475 for(int i = 0; i < rect.x1 - rect.x0; i++) 2476 { 2477 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2478 2479 dest32[i] = xrgb | 0xFF000000; 2480 } 2481 } 2482 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 2483 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 2484 { 2485 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 2486 } 2487 else if(renderTarget->getInternalFormat() == sw::FORMAT_A1R5G5B5 && 2488 format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT) 2489 { 2490 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 2491 } 2492 else if(renderTarget->getInternalFormat() == sw::FORMAT_R5G6B5 && 2493 format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5) // GL_BGR_EXT 2494 { 2495 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 2496 } 2497 else 2498 { 2499 for(int i = 0; i < rect.x1 - rect.x0; i++) 2500 { 2501 float r; 2502 float g; 2503 float b; 2504 float a; 2505 2506 switch(renderTarget->getInternalFormat()) 2507 { 2508 case sw::FORMAT_R5G6B5: 2509 { 2510 unsigned short rgb = *(unsigned short*)(source + 2 * i); 2511 2512 a = 1.0f; 2513 b = (rgb & 0x001F) * (1.0f / 0x001F); 2514 g = (rgb & 0x07E0) * (1.0f / 0x07E0); 2515 r = (rgb & 0xF800) * (1.0f / 0xF800); 2516 } 2517 break; 2518 case sw::FORMAT_A1R5G5B5: 2519 { 2520 unsigned short argb = *(unsigned short*)(source + 2 * i); 2521 2522 a = (argb & 0x8000) ? 1.0f : 0.0f; 2523 b = (argb & 0x001F) * (1.0f / 0x001F); 2524 g = (argb & 0x03E0) * (1.0f / 0x03E0); 2525 r = (argb & 0x7C00) * (1.0f / 0x7C00); 2526 } 2527 break; 2528 case sw::FORMAT_A8R8G8B8: 2529 { 2530 unsigned int argb = *(unsigned int*)(source + 4 * i); 2531 2532 a = (argb & 0xFF000000) * (1.0f / 0xFF000000); 2533 b = (argb & 0x000000FF) * (1.0f / 0x000000FF); 2534 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); 2535 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); 2536 } 2537 break; 2538 case sw::FORMAT_A8B8G8R8: 2539 { 2540 unsigned int abgr = *(unsigned int*)(source + 4 * i); 2541 2542 a = (abgr & 0xFF000000) * (1.0f / 0xFF000000); 2543 b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000); 2544 g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00); 2545 r = (abgr & 0x000000FF) * (1.0f / 0x000000FF); 2546 } 2547 break; 2548 case sw::FORMAT_X8R8G8B8: 2549 { 2550 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2551 2552 a = 1.0f; 2553 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); 2554 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); 2555 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); 2556 } 2557 break; 2558 case sw::FORMAT_X8B8G8R8: 2559 { 2560 unsigned int xbgr = *(unsigned int*)(source + 4 * i); 2561 2562 a = 1.0f; 2563 b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000); 2564 g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00); 2565 r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF); 2566 } 2567 break; 2568 case sw::FORMAT_A2R10G10B10: 2569 { 2570 unsigned int argb = *(unsigned int*)(source + 4 * i); 2571 2572 a = (argb & 0xC0000000) * (1.0f / 0xC0000000); 2573 b = (argb & 0x000003FF) * (1.0f / 0x000003FF); 2574 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); 2575 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); 2576 } 2577 break; 2578 default: 2579 UNIMPLEMENTED(); // FIXME 2580 UNREACHABLE(renderTarget->getInternalFormat()); 2581 } 2582 2583 switch(format) 2584 { 2585 case GL_RGBA: 2586 switch(type) 2587 { 2588 case GL_UNSIGNED_BYTE: 2589 dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f); 2590 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 2591 dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f); 2592 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 2593 break; 2594 default: UNREACHABLE(type); 2595 } 2596 break; 2597 case GL_BGRA_EXT: 2598 switch(type) 2599 { 2600 case GL_UNSIGNED_BYTE: 2601 dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f); 2602 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 2603 dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f); 2604 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 2605 break; 2606 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: 2607 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 2608 // this type is packed as follows: 2609 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 2610 // -------------------------------------------------------------------------------- 2611 // | 4th | 3rd | 2nd | 1st component | 2612 // -------------------------------------------------------------------------------- 2613 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 2614 dest16[i] = 2615 ((unsigned short)(15 * a + 0.5f) << 12)| 2616 ((unsigned short)(15 * r + 0.5f) << 8) | 2617 ((unsigned short)(15 * g + 0.5f) << 4) | 2618 ((unsigned short)(15 * b + 0.5f) << 0); 2619 break; 2620 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: 2621 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 2622 // this type is packed as follows: 2623 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 2624 // -------------------------------------------------------------------------------- 2625 // | 4th | 3rd | 2nd | 1st component | 2626 // -------------------------------------------------------------------------------- 2627 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 2628 dest16[i] = 2629 ((unsigned short)( a + 0.5f) << 15) | 2630 ((unsigned short)(31 * r + 0.5f) << 10) | 2631 ((unsigned short)(31 * g + 0.5f) << 5) | 2632 ((unsigned short)(31 * b + 0.5f) << 0); 2633 break; 2634 default: UNREACHABLE(type); 2635 } 2636 break; 2637 case GL_RGB: 2638 switch(type) 2639 { 2640 case GL_UNSIGNED_SHORT_5_6_5: 2641 dest16[i] = 2642 ((unsigned short)(31 * b + 0.5f) << 0) | 2643 ((unsigned short)(63 * g + 0.5f) << 5) | 2644 ((unsigned short)(31 * r + 0.5f) << 11); 2645 break; 2646 default: UNREACHABLE(type); 2647 } 2648 break; 2649 default: UNREACHABLE(format); 2650 } 2651 } 2652 } 2653 2654 source += inputPitch; 2655 dest += outputPitch; 2656 } 2657 2658 renderTarget->unlock(); 2659 renderTarget->release(); 2660 } 2661 2662 void Context::clear(GLbitfield mask) 2663 { 2664 Framebuffer *framebuffer = getFramebuffer(); 2665 2666 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE_OES) 2667 { 2668 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES); 2669 } 2670 2671 if(!applyRenderTarget()) 2672 { 2673 return; 2674 } 2675 2676 float depth = clamp01(mState.depthClearValue); 2677 int stencil = mState.stencilClearValue & 0x000000FF; 2678 2679 if(mask & GL_COLOR_BUFFER_BIT) 2680 { 2681 unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) | 2682 (mState.colorMaskGreen ? 0x2 : 0) | 2683 (mState.colorMaskBlue ? 0x4 : 0) | 2684 (mState.colorMaskAlpha ? 0x8 : 0); 2685 2686 if(rgbaMask != 0) 2687 { 2688 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 2689 } 2690 } 2691 2692 if(mask & GL_DEPTH_BUFFER_BIT) 2693 { 2694 if(mState.depthMask != 0) 2695 { 2696 device->clearDepth(depth); 2697 } 2698 } 2699 2700 if(mask & GL_STENCIL_BUFFER_BIT) 2701 { 2702 if(mState.stencilWritemask != 0) 2703 { 2704 device->clearStencil(stencil, mState.stencilWritemask); 2705 } 2706 } 2707 } 2708 2709 void Context::drawArrays(GLenum mode, GLint first, GLsizei count) 2710 { 2711 sw::DrawType primitiveType; 2712 int primitiveCount; 2713 2714 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) 2715 return error(GL_INVALID_ENUM); 2716 2717 if(primitiveCount <= 0) 2718 { 2719 return; 2720 } 2721 2722 if(!applyRenderTarget()) 2723 { 2724 return; 2725 } 2726 2727 applyState(mode); 2728 2729 GLenum err = applyVertexBuffer(0, first, count); 2730 if(err != GL_NO_ERROR) 2731 { 2732 return error(err); 2733 } 2734 2735 applyTextures(); 2736 2737 if(!cullSkipsDraw(mode)) 2738 { 2739 device->drawPrimitive(primitiveType, primitiveCount); 2740 } 2741 } 2742 2743 void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) 2744 { 2745 if(!indices && !mState.elementArrayBuffer) 2746 { 2747 return error(GL_INVALID_OPERATION); 2748 } 2749 2750 sw::DrawType primitiveType; 2751 int primitiveCount; 2752 2753 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) 2754 return error(GL_INVALID_ENUM); 2755 2756 if(primitiveCount <= 0) 2757 { 2758 return; 2759 } 2760 2761 if(!applyRenderTarget()) 2762 { 2763 return; 2764 } 2765 2766 applyState(mode); 2767 2768 TranslatedIndexData indexInfo; 2769 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo); 2770 if(err != GL_NO_ERROR) 2771 { 2772 return error(err); 2773 } 2774 2775 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 2776 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount); 2777 if(err != GL_NO_ERROR) 2778 { 2779 return error(err); 2780 } 2781 2782 applyTextures(); 2783 2784 if(!cullSkipsDraw(mode)) 2785 { 2786 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 2787 } 2788 } 2789 2790 void Context::drawTexture(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height) 2791 { 2792 es1::Framebuffer *framebuffer = getFramebuffer(); 2793 es1::Renderbuffer *renderbuffer = framebuffer->getColorbuffer(); 2794 float targetWidth = (float)renderbuffer->getWidth(); 2795 float targetHeight = (float)renderbuffer->getHeight(); 2796 float x0 = 2.0f * x / targetWidth - 1.0f; 2797 float y0 = 2.0f * y / targetHeight - 1.0f; 2798 float x1 = 2.0f * (x + width) / targetWidth - 1.0f; 2799 float y1 = 2.0f * (y + height) / targetHeight - 1.0f; 2800 float Zw = sw::clamp(mState.zNear + z * (mState.zFar - mState.zNear), mState.zNear, mState.zFar); 2801 2802 float vertices[][3] = {{x0, y0, Zw}, 2803 {x0, y1, Zw}, 2804 {x1, y0, Zw}, 2805 {x1, y1, Zw}}; 2806 2807 ASSERT(mState.samplerTexture[TEXTURE_2D][1].name() == 0); // Multi-texturing unimplemented 2808 es1::Texture *texture = getSamplerTexture(0, TEXTURE_2D); 2809 float textureWidth = (float)texture->getWidth(GL_TEXTURE_2D, 0); 2810 float textureHeight = (float)texture->getHeight(GL_TEXTURE_2D, 0); 2811 int Ucr = texture->getCropRectU(); 2812 int Vcr = texture->getCropRectV(); 2813 int Wcr = texture->getCropRectW(); 2814 int Hcr = texture->getCropRectH(); 2815 2816 float texCoords[][2] = {{Ucr / textureWidth, Vcr / textureHeight}, 2817 {Ucr / textureWidth, (Vcr + Hcr) / textureHeight}, 2818 {(Ucr + Wcr) / textureWidth, Vcr / textureHeight}, 2819 {(Ucr + Wcr) / textureWidth, (Vcr + Hcr) / textureHeight}}; 2820 2821 VertexAttribute oldPositionAttribute = mState.vertexAttribute[sw::Position]; 2822 VertexAttribute oldTexCoord0Attribute = mState.vertexAttribute[sw::TexCoord0]; 2823 gl::BindingPointer<Buffer> oldArrayBuffer = mState.arrayBuffer; 2824 mState.arrayBuffer = nullptr; 2825 2826 glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), vertices); 2827 glEnableClientState(GL_VERTEX_ARRAY); 2828 glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(float), texCoords); 2829 glEnableClientState(GL_TEXTURE_COORD_ARRAY); 2830 2831 sw::Matrix P = projectionStack.current(); 2832 sw::Matrix M = modelViewStack.current(); 2833 sw::Matrix T = textureStack0.current(); 2834 2835 projectionStack.identity(); 2836 modelViewStack.identity(); 2837 textureStack0.identity(); 2838 2839 drawArrays(GL_TRIANGLE_STRIP, 0, 4); 2840 2841 // Restore state 2842 mState.vertexAttribute[sw::Position] = oldPositionAttribute; 2843 mState.vertexAttribute[sw::TexCoord0] = oldTexCoord0Attribute; 2844 mState.arrayBuffer = oldArrayBuffer; 2845 oldArrayBuffer = nullptr; 2846 oldPositionAttribute.mBoundBuffer = nullptr; 2847 oldTexCoord0Attribute.mBoundBuffer = nullptr; 2848 textureStack0.load(T); 2849 modelViewStack.load(M); 2850 projectionStack.load(P); 2851 } 2852 2853 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 2854 { 2855 device->blit(source, sRect, dest, dRect, false); 2856 } 2857 2858 void Context::finish() 2859 { 2860 device->finish(); 2861 } 2862 2863 void Context::flush() 2864 { 2865 // We don't queue anything without processing it as fast as possible 2866 } 2867 2868 void Context::recordInvalidEnum() 2869 { 2870 mInvalidEnum = true; 2871 } 2872 2873 void Context::recordInvalidValue() 2874 { 2875 mInvalidValue = true; 2876 } 2877 2878 void Context::recordInvalidOperation() 2879 { 2880 mInvalidOperation = true; 2881 } 2882 2883 void Context::recordOutOfMemory() 2884 { 2885 mOutOfMemory = true; 2886 } 2887 2888 void Context::recordInvalidFramebufferOperation() 2889 { 2890 mInvalidFramebufferOperation = true; 2891 } 2892 2893 void Context::recordMatrixStackOverflow() 2894 { 2895 mMatrixStackOverflow = true; 2896 } 2897 2898 void Context::recordMatrixStackUnderflow() 2899 { 2900 mMatrixStackUnderflow = true; 2901 } 2902 2903 // Get one of the recorded errors and clear its flag, if any. 2904 // [OpenGL ES 2.0.24] section 2.5 page 13. 2905 GLenum Context::getError() 2906 { 2907 if(mInvalidEnum) 2908 { 2909 mInvalidEnum = false; 2910 2911 return GL_INVALID_ENUM; 2912 } 2913 2914 if(mInvalidValue) 2915 { 2916 mInvalidValue = false; 2917 2918 return GL_INVALID_VALUE; 2919 } 2920 2921 if(mInvalidOperation) 2922 { 2923 mInvalidOperation = false; 2924 2925 return GL_INVALID_OPERATION; 2926 } 2927 2928 if(mOutOfMemory) 2929 { 2930 mOutOfMemory = false; 2931 2932 return GL_OUT_OF_MEMORY; 2933 } 2934 2935 if(mInvalidFramebufferOperation) 2936 { 2937 mInvalidFramebufferOperation = false; 2938 2939 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2940 } 2941 2942 if(mMatrixStackOverflow) 2943 { 2944 mMatrixStackOverflow = false; 2945 2946 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2947 } 2948 2949 if(mMatrixStackUnderflow) 2950 { 2951 mMatrixStackUnderflow = false; 2952 2953 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2954 } 2955 2956 return GL_NO_ERROR; 2957 } 2958 2959 int Context::getSupportedMultisampleCount(int requested) 2960 { 2961 int supported = 0; 2962 2963 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 2964 { 2965 if(supported >= requested) 2966 { 2967 return supported; 2968 } 2969 2970 supported = multisampleCount[i]; 2971 } 2972 2973 return supported; 2974 } 2975 2976 void Context::detachBuffer(GLuint buffer) 2977 { 2978 // [OpenGL ES 2.0.24] section 2.9 page 22: 2979 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 2980 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 2981 2982 if(mState.arrayBuffer.name() == buffer) 2983 { 2984 mState.arrayBuffer = nullptr; 2985 } 2986 2987 if(mState.elementArrayBuffer.name() == buffer) 2988 { 2989 mState.elementArrayBuffer = nullptr; 2990 } 2991 2992 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 2993 { 2994 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 2995 { 2996 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 2997 } 2998 } 2999 } 3000 3001 void Context::detachTexture(GLuint texture) 3002 { 3003 // [OpenGL ES 2.0.24] section 3.8 page 84: 3004 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3005 // rebound to texture object zero 3006 3007 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3008 { 3009 for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++) 3010 { 3011 if(mState.samplerTexture[type][sampler].name() == texture) 3012 { 3013 mState.samplerTexture[type][sampler] = nullptr; 3014 } 3015 } 3016 } 3017 3018 // [OpenGL ES 2.0.24] section 4.4 page 112: 3019 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3020 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3021 // image was attached in the currently bound framebuffer. 3022 3023 Framebuffer *framebuffer = getFramebuffer(); 3024 3025 if(framebuffer) 3026 { 3027 framebuffer->detachTexture(texture); 3028 } 3029 } 3030 3031 void Context::detachFramebuffer(GLuint framebuffer) 3032 { 3033 // [OpenGL ES 2.0.24] section 4.4 page 107: 3034 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3035 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3036 3037 if(mState.framebuffer == framebuffer) 3038 { 3039 bindFramebuffer(0); 3040 } 3041 } 3042 3043 void Context::detachRenderbuffer(GLuint renderbuffer) 3044 { 3045 // [OpenGL ES 2.0.24] section 4.4 page 109: 3046 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3047 // had been executed with the target RENDERBUFFER and name of zero. 3048 3049 if(mState.renderbuffer.name() == renderbuffer) 3050 { 3051 bindRenderbuffer(0); 3052 } 3053 3054 // [OpenGL ES 2.0.24] section 4.4 page 111: 3055 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3056 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3057 // point to which this image was attached in the currently bound framebuffer. 3058 3059 Framebuffer *framebuffer = getFramebuffer(); 3060 3061 if(framebuffer) 3062 { 3063 framebuffer->detachRenderbuffer(renderbuffer); 3064 } 3065 } 3066 3067 bool Context::cullSkipsDraw(GLenum drawMode) 3068 { 3069 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3070 } 3071 3072 bool Context::isTriangleMode(GLenum drawMode) 3073 { 3074 switch(drawMode) 3075 { 3076 case GL_TRIANGLES: 3077 case GL_TRIANGLE_FAN: 3078 case GL_TRIANGLE_STRIP: 3079 return true; 3080 case GL_POINTS: 3081 case GL_LINES: 3082 case GL_LINE_LOOP: 3083 case GL_LINE_STRIP: 3084 return false; 3085 default: UNREACHABLE(drawMode); 3086 } 3087 3088 return false; 3089 } 3090 3091 void Context::setVertexAttrib(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) 3092 { 3093 ASSERT(index < MAX_VERTEX_ATTRIBS); 3094 3095 mState.vertexAttribute[index].mCurrentValue[0] = x; 3096 mState.vertexAttribute[index].mCurrentValue[1] = y; 3097 mState.vertexAttribute[index].mCurrentValue[2] = z; 3098 mState.vertexAttribute[index].mCurrentValue[3] = w; 3099 3100 mVertexDataManager->dirtyCurrentValue(index); 3101 } 3102 3103 void Context::bindTexImage(gl::Surface *surface) 3104 { 3105 es1::Texture2D *textureObject = getTexture2D(); 3106 3107 if(textureObject) 3108 { 3109 textureObject->bindTexImage(surface); 3110 } 3111 } 3112 3113 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 3114 { 3115 switch(target) 3116 { 3117 case EGL_GL_TEXTURE_2D_KHR: 3118 break; 3119 case EGL_GL_RENDERBUFFER_KHR: 3120 break; 3121 default: 3122 return EGL_BAD_PARAMETER; 3123 } 3124 3125 if(textureLevel >= IMPLEMENTATION_MAX_TEXTURE_LEVELS) 3126 { 3127 return EGL_BAD_MATCH; 3128 } 3129 3130 if(target == EGL_GL_TEXTURE_2D_KHR) 3131 { 3132 Texture *texture = getTexture(name); 3133 3134 if(!texture || texture->getTarget() != GL_TEXTURE_2D) 3135 { 3136 return EGL_BAD_PARAMETER; 3137 } 3138 3139 if(texture->isShared(GL_TEXTURE_2D, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 3140 { 3141 return EGL_BAD_ACCESS; 3142 } 3143 3144 if(textureLevel != 0 && !texture->isSamplerComplete()) 3145 { 3146 return EGL_BAD_PARAMETER; 3147 } 3148 3149 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 3150 { 3151 return EGL_BAD_PARAMETER; 3152 } 3153 } 3154 else if(target == EGL_GL_RENDERBUFFER_KHR) 3155 { 3156 Renderbuffer *renderbuffer = getRenderbuffer(name); 3157 3158 if(!renderbuffer) 3159 { 3160 return EGL_BAD_PARAMETER; 3161 } 3162 3163 if(renderbuffer->isShared()) // Already an EGLImage sibling 3164 { 3165 return EGL_BAD_ACCESS; 3166 } 3167 } 3168 else UNREACHABLE(target); 3169 3170 return EGL_SUCCESS; 3171 } 3172 3173 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 3174 { 3175 if(target == EGL_GL_TEXTURE_2D_KHR) 3176 { 3177 es1::Texture *texture = getTexture(name); 3178 3179 return texture->createSharedImage(GL_TEXTURE_2D, textureLevel); 3180 } 3181 else if(target == EGL_GL_RENDERBUFFER_KHR) 3182 { 3183 es1::Renderbuffer *renderbuffer = getRenderbuffer(name); 3184 3185 return renderbuffer->createSharedImage(); 3186 } 3187 else UNREACHABLE(target); 3188 3189 return nullptr; 3190 } 3191 3192 egl::Image *Context::getSharedImage(GLeglImageOES image) 3193 { 3194 return display->getSharedImage(image); 3195 } 3196 3197 Device *Context::getDevice() 3198 { 3199 return device; 3200 } 3201 3202 void Context::setMatrixMode(GLenum mode) 3203 { 3204 matrixMode = mode; 3205 } 3206 3207 sw::MatrixStack &Context::currentMatrixStack() 3208 { 3209 switch(matrixMode) 3210 { 3211 case GL_MODELVIEW: 3212 return modelViewStack; 3213 case GL_PROJECTION: 3214 return projectionStack; 3215 case GL_TEXTURE: 3216 switch(mState.activeSampler) 3217 { 3218 case 0: return textureStack0; 3219 case 1: return textureStack1; 3220 } 3221 break; 3222 } 3223 3224 UNREACHABLE(matrixMode); 3225 return textureStack0; 3226 } 3227 3228 void Context::loadIdentity() 3229 { 3230 currentMatrixStack().identity(); 3231 } 3232 3233 void Context::load(const GLfloat *m) 3234 { 3235 currentMatrixStack().load(m); 3236 } 3237 3238 void Context::pushMatrix() 3239 { 3240 if(!currentMatrixStack().push()) 3241 { 3242 return error(GL_STACK_OVERFLOW); 3243 } 3244 } 3245 3246 void Context::popMatrix() 3247 { 3248 if(!currentMatrixStack().pop()) 3249 { 3250 return error(GL_STACK_OVERFLOW); 3251 } 3252 } 3253 3254 void Context::rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) 3255 { 3256 currentMatrixStack().rotate(angle, x, y, z); 3257 } 3258 3259 void Context::translate(GLfloat x, GLfloat y, GLfloat z) 3260 { 3261 currentMatrixStack().translate(x, y, z); 3262 } 3263 3264 void Context::scale(GLfloat x, GLfloat y, GLfloat z) 3265 { 3266 currentMatrixStack().scale(x, y, z); 3267 } 3268 3269 void Context::multiply(const GLfloat *m) 3270 { 3271 currentMatrixStack().multiply(m); 3272 } 3273 3274 void Context::frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) 3275 { 3276 currentMatrixStack().frustum(left, right, bottom, top, zNear, zFar); 3277 } 3278 3279 void Context::ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) 3280 { 3281 currentMatrixStack().ortho(left, right, bottom, top, zNear, zFar); 3282 } 3283 3284 void Context::setClipPlane(int index, const float plane[4]) 3285 { 3286 sw::Plane clipPlane = modelViewStack.current() * sw::Plane(plane); 3287 device->setClipPlane(index, &clipPlane.A); 3288 } 3289 3290 void Context::setClipPlaneEnabled(int index, bool enable) 3291 { 3292 clipFlags = (clipFlags & ~((int)!enable << index)) | ((int)enable << index); 3293 device->setClipFlags(clipFlags); 3294 } 3295 3296 bool Context::isClipPlaneEnabled(int index) const 3297 { 3298 return (clipFlags & (1 << index)) != 0; 3299 } 3300 3301 void Context::setColorLogicOpEnabled(bool enable) 3302 { 3303 colorLogicOpEnabled = enable; 3304 } 3305 3306 bool Context::isColorLogicOpEnabled() const 3307 { 3308 return colorLogicOpEnabled; 3309 } 3310 3311 void Context::setLogicalOperation(GLenum logicOp) 3312 { 3313 logicalOperation = logicOp; 3314 } 3315 3316 void Context::setLineSmoothEnabled(bool enable) 3317 { 3318 lineSmoothEnabled = enable; 3319 } 3320 3321 bool Context::isLineSmoothEnabled() const 3322 { 3323 return lineSmoothEnabled; 3324 } 3325 3326 void Context::setColorMaterialEnabled(bool enable) 3327 { 3328 colorMaterialEnabled = enable; 3329 } 3330 3331 bool Context::isColorMaterialEnabled() const 3332 { 3333 return colorMaterialEnabled; 3334 } 3335 3336 void Context::setNormalizeEnabled(bool enable) 3337 { 3338 normalizeEnabled = enable; 3339 } 3340 3341 bool Context::isNormalizeEnabled() const 3342 { 3343 return normalizeEnabled; 3344 } 3345 3346 void Context::setRescaleNormalEnabled(bool enable) 3347 { 3348 rescaleNormalEnabled = enable; 3349 } 3350 3351 bool Context::isRescaleNormalEnabled() const 3352 { 3353 return rescaleNormalEnabled; 3354 } 3355 3356 void Context::setVertexArrayEnabled(bool enable) 3357 { 3358 mState.vertexAttribute[sw::Position].mArrayEnabled = enable; 3359 } 3360 3361 bool Context::isVertexArrayEnabled() const 3362 { 3363 return mState.vertexAttribute[sw::Position].mArrayEnabled; 3364 } 3365 3366 void Context::setNormalArrayEnabled(bool enable) 3367 { 3368 mState.vertexAttribute[sw::Normal].mArrayEnabled = enable; 3369 } 3370 3371 bool Context::isNormalArrayEnabled() const 3372 { 3373 return mState.vertexAttribute[sw::Normal].mArrayEnabled; 3374 } 3375 3376 void Context::setColorArrayEnabled(bool enable) 3377 { 3378 mState.vertexAttribute[sw::Color0].mArrayEnabled = enable; 3379 } 3380 3381 bool Context::isColorArrayEnabled() const 3382 { 3383 return mState.vertexAttribute[sw::Color0].mArrayEnabled; 3384 } 3385 3386 void Context::setPointSizeArrayEnabled(bool enable) 3387 { 3388 mState.vertexAttribute[sw::PointSize].mArrayEnabled = enable; 3389 } 3390 3391 bool Context::isPointSizeArrayEnabled() const 3392 { 3393 return mState.vertexAttribute[sw::PointSize].mArrayEnabled; 3394 } 3395 3396 void Context::setTextureCoordArrayEnabled(bool enable) 3397 { 3398 mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled = enable; 3399 } 3400 3401 bool Context::isTextureCoordArrayEnabled() const 3402 { 3403 return mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled; 3404 } 3405 3406 void Context::setMultisampleEnabled(bool enable) 3407 { 3408 multisampleEnabled = enable; 3409 } 3410 3411 bool Context::isMultisampleEnabled() const 3412 { 3413 return multisampleEnabled; 3414 } 3415 3416 void Context::setSampleAlphaToOneEnabled(bool enable) 3417 { 3418 sampleAlphaToOneEnabled = enable; 3419 } 3420 3421 bool Context::isSampleAlphaToOneEnabled() const 3422 { 3423 return sampleAlphaToOneEnabled; 3424 } 3425 3426 void Context::setPointSpriteEnabled(bool enable) 3427 { 3428 pointSpriteEnabled = enable; 3429 } 3430 3431 bool Context::isPointSpriteEnabled() const 3432 { 3433 return pointSpriteEnabled; 3434 } 3435 3436 void Context::setPointSmoothEnabled(bool enable) 3437 { 3438 pointSmoothEnabled = enable; 3439 } 3440 3441 bool Context::isPointSmoothEnabled() const 3442 { 3443 return pointSmoothEnabled; 3444 } 3445 3446 void Context::setPointSizeMin(float min) 3447 { 3448 pointSizeMin = min; 3449 } 3450 3451 void Context::setPointSizeMax(float max) 3452 { 3453 pointSizeMax = max; 3454 } 3455 3456 void Context::setPointDistanceAttenuation(float a, float b, float c) 3457 { 3458 pointDistanceAttenuation = {a, b, c}; 3459 } 3460 3461 void Context::setPointFadeThresholdSize(float threshold) 3462 { 3463 pointFadeThresholdSize = threshold; 3464 } 3465 3466 void Context::clientActiveTexture(GLenum texture) 3467 { 3468 clientTexture = texture; 3469 } 3470 3471 GLenum Context::getClientActiveTexture() const 3472 { 3473 return clientTexture; 3474 } 3475 3476 unsigned int Context::getActiveTexture() const 3477 { 3478 return mState.activeSampler; 3479 } 3480 3481 } 3482 3483 egl::Context *es1CreateContext(egl::Display *display, const egl::Context *shareContext, const egl::Config *config) 3484 { 3485 ASSERT(!shareContext || shareContext->getClientVersion() == 1); // Should be checked by eglCreateContext 3486 return new es1::Context(display, static_cast<const es1::Context*>(shareContext), config); 3487 } 3488