1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing 16 // rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18 #include "Context.h" 19 20 #include "main.h" 21 #include "mathutil.h" 22 #include "utilities.h" 23 #include "ResourceManager.h" 24 #include "Buffer.h" 25 #include "Fence.h" 26 #include "Framebuffer.h" 27 #include "Program.h" 28 #include "Query.h" 29 #include "Renderbuffer.h" 30 #include "Sampler.h" 31 #include "Shader.h" 32 #include "Texture.h" 33 #include "TransformFeedback.h" 34 #include "VertexArray.h" 35 #include "VertexDataManager.h" 36 #include "IndexDataManager.h" 37 #include "libEGL/Display.h" 38 #include "common/Surface.hpp" 39 #include "Common/Half.hpp" 40 41 #include <EGL/eglext.h> 42 43 #include <algorithm> 44 #include <string> 45 46 namespace es2 47 { 48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config) 49 : egl::Context(display), clientVersion(clientVersion), config(config) 50 { 51 sw::Context *context = new sw::Context(); 52 device = new es2::Device(context); 53 54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 55 56 mState.depthClearValue = 1.0f; 57 mState.stencilClearValue = 0; 58 59 mState.cullFaceEnabled = false; 60 mState.cullMode = GL_BACK; 61 mState.frontFace = GL_CCW; 62 mState.depthTestEnabled = false; 63 mState.depthFunc = GL_LESS; 64 mState.blendEnabled = false; 65 mState.sourceBlendRGB = GL_ONE; 66 mState.sourceBlendAlpha = GL_ONE; 67 mState.destBlendRGB = GL_ZERO; 68 mState.destBlendAlpha = GL_ZERO; 69 mState.blendEquationRGB = GL_FUNC_ADD; 70 mState.blendEquationAlpha = GL_FUNC_ADD; 71 mState.blendColor.red = 0; 72 mState.blendColor.green = 0; 73 mState.blendColor.blue = 0; 74 mState.blendColor.alpha = 0; 75 mState.stencilTestEnabled = false; 76 mState.stencilFunc = GL_ALWAYS; 77 mState.stencilRef = 0; 78 mState.stencilMask = 0xFFFFFFFFu; 79 mState.stencilWritemask = 0xFFFFFFFFu; 80 mState.stencilBackFunc = GL_ALWAYS; 81 mState.stencilBackRef = 0; 82 mState.stencilBackMask = 0xFFFFFFFFu; 83 mState.stencilBackWritemask = 0xFFFFFFFFu; 84 mState.stencilFail = GL_KEEP; 85 mState.stencilPassDepthFail = GL_KEEP; 86 mState.stencilPassDepthPass = GL_KEEP; 87 mState.stencilBackFail = GL_KEEP; 88 mState.stencilBackPassDepthFail = GL_KEEP; 89 mState.stencilBackPassDepthPass = GL_KEEP; 90 mState.polygonOffsetFillEnabled = false; 91 mState.polygonOffsetFactor = 0.0f; 92 mState.polygonOffsetUnits = 0.0f; 93 mState.sampleAlphaToCoverageEnabled = false; 94 mState.sampleCoverageEnabled = false; 95 mState.sampleCoverageValue = 1.0f; 96 mState.sampleCoverageInvert = false; 97 mState.scissorTestEnabled = false; 98 mState.ditherEnabled = true; 99 mState.primitiveRestartFixedIndexEnabled = false; 100 mState.rasterizerDiscardEnabled = false; 101 mState.generateMipmapHint = GL_DONT_CARE; 102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 103 mState.textureFilteringHint = GL_DONT_CARE; 104 105 mState.lineWidth = 1.0f; 106 107 mState.viewportX = 0; 108 mState.viewportY = 0; 109 mState.viewportWidth = 0; 110 mState.viewportHeight = 0; 111 mState.zNear = 0.0f; 112 mState.zFar = 1.0f; 113 114 mState.scissorX = 0; 115 mState.scissorY = 0; 116 mState.scissorWidth = 0; 117 mState.scissorHeight = 0; 118 119 mState.colorMaskRed = true; 120 mState.colorMaskGreen = true; 121 mState.colorMaskBlue = true; 122 mState.colorMaskAlpha = true; 123 mState.depthMask = true; 124 125 if(shareContext) 126 { 127 mResourceManager = shareContext->mResourceManager; 128 mResourceManager->addRef(); 129 } 130 else 131 { 132 mResourceManager = new ResourceManager(); 133 } 134 135 // [OpenGL ES 2.0.24] section 3.7 page 83: 136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 137 // and cube map texture state vectors respectively associated with them. 138 // In order that access to these initial textures not be lost, they are treated as texture 139 // objects all of whose names are 0. 140 141 mTexture2DZero = new Texture2D(0); 142 mTexture3DZero = new Texture3D(0); 143 mTexture2DArrayZero = new Texture2DArray(0); 144 mTextureCubeMapZero = new TextureCubeMap(0); 145 mTextureExternalZero = new TextureExternal(0); 146 147 mState.activeSampler = 0; 148 bindVertexArray(0); 149 bindArrayBuffer(0); 150 bindElementArrayBuffer(0); 151 bindTextureCubeMap(0); 152 bindTexture2D(0); 153 bindReadFramebuffer(0); 154 bindDrawFramebuffer(0); 155 bindRenderbuffer(0); 156 bindGenericUniformBuffer(0); 157 bindTransformFeedback(0); 158 159 mState.currentProgram = 0; 160 161 mState.packAlignment = 4; 162 mState.unpackInfo.alignment = 4; 163 mState.packRowLength = 0; 164 mState.packImageHeight = 0; 165 mState.packSkipPixels = 0; 166 mState.packSkipRows = 0; 167 mState.packSkipImages = 0; 168 mState.unpackInfo.rowLength = 0; 169 mState.unpackInfo.imageHeight = 0; 170 mState.unpackInfo.skipPixels = 0; 171 mState.unpackInfo.skipRows = 0; 172 mState.unpackInfo.skipImages = 0; 173 174 mVertexDataManager = nullptr; 175 mIndexDataManager = nullptr; 176 177 mInvalidEnum = false; 178 mInvalidValue = false; 179 mInvalidOperation = false; 180 mOutOfMemory = false; 181 mInvalidFramebufferOperation = false; 182 183 mHasBeenCurrent = false; 184 185 markAllStateDirty(); 186 } 187 188 Context::~Context() 189 { 190 if(mState.currentProgram != 0) 191 { 192 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 193 if(programObject) 194 { 195 programObject->release(); 196 } 197 mState.currentProgram = 0; 198 } 199 200 while(!mFramebufferNameSpace.empty()) 201 { 202 deleteFramebuffer(mFramebufferNameSpace.firstName()); 203 } 204 205 while(!mFenceNameSpace.empty()) 206 { 207 deleteFence(mFenceNameSpace.firstName()); 208 } 209 210 while(!mQueryNameSpace.empty()) 211 { 212 deleteQuery(mQueryNameSpace.firstName()); 213 } 214 215 while(!mVertexArrayNameSpace.empty()) 216 { 217 deleteVertexArray(mVertexArrayNameSpace.lastName()); 218 } 219 220 while(!mTransformFeedbackNameSpace.empty()) 221 { 222 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 223 } 224 225 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 226 { 227 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 228 { 229 mState.samplerTexture[type][sampler] = nullptr; 230 } 231 } 232 233 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 234 { 235 mState.vertexAttribute[i].mBoundBuffer = nullptr; 236 } 237 238 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 239 { 240 mState.activeQuery[i] = nullptr; 241 } 242 243 mState.arrayBuffer = nullptr; 244 mState.copyReadBuffer = nullptr; 245 mState.copyWriteBuffer = nullptr; 246 mState.pixelPackBuffer = nullptr; 247 mState.pixelUnpackBuffer = nullptr; 248 mState.genericUniformBuffer = nullptr; 249 250 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) { 251 mState.uniformBuffers[i].set(nullptr, 0, 0); 252 } 253 254 mState.renderbuffer = nullptr; 255 256 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 257 { 258 mState.sampler[i] = nullptr; 259 } 260 261 mTexture2DZero = nullptr; 262 mTexture3DZero = nullptr; 263 mTexture2DArrayZero = nullptr; 264 mTextureCubeMapZero = nullptr; 265 mTextureExternalZero = nullptr; 266 267 delete mVertexDataManager; 268 delete mIndexDataManager; 269 270 mResourceManager->release(); 271 delete device; 272 } 273 274 void Context::makeCurrent(gl::Surface *surface) 275 { 276 if(!mHasBeenCurrent) 277 { 278 mVertexDataManager = new VertexDataManager(this); 279 mIndexDataManager = new IndexDataManager(); 280 281 mState.viewportX = 0; 282 mState.viewportY = 0; 283 mState.viewportWidth = surface ? surface->getWidth() : 0; 284 mState.viewportHeight = surface ? surface->getHeight() : 0; 285 286 mState.scissorX = 0; 287 mState.scissorY = 0; 288 mState.scissorWidth = surface ? surface->getWidth() : 0; 289 mState.scissorHeight = surface ? surface->getHeight() : 0; 290 291 mHasBeenCurrent = true; 292 } 293 294 if(surface) 295 { 296 // Wrap the existing resources into GL objects and assign them to the '0' names 297 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 298 egl::Image *depthStencil = surface->getDepthStencil(); 299 300 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 301 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 302 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 303 304 setFramebufferZero(framebufferZero); 305 306 if(defaultRenderTarget) 307 { 308 defaultRenderTarget->release(); 309 } 310 311 if(depthStencil) 312 { 313 depthStencil->release(); 314 } 315 } 316 else 317 { 318 setFramebufferZero(nullptr); 319 } 320 321 markAllStateDirty(); 322 } 323 324 EGLint Context::getClientVersion() const 325 { 326 return clientVersion; 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 mAppliedProgramSerial = 0; 338 339 mDepthStateDirty = true; 340 mMaskStateDirty = true; 341 mBlendStateDirty = true; 342 mStencilStateDirty = true; 343 mPolygonOffsetStateDirty = true; 344 mSampleStateDirty = true; 345 mDitherStateDirty = true; 346 mFrontFaceDirty = true; 347 } 348 349 void Context::setClearColor(float red, float green, float blue, float alpha) 350 { 351 mState.colorClearValue.red = red; 352 mState.colorClearValue.green = green; 353 mState.colorClearValue.blue = blue; 354 mState.colorClearValue.alpha = alpha; 355 } 356 357 void Context::setClearDepth(float depth) 358 { 359 mState.depthClearValue = depth; 360 } 361 362 void Context::setClearStencil(int stencil) 363 { 364 mState.stencilClearValue = stencil; 365 } 366 367 void Context::setCullFaceEnabled(bool enabled) 368 { 369 mState.cullFaceEnabled = enabled; 370 } 371 372 bool Context::isCullFaceEnabled() const 373 { 374 return mState.cullFaceEnabled; 375 } 376 377 void Context::setCullMode(GLenum mode) 378 { 379 mState.cullMode = mode; 380 } 381 382 void Context::setFrontFace(GLenum front) 383 { 384 if(mState.frontFace != front) 385 { 386 mState.frontFace = front; 387 mFrontFaceDirty = true; 388 } 389 } 390 391 void Context::setDepthTestEnabled(bool enabled) 392 { 393 if(mState.depthTestEnabled != enabled) 394 { 395 mState.depthTestEnabled = enabled; 396 mDepthStateDirty = true; 397 } 398 } 399 400 bool Context::isDepthTestEnabled() const 401 { 402 return mState.depthTestEnabled; 403 } 404 405 void Context::setDepthFunc(GLenum depthFunc) 406 { 407 if(mState.depthFunc != depthFunc) 408 { 409 mState.depthFunc = depthFunc; 410 mDepthStateDirty = true; 411 } 412 } 413 414 void Context::setDepthRange(float zNear, float zFar) 415 { 416 mState.zNear = zNear; 417 mState.zFar = zFar; 418 } 419 420 void Context::setBlendEnabled(bool enabled) 421 { 422 if(mState.blendEnabled != enabled) 423 { 424 mState.blendEnabled = enabled; 425 mBlendStateDirty = true; 426 } 427 } 428 429 bool Context::isBlendEnabled() const 430 { 431 return mState.blendEnabled; 432 } 433 434 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 435 { 436 if(mState.sourceBlendRGB != sourceRGB || 437 mState.sourceBlendAlpha != sourceAlpha || 438 mState.destBlendRGB != destRGB || 439 mState.destBlendAlpha != destAlpha) 440 { 441 mState.sourceBlendRGB = sourceRGB; 442 mState.destBlendRGB = destRGB; 443 mState.sourceBlendAlpha = sourceAlpha; 444 mState.destBlendAlpha = destAlpha; 445 mBlendStateDirty = true; 446 } 447 } 448 449 void Context::setBlendColor(float red, float green, float blue, float alpha) 450 { 451 if(mState.blendColor.red != red || 452 mState.blendColor.green != green || 453 mState.blendColor.blue != blue || 454 mState.blendColor.alpha != alpha) 455 { 456 mState.blendColor.red = red; 457 mState.blendColor.green = green; 458 mState.blendColor.blue = blue; 459 mState.blendColor.alpha = alpha; 460 mBlendStateDirty = true; 461 } 462 } 463 464 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 465 { 466 if(mState.blendEquationRGB != rgbEquation || 467 mState.blendEquationAlpha != alphaEquation) 468 { 469 mState.blendEquationRGB = rgbEquation; 470 mState.blendEquationAlpha = alphaEquation; 471 mBlendStateDirty = true; 472 } 473 } 474 475 void Context::setStencilTestEnabled(bool enabled) 476 { 477 if(mState.stencilTestEnabled != enabled) 478 { 479 mState.stencilTestEnabled = enabled; 480 mStencilStateDirty = true; 481 } 482 } 483 484 bool Context::isStencilTestEnabled() const 485 { 486 return mState.stencilTestEnabled; 487 } 488 489 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 490 { 491 if(mState.stencilFunc != stencilFunc || 492 mState.stencilRef != stencilRef || 493 mState.stencilMask != stencilMask) 494 { 495 mState.stencilFunc = stencilFunc; 496 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 497 mState.stencilMask = stencilMask; 498 mStencilStateDirty = true; 499 } 500 } 501 502 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 503 { 504 if(mState.stencilBackFunc != stencilBackFunc || 505 mState.stencilBackRef != stencilBackRef || 506 mState.stencilBackMask != stencilBackMask) 507 { 508 mState.stencilBackFunc = stencilBackFunc; 509 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 510 mState.stencilBackMask = stencilBackMask; 511 mStencilStateDirty = true; 512 } 513 } 514 515 void Context::setStencilWritemask(GLuint stencilWritemask) 516 { 517 if(mState.stencilWritemask != stencilWritemask) 518 { 519 mState.stencilWritemask = stencilWritemask; 520 mStencilStateDirty = true; 521 } 522 } 523 524 void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 525 { 526 if(mState.stencilBackWritemask != stencilBackWritemask) 527 { 528 mState.stencilBackWritemask = stencilBackWritemask; 529 mStencilStateDirty = true; 530 } 531 } 532 533 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 534 { 535 if(mState.stencilFail != stencilFail || 536 mState.stencilPassDepthFail != stencilPassDepthFail || 537 mState.stencilPassDepthPass != stencilPassDepthPass) 538 { 539 mState.stencilFail = stencilFail; 540 mState.stencilPassDepthFail = stencilPassDepthFail; 541 mState.stencilPassDepthPass = stencilPassDepthPass; 542 mStencilStateDirty = true; 543 } 544 } 545 546 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 547 { 548 if(mState.stencilBackFail != stencilBackFail || 549 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 550 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 551 { 552 mState.stencilBackFail = stencilBackFail; 553 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 554 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 555 mStencilStateDirty = true; 556 } 557 } 558 559 void Context::setPolygonOffsetFillEnabled(bool enabled) 560 { 561 if(mState.polygonOffsetFillEnabled != enabled) 562 { 563 mState.polygonOffsetFillEnabled = enabled; 564 mPolygonOffsetStateDirty = true; 565 } 566 } 567 568 bool Context::isPolygonOffsetFillEnabled() const 569 { 570 return mState.polygonOffsetFillEnabled; 571 } 572 573 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 574 { 575 if(mState.polygonOffsetFactor != factor || 576 mState.polygonOffsetUnits != units) 577 { 578 mState.polygonOffsetFactor = factor; 579 mState.polygonOffsetUnits = units; 580 mPolygonOffsetStateDirty = true; 581 } 582 } 583 584 void Context::setSampleAlphaToCoverageEnabled(bool enabled) 585 { 586 if(mState.sampleAlphaToCoverageEnabled != enabled) 587 { 588 mState.sampleAlphaToCoverageEnabled = enabled; 589 mSampleStateDirty = true; 590 } 591 } 592 593 bool Context::isSampleAlphaToCoverageEnabled() const 594 { 595 return mState.sampleAlphaToCoverageEnabled; 596 } 597 598 void Context::setSampleCoverageEnabled(bool enabled) 599 { 600 if(mState.sampleCoverageEnabled != enabled) 601 { 602 mState.sampleCoverageEnabled = enabled; 603 mSampleStateDirty = true; 604 } 605 } 606 607 bool Context::isSampleCoverageEnabled() const 608 { 609 return mState.sampleCoverageEnabled; 610 } 611 612 void Context::setSampleCoverageParams(GLclampf value, bool invert) 613 { 614 if(mState.sampleCoverageValue != value || 615 mState.sampleCoverageInvert != invert) 616 { 617 mState.sampleCoverageValue = value; 618 mState.sampleCoverageInvert = invert; 619 mSampleStateDirty = true; 620 } 621 } 622 623 void Context::setScissorTestEnabled(bool enabled) 624 { 625 mState.scissorTestEnabled = enabled; 626 } 627 628 bool Context::isScissorTestEnabled() const 629 { 630 return mState.scissorTestEnabled; 631 } 632 633 void Context::setDitherEnabled(bool enabled) 634 { 635 if(mState.ditherEnabled != enabled) 636 { 637 mState.ditherEnabled = enabled; 638 mDitherStateDirty = true; 639 } 640 } 641 642 bool Context::isDitherEnabled() const 643 { 644 return mState.ditherEnabled; 645 } 646 647 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 648 { 649 mState.primitiveRestartFixedIndexEnabled = enabled; 650 } 651 652 bool Context::isPrimitiveRestartFixedIndexEnabled() const 653 { 654 return mState.primitiveRestartFixedIndexEnabled; 655 } 656 657 void Context::setRasterizerDiscardEnabled(bool enabled) 658 { 659 mState.rasterizerDiscardEnabled = enabled; 660 } 661 662 bool Context::isRasterizerDiscardEnabled() const 663 { 664 return mState.rasterizerDiscardEnabled; 665 } 666 667 void Context::setLineWidth(GLfloat width) 668 { 669 mState.lineWidth = width; 670 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 671 } 672 673 void Context::setGenerateMipmapHint(GLenum hint) 674 { 675 mState.generateMipmapHint = hint; 676 } 677 678 void Context::setFragmentShaderDerivativeHint(GLenum hint) 679 { 680 mState.fragmentShaderDerivativeHint = hint; 681 // TODO: Propagate the hint to shader translator so we can write 682 // ddx, ddx_coarse, or ddx_fine depending on the hint. 683 // Ignore for now. It is valid for implementations to ignore hint. 684 } 685 686 void Context::setTextureFilteringHint(GLenum hint) 687 { 688 mState.textureFilteringHint = hint; 689 } 690 691 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 692 { 693 mState.viewportX = x; 694 mState.viewportY = y; 695 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0] 696 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1] 697 } 698 699 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 700 { 701 mState.scissorX = x; 702 mState.scissorY = y; 703 mState.scissorWidth = width; 704 mState.scissorHeight = height; 705 } 706 707 void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 708 { 709 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 710 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 711 { 712 mState.colorMaskRed = red; 713 mState.colorMaskGreen = green; 714 mState.colorMaskBlue = blue; 715 mState.colorMaskAlpha = alpha; 716 mMaskStateDirty = true; 717 } 718 } 719 720 unsigned int Context::getColorMask() const 721 { 722 return (mState.colorMaskRed ? 0x1 : 0) | 723 (mState.colorMaskGreen ? 0x2 : 0) | 724 (mState.colorMaskBlue ? 0x4 : 0) | 725 (mState.colorMaskAlpha ? 0x8 : 0); 726 } 727 728 void Context::setDepthMask(bool mask) 729 { 730 if(mState.depthMask != mask) 731 { 732 mState.depthMask = mask; 733 mMaskStateDirty = true; 734 } 735 } 736 737 void Context::setActiveSampler(unsigned int active) 738 { 739 mState.activeSampler = active; 740 } 741 742 GLuint Context::getReadFramebufferName() const 743 { 744 return mState.readFramebuffer; 745 } 746 747 GLuint Context::getDrawFramebufferName() const 748 { 749 return mState.drawFramebuffer; 750 } 751 752 GLuint Context::getRenderbufferName() const 753 { 754 return mState.renderbuffer.name(); 755 } 756 757 void Context::setFramebufferReadBuffer(GLuint buf) 758 { 759 getReadFramebuffer()->setReadBuffer(buf); 760 } 761 762 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 763 { 764 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 765 766 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 767 { 768 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 769 } 770 } 771 772 GLuint Context::getReadFramebufferColorIndex() const 773 { 774 GLenum buf = getReadFramebuffer()->getReadBuffer(); 775 switch(buf) 776 { 777 case GL_BACK: 778 return 0; 779 case GL_NONE: 780 return GL_INVALID_INDEX; 781 default: 782 return buf - GL_COLOR_ATTACHMENT0; 783 } 784 } 785 786 GLuint Context::getArrayBufferName() const 787 { 788 return mState.arrayBuffer.name(); 789 } 790 791 GLuint Context::getElementArrayBufferName() const 792 { 793 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 794 return elementArrayBuffer ? elementArrayBuffer->name : 0; 795 } 796 797 GLuint Context::getActiveQuery(GLenum target) const 798 { 799 Query *queryObject = nullptr; 800 801 switch(target) 802 { 803 case GL_ANY_SAMPLES_PASSED_EXT: 804 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 805 break; 806 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 807 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 808 break; 809 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 810 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 811 break; 812 default: 813 ASSERT(false); 814 } 815 816 if(queryObject) 817 { 818 return queryObject->name; 819 } 820 821 return 0; 822 } 823 824 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 825 { 826 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 827 } 828 829 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 830 { 831 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 832 } 833 834 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 835 { 836 return getCurrentVertexArray()->getVertexAttribute(attribNum); 837 } 838 839 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 840 GLsizei stride, const void *pointer) 841 { 842 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 843 } 844 845 const void *Context::getVertexAttribPointer(unsigned int attribNum) const 846 { 847 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 848 } 849 850 const VertexAttributeArray &Context::getVertexArrayAttributes() 851 { 852 return getCurrentVertexArray()->getVertexAttributes(); 853 } 854 855 const VertexAttributeArray &Context::getCurrentVertexAttributes() 856 { 857 return mState.vertexAttribute; 858 } 859 860 void Context::setPackAlignment(GLint alignment) 861 { 862 mState.packAlignment = alignment; 863 } 864 865 void Context::setUnpackAlignment(GLint alignment) 866 { 867 mState.unpackInfo.alignment = alignment; 868 } 869 870 const egl::Image::UnpackInfo& Context::getUnpackInfo() const 871 { 872 return mState.unpackInfo; 873 } 874 875 void Context::setPackRowLength(GLint rowLength) 876 { 877 mState.packRowLength = rowLength; 878 } 879 880 void Context::setPackImageHeight(GLint imageHeight) 881 { 882 mState.packImageHeight = imageHeight; 883 } 884 885 void Context::setPackSkipPixels(GLint skipPixels) 886 { 887 mState.packSkipPixels = skipPixels; 888 } 889 890 void Context::setPackSkipRows(GLint skipRows) 891 { 892 mState.packSkipRows = skipRows; 893 } 894 895 void Context::setPackSkipImages(GLint skipImages) 896 { 897 mState.packSkipImages = skipImages; 898 } 899 900 void Context::setUnpackRowLength(GLint rowLength) 901 { 902 mState.unpackInfo.rowLength = rowLength; 903 } 904 905 void Context::setUnpackImageHeight(GLint imageHeight) 906 { 907 mState.unpackInfo.imageHeight = imageHeight; 908 } 909 910 void Context::setUnpackSkipPixels(GLint skipPixels) 911 { 912 mState.unpackInfo.skipPixels = skipPixels; 913 } 914 915 void Context::setUnpackSkipRows(GLint skipRows) 916 { 917 mState.unpackInfo.skipRows = skipRows; 918 } 919 920 void Context::setUnpackSkipImages(GLint skipImages) 921 { 922 mState.unpackInfo.skipImages = skipImages; 923 } 924 925 GLuint Context::createBuffer() 926 { 927 return mResourceManager->createBuffer(); 928 } 929 930 GLuint Context::createProgram() 931 { 932 return mResourceManager->createProgram(); 933 } 934 935 GLuint Context::createShader(GLenum type) 936 { 937 return mResourceManager->createShader(type); 938 } 939 940 GLuint Context::createTexture() 941 { 942 return mResourceManager->createTexture(); 943 } 944 945 GLuint Context::createRenderbuffer() 946 { 947 return mResourceManager->createRenderbuffer(); 948 } 949 950 // Returns an unused framebuffer name 951 GLuint Context::createFramebuffer() 952 { 953 return mFramebufferNameSpace.allocate(); 954 } 955 956 GLuint Context::createFence() 957 { 958 return mFenceNameSpace.allocate(new Fence()); 959 } 960 961 // Returns an unused query name 962 GLuint Context::createQuery() 963 { 964 return mQueryNameSpace.allocate(); 965 } 966 967 // Returns an unused vertex array name 968 GLuint Context::createVertexArray() 969 { 970 return mVertexArrayNameSpace.allocate(); 971 } 972 973 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 974 { 975 GLuint handle = mResourceManager->createFenceSync(condition, flags); 976 977 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 978 } 979 980 // Returns an unused transform feedback name 981 GLuint Context::createTransformFeedback() 982 { 983 return mTransformFeedbackNameSpace.allocate(); 984 } 985 986 // Returns an unused sampler name 987 GLuint Context::createSampler() 988 { 989 return mResourceManager->createSampler(); 990 } 991 992 void Context::deleteBuffer(GLuint buffer) 993 { 994 detachBuffer(buffer); 995 996 mResourceManager->deleteBuffer(buffer); 997 } 998 999 void Context::deleteShader(GLuint shader) 1000 { 1001 mResourceManager->deleteShader(shader); 1002 } 1003 1004 void Context::deleteProgram(GLuint program) 1005 { 1006 mResourceManager->deleteProgram(program); 1007 } 1008 1009 void Context::deleteTexture(GLuint texture) 1010 { 1011 detachTexture(texture); 1012 1013 mResourceManager->deleteTexture(texture); 1014 } 1015 1016 void Context::deleteRenderbuffer(GLuint renderbuffer) 1017 { 1018 if(mResourceManager->getRenderbuffer(renderbuffer)) 1019 { 1020 detachRenderbuffer(renderbuffer); 1021 } 1022 1023 mResourceManager->deleteRenderbuffer(renderbuffer); 1024 } 1025 1026 void Context::deleteFramebuffer(GLuint framebuffer) 1027 { 1028 detachFramebuffer(framebuffer); 1029 1030 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1031 1032 if(framebufferObject) 1033 { 1034 delete framebufferObject; 1035 } 1036 } 1037 1038 void Context::deleteFence(GLuint fence) 1039 { 1040 Fence *fenceObject = mFenceNameSpace.remove(fence); 1041 1042 if(fenceObject) 1043 { 1044 delete fenceObject; 1045 } 1046 } 1047 1048 void Context::deleteQuery(GLuint query) 1049 { 1050 Query *queryObject = mQueryNameSpace.remove(query); 1051 1052 if(queryObject) 1053 { 1054 queryObject->release(); 1055 } 1056 } 1057 1058 void Context::deleteVertexArray(GLuint vertexArray) 1059 { 1060 // [OpenGL ES 3.0.2] section 2.10 page 43: 1061 // If a vertex array object that is currently bound is deleted, the binding 1062 // for that object reverts to zero and the default vertex array becomes current. 1063 if(getCurrentVertexArray()->name == vertexArray) 1064 { 1065 bindVertexArray(0); 1066 } 1067 1068 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1069 1070 if(vertexArrayObject) 1071 { 1072 delete vertexArrayObject; 1073 } 1074 } 1075 1076 void Context::deleteFenceSync(GLsync fenceSync) 1077 { 1078 // The spec specifies the underlying Fence object is not deleted until all current 1079 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1080 // and since our API is currently designed for being called from a single thread, we can delete 1081 // the fence immediately. 1082 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1083 } 1084 1085 void Context::deleteTransformFeedback(GLuint transformFeedback) 1086 { 1087 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1088 1089 if(transformFeedbackObject) 1090 { 1091 delete transformFeedbackObject; 1092 } 1093 } 1094 1095 void Context::deleteSampler(GLuint sampler) 1096 { 1097 detachSampler(sampler); 1098 1099 mResourceManager->deleteSampler(sampler); 1100 } 1101 1102 Buffer *Context::getBuffer(GLuint handle) const 1103 { 1104 return mResourceManager->getBuffer(handle); 1105 } 1106 1107 Shader *Context::getShader(GLuint handle) const 1108 { 1109 return mResourceManager->getShader(handle); 1110 } 1111 1112 Program *Context::getProgram(GLuint handle) const 1113 { 1114 return mResourceManager->getProgram(handle); 1115 } 1116 1117 Texture *Context::getTexture(GLuint handle) const 1118 { 1119 return mResourceManager->getTexture(handle); 1120 } 1121 1122 Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1123 { 1124 return mResourceManager->getRenderbuffer(handle); 1125 } 1126 1127 Framebuffer *Context::getReadFramebuffer() const 1128 { 1129 return getFramebuffer(mState.readFramebuffer); 1130 } 1131 1132 Framebuffer *Context::getDrawFramebuffer() const 1133 { 1134 return getFramebuffer(mState.drawFramebuffer); 1135 } 1136 1137 void Context::bindArrayBuffer(unsigned int buffer) 1138 { 1139 mResourceManager->checkBufferAllocation(buffer); 1140 1141 mState.arrayBuffer = getBuffer(buffer); 1142 } 1143 1144 void Context::bindElementArrayBuffer(unsigned int buffer) 1145 { 1146 mResourceManager->checkBufferAllocation(buffer); 1147 1148 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1149 } 1150 1151 void Context::bindCopyReadBuffer(GLuint buffer) 1152 { 1153 mResourceManager->checkBufferAllocation(buffer); 1154 1155 mState.copyReadBuffer = getBuffer(buffer); 1156 } 1157 1158 void Context::bindCopyWriteBuffer(GLuint buffer) 1159 { 1160 mResourceManager->checkBufferAllocation(buffer); 1161 1162 mState.copyWriteBuffer = getBuffer(buffer); 1163 } 1164 1165 void Context::bindPixelPackBuffer(GLuint buffer) 1166 { 1167 mResourceManager->checkBufferAllocation(buffer); 1168 1169 mState.pixelPackBuffer = getBuffer(buffer); 1170 } 1171 1172 void Context::bindPixelUnpackBuffer(GLuint buffer) 1173 { 1174 mResourceManager->checkBufferAllocation(buffer); 1175 1176 mState.pixelUnpackBuffer = getBuffer(buffer); 1177 } 1178 1179 void Context::bindTransformFeedbackBuffer(GLuint buffer) 1180 { 1181 mResourceManager->checkBufferAllocation(buffer); 1182 1183 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1184 1185 if(transformFeedback) 1186 { 1187 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1188 } 1189 } 1190 1191 void Context::bindTexture2D(GLuint texture) 1192 { 1193 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1194 1195 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1196 } 1197 1198 void Context::bindTextureCubeMap(GLuint texture) 1199 { 1200 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1201 1202 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1203 } 1204 1205 void Context::bindTextureExternal(GLuint texture) 1206 { 1207 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1208 1209 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1210 } 1211 1212 void Context::bindTexture3D(GLuint texture) 1213 { 1214 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1215 1216 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1217 } 1218 1219 void Context::bindTexture2DArray(GLuint texture) 1220 { 1221 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1222 1223 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1224 } 1225 1226 void Context::bindReadFramebuffer(GLuint framebuffer) 1227 { 1228 if(!getFramebuffer(framebuffer)) 1229 { 1230 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1231 } 1232 1233 mState.readFramebuffer = framebuffer; 1234 } 1235 1236 void Context::bindDrawFramebuffer(GLuint framebuffer) 1237 { 1238 if(!getFramebuffer(framebuffer)) 1239 { 1240 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1241 } 1242 1243 mState.drawFramebuffer = framebuffer; 1244 } 1245 1246 void Context::bindRenderbuffer(GLuint renderbuffer) 1247 { 1248 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1249 1250 mState.renderbuffer = getRenderbuffer(renderbuffer); 1251 } 1252 1253 void Context::bindVertexArray(GLuint array) 1254 { 1255 VertexArray *vertexArray = getVertexArray(array); 1256 1257 if(!vertexArray) 1258 { 1259 vertexArray = new VertexArray(array); 1260 mVertexArrayNameSpace.insert(array, vertexArray); 1261 } 1262 1263 mState.vertexArray = array; 1264 } 1265 1266 void Context::bindGenericUniformBuffer(GLuint buffer) 1267 { 1268 mResourceManager->checkBufferAllocation(buffer); 1269 1270 mState.genericUniformBuffer = getBuffer(buffer); 1271 } 1272 1273 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1274 { 1275 mResourceManager->checkBufferAllocation(buffer); 1276 1277 Buffer* bufferObject = getBuffer(buffer); 1278 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1279 } 1280 1281 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1282 { 1283 mResourceManager->checkBufferAllocation(buffer); 1284 1285 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1286 } 1287 1288 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1289 { 1290 mResourceManager->checkBufferAllocation(buffer); 1291 1292 Buffer* bufferObject = getBuffer(buffer); 1293 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1294 } 1295 1296 void Context::bindTransformFeedback(GLuint id) 1297 { 1298 if(!getTransformFeedback(id)) 1299 { 1300 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1301 } 1302 1303 mState.transformFeedback = id; 1304 } 1305 1306 bool Context::bindSampler(GLuint unit, GLuint sampler) 1307 { 1308 mResourceManager->checkSamplerAllocation(sampler); 1309 1310 Sampler* samplerObject = getSampler(sampler); 1311 1312 mState.sampler[unit] = samplerObject; 1313 1314 return !!samplerObject; 1315 } 1316 1317 void Context::useProgram(GLuint program) 1318 { 1319 GLuint priorProgram = mState.currentProgram; 1320 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1321 1322 if(priorProgram != program) 1323 { 1324 Program *newProgram = mResourceManager->getProgram(program); 1325 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1326 1327 if(newProgram) 1328 { 1329 newProgram->addRef(); 1330 } 1331 1332 if(oldProgram) 1333 { 1334 oldProgram->release(); 1335 } 1336 } 1337 } 1338 1339 void Context::beginQuery(GLenum target, GLuint query) 1340 { 1341 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1342 // of zero, if the active query object name for <target> is non-zero (for the 1343 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1344 // the active query for either target is non-zero), if <id> is the name of an 1345 // existing query object whose type does not match <target>, or if <id> is the 1346 // active query object name for any query type, the error INVALID_OPERATION is 1347 // generated. 1348 1349 // Ensure no other queries are active 1350 // NOTE: If other queries than occlusion are supported, we will need to check 1351 // separately that: 1352 // a) The query ID passed is not the current active query for any target/type 1353 // b) There are no active queries for the requested target (and in the case 1354 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1355 // no query may be active for either if glBeginQuery targets either. 1356 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1357 { 1358 if(mState.activeQuery[i]) 1359 { 1360 return error(GL_INVALID_OPERATION); 1361 } 1362 } 1363 1364 QueryType qType; 1365 switch(target) 1366 { 1367 case GL_ANY_SAMPLES_PASSED_EXT: 1368 qType = QUERY_ANY_SAMPLES_PASSED; 1369 break; 1370 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1371 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1372 break; 1373 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1374 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1375 break; 1376 default: 1377 UNREACHABLE(target); 1378 return error(GL_INVALID_ENUM); 1379 } 1380 1381 Query *queryObject = createQuery(query, target); 1382 1383 // Check that name was obtained with glGenQueries 1384 if(!queryObject) 1385 { 1386 return error(GL_INVALID_OPERATION); 1387 } 1388 1389 // Check for type mismatch 1390 if(queryObject->getType() != target) 1391 { 1392 return error(GL_INVALID_OPERATION); 1393 } 1394 1395 // Set query as active for specified target 1396 mState.activeQuery[qType] = queryObject; 1397 1398 // Begin query 1399 queryObject->begin(); 1400 } 1401 1402 void Context::endQuery(GLenum target) 1403 { 1404 QueryType qType; 1405 1406 switch(target) 1407 { 1408 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1409 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1410 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1411 default: UNREACHABLE(target); return; 1412 } 1413 1414 Query *queryObject = mState.activeQuery[qType]; 1415 1416 if(!queryObject) 1417 { 1418 return error(GL_INVALID_OPERATION); 1419 } 1420 1421 queryObject->end(); 1422 1423 mState.activeQuery[qType] = nullptr; 1424 } 1425 1426 void Context::setFramebufferZero(Framebuffer *buffer) 1427 { 1428 delete mFramebufferNameSpace.remove(0); 1429 mFramebufferNameSpace.insert(0, buffer); 1430 } 1431 1432 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1433 { 1434 Renderbuffer *renderbufferObject = mState.renderbuffer; 1435 renderbufferObject->setStorage(renderbuffer); 1436 } 1437 1438 Framebuffer *Context::getFramebuffer(unsigned int handle) const 1439 { 1440 return mFramebufferNameSpace.find(handle); 1441 } 1442 1443 Fence *Context::getFence(unsigned int handle) const 1444 { 1445 return mFenceNameSpace.find(handle); 1446 } 1447 1448 FenceSync *Context::getFenceSync(GLsync handle) const 1449 { 1450 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1451 } 1452 1453 Query *Context::getQuery(unsigned int handle) const 1454 { 1455 return mQueryNameSpace.find(handle); 1456 } 1457 1458 Query *Context::createQuery(unsigned int handle, GLenum type) 1459 { 1460 if(!mQueryNameSpace.isReserved(handle)) 1461 { 1462 return nullptr; 1463 } 1464 else 1465 { 1466 Query *query = mQueryNameSpace.find(handle); 1467 if(!query) 1468 { 1469 query = new Query(handle, type); 1470 query->addRef(); 1471 mQueryNameSpace.insert(handle, query); 1472 } 1473 1474 return query; 1475 } 1476 } 1477 1478 VertexArray *Context::getVertexArray(GLuint array) const 1479 { 1480 return mVertexArrayNameSpace.find(array); 1481 } 1482 1483 VertexArray *Context::getCurrentVertexArray() const 1484 { 1485 return getVertexArray(mState.vertexArray); 1486 } 1487 1488 bool Context::isVertexArray(GLuint array) const 1489 { 1490 return mVertexArrayNameSpace.isReserved(array); 1491 } 1492 1493 bool Context::hasZeroDivisor() const 1494 { 1495 // Verify there is at least one active attribute with a divisor of zero 1496 es2::Program *programObject = getCurrentProgram(); 1497 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1498 { 1499 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1500 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1501 { 1502 return true; 1503 } 1504 } 1505 1506 return false; 1507 } 1508 1509 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1510 { 1511 return mTransformFeedbackNameSpace.find(transformFeedback); 1512 } 1513 1514 Sampler *Context::getSampler(GLuint sampler) const 1515 { 1516 return mResourceManager->getSampler(sampler); 1517 } 1518 1519 bool Context::isSampler(GLuint sampler) const 1520 { 1521 return mResourceManager->isSampler(sampler); 1522 } 1523 1524 Buffer *Context::getArrayBuffer() const 1525 { 1526 return mState.arrayBuffer; 1527 } 1528 1529 Buffer *Context::getElementArrayBuffer() const 1530 { 1531 return getCurrentVertexArray()->getElementArrayBuffer(); 1532 } 1533 1534 Buffer *Context::getCopyReadBuffer() const 1535 { 1536 return mState.copyReadBuffer; 1537 } 1538 1539 Buffer *Context::getCopyWriteBuffer() const 1540 { 1541 return mState.copyWriteBuffer; 1542 } 1543 1544 Buffer *Context::getPixelPackBuffer() const 1545 { 1546 return mState.pixelPackBuffer; 1547 } 1548 1549 Buffer *Context::getPixelUnpackBuffer() const 1550 { 1551 return mState.pixelUnpackBuffer; 1552 } 1553 1554 Buffer *Context::getGenericUniformBuffer() const 1555 { 1556 return mState.genericUniformBuffer; 1557 } 1558 1559 const GLvoid* Context::getPixels(const GLvoid* data) const 1560 { 1561 es2::Buffer* unpackBuffer = getPixelUnpackBuffer(); 1562 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr; 1563 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data; 1564 } 1565 1566 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1567 { 1568 switch(target) 1569 { 1570 case GL_ARRAY_BUFFER: 1571 *buffer = getArrayBuffer(); 1572 break; 1573 case GL_ELEMENT_ARRAY_BUFFER: 1574 *buffer = getElementArrayBuffer(); 1575 break; 1576 case GL_COPY_READ_BUFFER: 1577 if(clientVersion >= 3) 1578 { 1579 *buffer = getCopyReadBuffer(); 1580 break; 1581 } 1582 else return false; 1583 case GL_COPY_WRITE_BUFFER: 1584 if(clientVersion >= 3) 1585 { 1586 *buffer = getCopyWriteBuffer(); 1587 break; 1588 } 1589 else return false; 1590 case GL_PIXEL_PACK_BUFFER: 1591 if(clientVersion >= 3) 1592 { 1593 *buffer = getPixelPackBuffer(); 1594 break; 1595 } 1596 else return false; 1597 case GL_PIXEL_UNPACK_BUFFER: 1598 if(clientVersion >= 3) 1599 { 1600 *buffer = getPixelUnpackBuffer(); 1601 break; 1602 } 1603 else return false; 1604 case GL_TRANSFORM_FEEDBACK_BUFFER: 1605 if(clientVersion >= 3) 1606 { 1607 TransformFeedback* transformFeedback = getTransformFeedback(); 1608 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1609 break; 1610 } 1611 else return false; 1612 case GL_UNIFORM_BUFFER: 1613 if(clientVersion >= 3) 1614 { 1615 *buffer = getGenericUniformBuffer(); 1616 break; 1617 } 1618 else return false; 1619 default: 1620 return false; 1621 } 1622 return true; 1623 } 1624 1625 TransformFeedback *Context::getTransformFeedback() const 1626 { 1627 return getTransformFeedback(mState.transformFeedback); 1628 } 1629 1630 Program *Context::getCurrentProgram() const 1631 { 1632 return mResourceManager->getProgram(mState.currentProgram); 1633 } 1634 1635 Texture2D *Context::getTexture2D() const 1636 { 1637 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1638 } 1639 1640 Texture3D *Context::getTexture3D() const 1641 { 1642 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1643 } 1644 1645 Texture2DArray *Context::getTexture2DArray() const 1646 { 1647 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1648 } 1649 1650 TextureCubeMap *Context::getTextureCubeMap() const 1651 { 1652 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1653 } 1654 1655 TextureExternal *Context::getTextureExternal() const 1656 { 1657 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1658 } 1659 1660 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1661 { 1662 GLuint texid = mState.samplerTexture[type][sampler].name(); 1663 1664 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1665 { 1666 switch(type) 1667 { 1668 case TEXTURE_2D: return mTexture2DZero; 1669 case TEXTURE_3D: return mTexture3DZero; 1670 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1671 case TEXTURE_CUBE: return mTextureCubeMapZero; 1672 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1673 default: UNREACHABLE(type); 1674 } 1675 } 1676 1677 return mState.samplerTexture[type][sampler]; 1678 } 1679 1680 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1681 { 1682 mResourceManager->checkSamplerAllocation(sampler); 1683 1684 Sampler *samplerObject = getSampler(sampler); 1685 ASSERT(samplerObject); 1686 1687 switch(pname) 1688 { 1689 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1690 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1691 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1692 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1693 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1694 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1695 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1696 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1697 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1698 default: UNREACHABLE(pname); break; 1699 } 1700 } 1701 1702 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1703 { 1704 mResourceManager->checkSamplerAllocation(sampler); 1705 1706 Sampler *samplerObject = getSampler(sampler); 1707 ASSERT(samplerObject); 1708 1709 switch(pname) 1710 { 1711 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1712 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1713 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1714 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1715 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1716 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1717 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1718 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1719 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1720 default: UNREACHABLE(pname); break; 1721 } 1722 } 1723 1724 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1725 { 1726 mResourceManager->checkSamplerAllocation(sampler); 1727 1728 Sampler *samplerObject = getSampler(sampler); 1729 ASSERT(samplerObject); 1730 1731 switch(pname) 1732 { 1733 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1734 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1735 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1736 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1737 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1738 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1739 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1740 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1741 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1742 default: UNREACHABLE(pname); return 0; 1743 } 1744 } 1745 1746 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1747 { 1748 mResourceManager->checkSamplerAllocation(sampler); 1749 1750 Sampler *samplerObject = getSampler(sampler); 1751 ASSERT(samplerObject); 1752 1753 switch(pname) 1754 { 1755 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1756 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1757 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1758 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1759 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1760 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1761 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1762 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1763 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1764 default: UNREACHABLE(pname); return 0; 1765 } 1766 } 1767 1768 bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1769 { 1770 switch(pname) 1771 { 1772 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1773 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1774 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1775 case GL_COLOR_WRITEMASK: 1776 params[0] = mState.colorMaskRed; 1777 params[1] = mState.colorMaskGreen; 1778 params[2] = mState.colorMaskBlue; 1779 params[3] = mState.colorMaskAlpha; 1780 break; 1781 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1782 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1783 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1784 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1785 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1786 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1787 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1788 case GL_BLEND: *params = mState.blendEnabled; break; 1789 case GL_DITHER: *params = mState.ditherEnabled; break; 1790 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1791 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1792 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1793 { 1794 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1795 if(transformFeedback) 1796 { 1797 *params = transformFeedback->isActive(); 1798 break; 1799 } 1800 else return false; 1801 } 1802 case GL_TRANSFORM_FEEDBACK_PAUSED: 1803 { 1804 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1805 if(transformFeedback) 1806 { 1807 *params = transformFeedback->isPaused(); 1808 break; 1809 } 1810 else return false; 1811 } 1812 default: 1813 return false; 1814 } 1815 1816 return true; 1817 } 1818 1819 bool Context::getFloatv(GLenum pname, GLfloat *params) const 1820 { 1821 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1822 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1823 // GetIntegerv as its native query function. As it would require conversion in any 1824 // case, this should make no difference to the calling application. 1825 switch(pname) 1826 { 1827 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1828 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1829 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1830 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1831 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1832 case GL_ALIASED_LINE_WIDTH_RANGE: 1833 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1834 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1835 break; 1836 case GL_ALIASED_POINT_SIZE_RANGE: 1837 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1838 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1839 break; 1840 case GL_DEPTH_RANGE: 1841 params[0] = mState.zNear; 1842 params[1] = mState.zFar; 1843 break; 1844 case GL_COLOR_CLEAR_VALUE: 1845 params[0] = mState.colorClearValue.red; 1846 params[1] = mState.colorClearValue.green; 1847 params[2] = mState.colorClearValue.blue; 1848 params[3] = mState.colorClearValue.alpha; 1849 break; 1850 case GL_BLEND_COLOR: 1851 params[0] = mState.blendColor.red; 1852 params[1] = mState.blendColor.green; 1853 params[2] = mState.blendColor.blue; 1854 params[3] = mState.blendColor.alpha; 1855 break; 1856 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1857 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1858 break; 1859 default: 1860 return false; 1861 } 1862 1863 return true; 1864 } 1865 1866 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1867 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1868 1869 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1870 { 1871 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1872 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1873 // GetIntegerv as its native query function. As it would require conversion in any 1874 // case, this should make no difference to the calling application. You may find it in 1875 // Context::getFloatv. 1876 switch(pname) 1877 { 1878 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1879 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1880 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1881 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1882 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1883 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1884 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1885 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1886 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1887 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1888 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1889 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1890 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1891 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true; 1892 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true; 1893 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1894 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1895 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true; 1896 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true; 1897 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1898 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1899 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1900 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1901 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1902 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1903 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1904 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1905 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1906 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1907 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1908 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1909 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1910 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1911 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1912 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1913 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1914 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1915 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1916 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1917 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1918 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1919 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1920 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1921 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1922 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1923 case GL_SUBPIXEL_BITS: *params = 4; return true; 1924 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1925 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1926 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1927 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1928 case GL_SAMPLE_BUFFERS: 1929 case GL_SAMPLES: 1930 { 1931 Framebuffer *framebuffer = getDrawFramebuffer(); 1932 int width, height, samples; 1933 1934 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1935 { 1936 switch(pname) 1937 { 1938 case GL_SAMPLE_BUFFERS: 1939 if(samples > 1) 1940 { 1941 *params = 1; 1942 } 1943 else 1944 { 1945 *params = 0; 1946 } 1947 break; 1948 case GL_SAMPLES: 1949 *params = samples; 1950 break; 1951 } 1952 } 1953 else 1954 { 1955 *params = 0; 1956 } 1957 } 1958 return true; 1959 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1960 { 1961 Framebuffer *framebuffer = getReadFramebuffer(); 1962 *params = framebuffer->getImplementationColorReadType(); 1963 } 1964 return true; 1965 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1966 { 1967 Framebuffer *framebuffer = getReadFramebuffer(); 1968 *params = framebuffer->getImplementationColorReadFormat(); 1969 } 1970 return true; 1971 case GL_MAX_VIEWPORT_DIMS: 1972 { 1973 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1974 params[0] = maxDimension; 1975 params[1] = maxDimension; 1976 } 1977 return true; 1978 case GL_COMPRESSED_TEXTURE_FORMATS: 1979 { 1980 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1981 { 1982 params[i] = compressedTextureFormats[i]; 1983 } 1984 } 1985 return true; 1986 case GL_VIEWPORT: 1987 params[0] = mState.viewportX; 1988 params[1] = mState.viewportY; 1989 params[2] = mState.viewportWidth; 1990 params[3] = mState.viewportHeight; 1991 return true; 1992 case GL_SCISSOR_BOX: 1993 params[0] = mState.scissorX; 1994 params[1] = mState.scissorY; 1995 params[2] = mState.scissorWidth; 1996 params[3] = mState.scissorHeight; 1997 return true; 1998 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 1999 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2000 case GL_RED_BITS: 2001 case GL_GREEN_BITS: 2002 case GL_BLUE_BITS: 2003 case GL_ALPHA_BITS: 2004 { 2005 Framebuffer *framebuffer = getDrawFramebuffer(); 2006 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2007 2008 if(colorbuffer) 2009 { 2010 switch(pname) 2011 { 2012 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2013 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2014 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2015 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2016 } 2017 } 2018 else 2019 { 2020 *params = 0; 2021 } 2022 } 2023 return true; 2024 case GL_DEPTH_BITS: 2025 { 2026 Framebuffer *framebuffer = getDrawFramebuffer(); 2027 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2028 2029 if(depthbuffer) 2030 { 2031 *params = depthbuffer->getDepthSize(); 2032 } 2033 else 2034 { 2035 *params = 0; 2036 } 2037 } 2038 return true; 2039 case GL_STENCIL_BITS: 2040 { 2041 Framebuffer *framebuffer = getDrawFramebuffer(); 2042 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2043 2044 if(stencilbuffer) 2045 { 2046 *params = stencilbuffer->getStencilSize(); 2047 } 2048 else 2049 { 2050 *params = 0; 2051 } 2052 } 2053 return true; 2054 case GL_TEXTURE_BINDING_2D: 2055 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2056 { 2057 error(GL_INVALID_OPERATION); 2058 return false; 2059 } 2060 2061 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2062 return true; 2063 case GL_TEXTURE_BINDING_CUBE_MAP: 2064 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2065 { 2066 error(GL_INVALID_OPERATION); 2067 return false; 2068 } 2069 2070 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2071 return true; 2072 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2073 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2074 { 2075 error(GL_INVALID_OPERATION); 2076 return false; 2077 } 2078 2079 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2080 return true; 2081 case GL_TEXTURE_BINDING_3D_OES: 2082 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2083 { 2084 error(GL_INVALID_OPERATION); 2085 return false; 2086 } 2087 2088 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2089 return true; 2090 case GL_DRAW_BUFFER0: 2091 case GL_DRAW_BUFFER1: 2092 case GL_DRAW_BUFFER2: 2093 case GL_DRAW_BUFFER3: 2094 case GL_DRAW_BUFFER4: 2095 case GL_DRAW_BUFFER5: 2096 case GL_DRAW_BUFFER6: 2097 case GL_DRAW_BUFFER7: 2098 case GL_DRAW_BUFFER8: 2099 case GL_DRAW_BUFFER9: 2100 case GL_DRAW_BUFFER10: 2101 case GL_DRAW_BUFFER11: 2102 case GL_DRAW_BUFFER12: 2103 case GL_DRAW_BUFFER13: 2104 case GL_DRAW_BUFFER14: 2105 case GL_DRAW_BUFFER15: 2106 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2107 { 2108 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2109 } 2110 else 2111 { 2112 return false; 2113 } 2114 return true; 2115 case GL_MAX_DRAW_BUFFERS: 2116 *params = MAX_DRAW_BUFFERS; 2117 return true; 2118 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2119 *params = MAX_COLOR_ATTACHMENTS; 2120 return true; 2121 default: 2122 break; 2123 } 2124 2125 if(clientVersion >= 3) 2126 { 2127 switch(pname) 2128 { 2129 case GL_TEXTURE_BINDING_2D_ARRAY: 2130 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2131 { 2132 error(GL_INVALID_OPERATION); 2133 return false; 2134 } 2135 2136 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2137 return true; 2138 case GL_COPY_READ_BUFFER_BINDING: 2139 *params = mState.copyReadBuffer.name(); 2140 return true; 2141 case GL_COPY_WRITE_BUFFER_BINDING: 2142 *params = mState.copyWriteBuffer.name(); 2143 return true; 2144 case GL_MAJOR_VERSION: 2145 *params = clientVersion; 2146 return true; 2147 case GL_MAX_3D_TEXTURE_SIZE: 2148 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2149 return true; 2150 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2151 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2152 return true; 2153 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2154 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2155 return true; 2156 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2157 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2158 return true; 2159 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2160 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2161 return true; 2162 case GL_MAX_ELEMENT_INDEX: 2163 *params = MAX_ELEMENT_INDEX; 2164 return true; 2165 case GL_MAX_ELEMENTS_INDICES: 2166 *params = MAX_ELEMENTS_INDICES; 2167 return true; 2168 case GL_MAX_ELEMENTS_VERTICES: 2169 *params = MAX_ELEMENTS_VERTICES; 2170 return true; 2171 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2172 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2173 return true; 2174 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2175 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2176 return true; 2177 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2178 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2179 return true; 2180 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2181 UNIMPLEMENTED(); 2182 *params = MAX_PROGRAM_TEXEL_OFFSET; 2183 return true; 2184 case GL_MAX_SERVER_WAIT_TIMEOUT: 2185 *params = 0; 2186 return true; 2187 case GL_MAX_TEXTURE_LOD_BIAS: 2188 UNIMPLEMENTED(); 2189 *params = 2; 2190 return true; 2191 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2192 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2193 return true; 2194 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2195 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2196 return true; 2197 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2198 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2199 return true; 2200 case GL_MAX_UNIFORM_BLOCK_SIZE: 2201 *params = MAX_UNIFORM_BLOCK_SIZE; 2202 return true; 2203 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2204 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2205 return true; 2206 case GL_MAX_VARYING_COMPONENTS: 2207 *params = MAX_VARYING_VECTORS * 4; 2208 return true; 2209 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2210 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2211 return true; 2212 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2213 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2214 return true; 2215 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2216 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2217 return true; 2218 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2219 UNIMPLEMENTED(); 2220 *params = MIN_PROGRAM_TEXEL_OFFSET; 2221 return true; 2222 case GL_MINOR_VERSION: 2223 *params = 0; 2224 return true; 2225 case GL_NUM_EXTENSIONS: 2226 GLuint numExtensions; 2227 getExtensions(0, &numExtensions); 2228 *params = numExtensions; 2229 return true; 2230 case GL_NUM_PROGRAM_BINARY_FORMATS: 2231 *params = NUM_PROGRAM_BINARY_FORMATS; 2232 return true; 2233 case GL_PACK_ROW_LENGTH: 2234 *params = mState.packRowLength; 2235 return true; 2236 case GL_PACK_SKIP_PIXELS: 2237 *params = mState.packSkipPixels; 2238 return true; 2239 case GL_PACK_SKIP_ROWS: 2240 *params = mState.packSkipRows; 2241 return true; 2242 case GL_PIXEL_PACK_BUFFER_BINDING: 2243 *params = mState.pixelPackBuffer.name(); 2244 return true; 2245 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2246 *params = mState.pixelUnpackBuffer.name(); 2247 return true; 2248 case GL_PROGRAM_BINARY_FORMATS: 2249 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2250 // should be a 0 sized array, so don't write to params 2251 return true; 2252 case GL_READ_BUFFER: 2253 *params = getReadFramebuffer()->getReadBuffer(); 2254 return true; 2255 case GL_SAMPLER_BINDING: 2256 *params = mState.sampler[mState.activeSampler].name(); 2257 return true; 2258 case GL_UNIFORM_BUFFER_BINDING: 2259 *params = mState.genericUniformBuffer.name(); 2260 return true; 2261 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2262 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2263 return true; 2264 case GL_UNIFORM_BUFFER_SIZE: 2265 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2266 return true; 2267 case GL_UNIFORM_BUFFER_START: 2268 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2269 return true; 2270 case GL_UNPACK_IMAGE_HEIGHT: 2271 *params = mState.unpackInfo.imageHeight; 2272 return true; 2273 case GL_UNPACK_ROW_LENGTH: 2274 *params = mState.unpackInfo.rowLength; 2275 return true; 2276 case GL_UNPACK_SKIP_IMAGES: 2277 *params = mState.unpackInfo.skipImages; 2278 return true; 2279 case GL_UNPACK_SKIP_PIXELS: 2280 *params = mState.unpackInfo.skipPixels; 2281 return true; 2282 case GL_UNPACK_SKIP_ROWS: 2283 *params = mState.unpackInfo.skipRows; 2284 return true; 2285 case GL_VERTEX_ARRAY_BINDING: 2286 *params = getCurrentVertexArray()->name; 2287 return true; 2288 case GL_TRANSFORM_FEEDBACK_BINDING: 2289 { 2290 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2291 if(transformFeedback) 2292 { 2293 *params = transformFeedback->name; 2294 } 2295 else 2296 { 2297 return false; 2298 } 2299 } 2300 return true; 2301 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2302 { 2303 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2304 if(transformFeedback) 2305 { 2306 *params = transformFeedback->getGenericBufferName(); 2307 } 2308 else 2309 { 2310 return false; 2311 } 2312 } 2313 return true; 2314 default: 2315 break; 2316 } 2317 } 2318 2319 return false; 2320 } 2321 2322 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2323 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2324 2325 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2326 { 2327 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2328 if(!transformFeedback) 2329 { 2330 return false; 2331 } 2332 2333 switch(pname) 2334 { 2335 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2336 *param = transformFeedback->name; 2337 break; 2338 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2339 *param = transformFeedback->isActive(); 2340 break; 2341 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2342 *param = transformFeedback->getBufferName(index); 2343 break; 2344 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2345 *param = transformFeedback->isPaused(); 2346 break; 2347 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2348 if(transformFeedback->getBuffer(index)) 2349 { 2350 *param = transformFeedback->getSize(index); 2351 break; 2352 } 2353 else return false; 2354 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2355 if(transformFeedback->getBuffer(index)) 2356 { 2357 *param = transformFeedback->getOffset(index); 2358 break; 2359 } 2360 else return false; 2361 default: 2362 return false; 2363 } 2364 2365 return true; 2366 } 2367 2368 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2369 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2370 2371 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2372 { 2373 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2374 2375 switch(pname) 2376 { 2377 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2378 *param = uniformBuffer.get().name(); 2379 break; 2380 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2381 *param = uniformBuffer.getSize(); 2382 break; 2383 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2384 *param = uniformBuffer.getOffset(); 2385 break; 2386 default: 2387 return false; 2388 } 2389 2390 return true; 2391 } 2392 2393 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2394 { 2395 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2396 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2397 // to the fact that it is stored internally as a float, and so would require conversion 2398 // if returned from Context::getIntegerv. Since this conversion is already implemented 2399 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2400 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2401 // application. 2402 switch(pname) 2403 { 2404 case GL_COMPRESSED_TEXTURE_FORMATS: 2405 { 2406 *type = GL_INT; 2407 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2408 } 2409 break; 2410 case GL_SHADER_BINARY_FORMATS: 2411 { 2412 *type = GL_INT; 2413 *numParams = 0; 2414 } 2415 break; 2416 case GL_MAX_VERTEX_ATTRIBS: 2417 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2418 case GL_MAX_VARYING_VECTORS: 2419 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2420 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2421 case GL_MAX_TEXTURE_IMAGE_UNITS: 2422 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2423 case GL_MAX_RENDERBUFFER_SIZE: 2424 case GL_NUM_SHADER_BINARY_FORMATS: 2425 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2426 case GL_ARRAY_BUFFER_BINDING: 2427 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2428 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2429 case GL_RENDERBUFFER_BINDING: 2430 case GL_CURRENT_PROGRAM: 2431 case GL_PACK_ALIGNMENT: 2432 case GL_UNPACK_ALIGNMENT: 2433 case GL_GENERATE_MIPMAP_HINT: 2434 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2435 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2436 case GL_RED_BITS: 2437 case GL_GREEN_BITS: 2438 case GL_BLUE_BITS: 2439 case GL_ALPHA_BITS: 2440 case GL_DEPTH_BITS: 2441 case GL_STENCIL_BITS: 2442 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2443 case GL_CULL_FACE_MODE: 2444 case GL_FRONT_FACE: 2445 case GL_ACTIVE_TEXTURE: 2446 case GL_STENCIL_FUNC: 2447 case GL_STENCIL_VALUE_MASK: 2448 case GL_STENCIL_REF: 2449 case GL_STENCIL_FAIL: 2450 case GL_STENCIL_PASS_DEPTH_FAIL: 2451 case GL_STENCIL_PASS_DEPTH_PASS: 2452 case GL_STENCIL_BACK_FUNC: 2453 case GL_STENCIL_BACK_VALUE_MASK: 2454 case GL_STENCIL_BACK_REF: 2455 case GL_STENCIL_BACK_FAIL: 2456 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2457 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2458 case GL_DEPTH_FUNC: 2459 case GL_BLEND_SRC_RGB: 2460 case GL_BLEND_SRC_ALPHA: 2461 case GL_BLEND_DST_RGB: 2462 case GL_BLEND_DST_ALPHA: 2463 case GL_BLEND_EQUATION_RGB: 2464 case GL_BLEND_EQUATION_ALPHA: 2465 case GL_STENCIL_WRITEMASK: 2466 case GL_STENCIL_BACK_WRITEMASK: 2467 case GL_STENCIL_CLEAR_VALUE: 2468 case GL_SUBPIXEL_BITS: 2469 case GL_MAX_TEXTURE_SIZE: 2470 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2471 case GL_SAMPLE_BUFFERS: 2472 case GL_SAMPLES: 2473 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2474 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2475 case GL_TEXTURE_BINDING_2D: 2476 case GL_TEXTURE_BINDING_CUBE_MAP: 2477 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2478 case GL_TEXTURE_BINDING_3D_OES: 2479 case GL_COPY_READ_BUFFER_BINDING: 2480 case GL_COPY_WRITE_BUFFER_BINDING: 2481 case GL_DRAW_BUFFER0: 2482 case GL_DRAW_BUFFER1: 2483 case GL_DRAW_BUFFER2: 2484 case GL_DRAW_BUFFER3: 2485 case GL_DRAW_BUFFER4: 2486 case GL_DRAW_BUFFER5: 2487 case GL_DRAW_BUFFER6: 2488 case GL_DRAW_BUFFER7: 2489 case GL_DRAW_BUFFER8: 2490 case GL_DRAW_BUFFER9: 2491 case GL_DRAW_BUFFER10: 2492 case GL_DRAW_BUFFER11: 2493 case GL_DRAW_BUFFER12: 2494 case GL_DRAW_BUFFER13: 2495 case GL_DRAW_BUFFER14: 2496 case GL_DRAW_BUFFER15: 2497 case GL_MAJOR_VERSION: 2498 case GL_MAX_3D_TEXTURE_SIZE: 2499 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2500 case GL_MAX_COLOR_ATTACHMENTS: 2501 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2502 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2503 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2504 case GL_MAX_DRAW_BUFFERS: 2505 case GL_MAX_ELEMENT_INDEX: 2506 case GL_MAX_ELEMENTS_INDICES: 2507 case GL_MAX_ELEMENTS_VERTICES: 2508 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2509 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2510 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2511 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2512 case GL_MAX_SERVER_WAIT_TIMEOUT: 2513 case GL_MAX_TEXTURE_LOD_BIAS: 2514 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2515 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2516 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2517 case GL_MAX_UNIFORM_BLOCK_SIZE: 2518 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2519 case GL_MAX_VARYING_COMPONENTS: 2520 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2521 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2522 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2523 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2524 case GL_MINOR_VERSION: 2525 case GL_NUM_EXTENSIONS: 2526 case GL_NUM_PROGRAM_BINARY_FORMATS: 2527 case GL_PACK_ROW_LENGTH: 2528 case GL_PACK_SKIP_PIXELS: 2529 case GL_PACK_SKIP_ROWS: 2530 case GL_PIXEL_PACK_BUFFER_BINDING: 2531 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2532 case GL_PROGRAM_BINARY_FORMATS: 2533 case GL_READ_BUFFER: 2534 case GL_SAMPLER_BINDING: 2535 case GL_TEXTURE_BINDING_2D_ARRAY: 2536 case GL_UNIFORM_BUFFER_BINDING: 2537 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2538 case GL_UNIFORM_BUFFER_SIZE: 2539 case GL_UNIFORM_BUFFER_START: 2540 case GL_UNPACK_IMAGE_HEIGHT: 2541 case GL_UNPACK_ROW_LENGTH: 2542 case GL_UNPACK_SKIP_IMAGES: 2543 case GL_UNPACK_SKIP_PIXELS: 2544 case GL_UNPACK_SKIP_ROWS: 2545 case GL_VERTEX_ARRAY_BINDING: 2546 case GL_TRANSFORM_FEEDBACK_BINDING: 2547 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2548 { 2549 *type = GL_INT; 2550 *numParams = 1; 2551 } 2552 break; 2553 case GL_MAX_SAMPLES_ANGLE: 2554 { 2555 *type = GL_INT; 2556 *numParams = 1; 2557 } 2558 break; 2559 case GL_MAX_VIEWPORT_DIMS: 2560 { 2561 *type = GL_INT; 2562 *numParams = 2; 2563 } 2564 break; 2565 case GL_VIEWPORT: 2566 case GL_SCISSOR_BOX: 2567 { 2568 *type = GL_INT; 2569 *numParams = 4; 2570 } 2571 break; 2572 case GL_SHADER_COMPILER: 2573 case GL_SAMPLE_COVERAGE_INVERT: 2574 case GL_DEPTH_WRITEMASK: 2575 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2576 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2577 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2578 case GL_SAMPLE_COVERAGE: 2579 case GL_SCISSOR_TEST: 2580 case GL_STENCIL_TEST: 2581 case GL_DEPTH_TEST: 2582 case GL_BLEND: 2583 case GL_DITHER: 2584 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2585 case GL_RASTERIZER_DISCARD: 2586 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2587 case GL_TRANSFORM_FEEDBACK_PAUSED: 2588 { 2589 *type = GL_BOOL; 2590 *numParams = 1; 2591 } 2592 break; 2593 case GL_COLOR_WRITEMASK: 2594 { 2595 *type = GL_BOOL; 2596 *numParams = 4; 2597 } 2598 break; 2599 case GL_POLYGON_OFFSET_FACTOR: 2600 case GL_POLYGON_OFFSET_UNITS: 2601 case GL_SAMPLE_COVERAGE_VALUE: 2602 case GL_DEPTH_CLEAR_VALUE: 2603 case GL_LINE_WIDTH: 2604 { 2605 *type = GL_FLOAT; 2606 *numParams = 1; 2607 } 2608 break; 2609 case GL_ALIASED_LINE_WIDTH_RANGE: 2610 case GL_ALIASED_POINT_SIZE_RANGE: 2611 case GL_DEPTH_RANGE: 2612 { 2613 *type = GL_FLOAT; 2614 *numParams = 2; 2615 } 2616 break; 2617 case GL_COLOR_CLEAR_VALUE: 2618 case GL_BLEND_COLOR: 2619 { 2620 *type = GL_FLOAT; 2621 *numParams = 4; 2622 } 2623 break; 2624 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2625 *type = GL_FLOAT; 2626 *numParams = 1; 2627 break; 2628 default: 2629 return false; 2630 } 2631 2632 return true; 2633 } 2634 2635 void Context::applyScissor(int width, int height) 2636 { 2637 if(mState.scissorTestEnabled) 2638 { 2639 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2640 scissor.clip(0, 0, width, height); 2641 2642 device->setScissorRect(scissor); 2643 device->setScissorEnable(true); 2644 } 2645 else 2646 { 2647 device->setScissorEnable(false); 2648 } 2649 } 2650 2651 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2652 bool Context::applyRenderTarget() 2653 { 2654 Framebuffer *framebuffer = getDrawFramebuffer(); 2655 int width, height, samples; 2656 2657 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2658 { 2659 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2660 } 2661 2662 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2663 { 2664 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2665 { 2666 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2667 device->setRenderTarget(i, renderTarget); 2668 if(renderTarget) renderTarget->release(); 2669 } 2670 else 2671 { 2672 device->setRenderTarget(i, nullptr); 2673 } 2674 } 2675 2676 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2677 device->setDepthBuffer(depthBuffer); 2678 if(depthBuffer) depthBuffer->release(); 2679 2680 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2681 device->setStencilBuffer(stencilBuffer); 2682 if(stencilBuffer) stencilBuffer->release(); 2683 2684 Viewport viewport; 2685 float zNear = clamp01(mState.zNear); 2686 float zFar = clamp01(mState.zFar); 2687 2688 viewport.x0 = mState.viewportX; 2689 viewport.y0 = mState.viewportY; 2690 viewport.width = mState.viewportWidth; 2691 viewport.height = mState.viewportHeight; 2692 viewport.minZ = zNear; 2693 viewport.maxZ = zFar; 2694 2695 device->setViewport(viewport); 2696 2697 applyScissor(width, height); 2698 2699 Program *program = getCurrentProgram(); 2700 2701 if(program) 2702 { 2703 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2704 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2705 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2706 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2707 } 2708 2709 return true; 2710 } 2711 2712 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2713 void Context::applyState(GLenum drawMode) 2714 { 2715 Framebuffer *framebuffer = getDrawFramebuffer(); 2716 2717 if(mState.cullFaceEnabled) 2718 { 2719 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2720 } 2721 else 2722 { 2723 device->setCullMode(sw::CULL_NONE); 2724 } 2725 2726 if(mDepthStateDirty) 2727 { 2728 if(mState.depthTestEnabled) 2729 { 2730 device->setDepthBufferEnable(true); 2731 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2732 } 2733 else 2734 { 2735 device->setDepthBufferEnable(false); 2736 } 2737 2738 mDepthStateDirty = false; 2739 } 2740 2741 if(mBlendStateDirty) 2742 { 2743 if(mState.blendEnabled) 2744 { 2745 device->setAlphaBlendEnable(true); 2746 device->setSeparateAlphaBlendEnable(true); 2747 2748 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2749 2750 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2751 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2752 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2753 2754 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2755 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2756 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2757 } 2758 else 2759 { 2760 device->setAlphaBlendEnable(false); 2761 } 2762 2763 mBlendStateDirty = false; 2764 } 2765 2766 if(mStencilStateDirty || mFrontFaceDirty) 2767 { 2768 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2769 { 2770 device->setStencilEnable(true); 2771 device->setTwoSidedStencil(true); 2772 2773 // get the maximum size of the stencil ref 2774 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2775 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2776 2777 if(mState.frontFace == GL_CCW) 2778 { 2779 device->setStencilWriteMask(mState.stencilWritemask); 2780 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2781 2782 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2783 device->setStencilMask(mState.stencilMask); 2784 2785 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2786 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2787 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2788 2789 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2790 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2791 2792 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2793 device->setStencilMaskCCW(mState.stencilBackMask); 2794 2795 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2796 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2797 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2798 } 2799 else 2800 { 2801 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2802 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2803 2804 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2805 device->setStencilMaskCCW(mState.stencilMask); 2806 2807 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2808 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2809 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2810 2811 device->setStencilWriteMask(mState.stencilBackWritemask); 2812 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2813 2814 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2815 device->setStencilMask(mState.stencilBackMask); 2816 2817 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2818 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2819 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2820 } 2821 } 2822 else 2823 { 2824 device->setStencilEnable(false); 2825 } 2826 2827 mStencilStateDirty = false; 2828 mFrontFaceDirty = false; 2829 } 2830 2831 if(mMaskStateDirty) 2832 { 2833 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2834 { 2835 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2836 } 2837 2838 device->setDepthWriteEnable(mState.depthMask); 2839 2840 mMaskStateDirty = false; 2841 } 2842 2843 if(mPolygonOffsetStateDirty) 2844 { 2845 if(mState.polygonOffsetFillEnabled) 2846 { 2847 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2848 if(depthbuffer) 2849 { 2850 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2851 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2852 device->setDepthBias(depthBias); 2853 } 2854 } 2855 else 2856 { 2857 device->setSlopeDepthBias(0); 2858 device->setDepthBias(0); 2859 } 2860 2861 mPolygonOffsetStateDirty = false; 2862 } 2863 2864 if(mSampleStateDirty) 2865 { 2866 if(mState.sampleAlphaToCoverageEnabled) 2867 { 2868 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2869 } 2870 else 2871 { 2872 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2873 } 2874 2875 if(mState.sampleCoverageEnabled) 2876 { 2877 unsigned int mask = 0; 2878 if(mState.sampleCoverageValue != 0) 2879 { 2880 int width, height, samples; 2881 framebuffer->completeness(width, height, samples); 2882 2883 float threshold = 0.5f; 2884 2885 for(int i = 0; i < samples; i++) 2886 { 2887 mask <<= 1; 2888 2889 if((i + 1) * mState.sampleCoverageValue >= threshold) 2890 { 2891 threshold += 1.0f; 2892 mask |= 1; 2893 } 2894 } 2895 } 2896 2897 if(mState.sampleCoverageInvert) 2898 { 2899 mask = ~mask; 2900 } 2901 2902 device->setMultiSampleMask(mask); 2903 } 2904 else 2905 { 2906 device->setMultiSampleMask(0xFFFFFFFF); 2907 } 2908 2909 mSampleStateDirty = false; 2910 } 2911 2912 if(mDitherStateDirty) 2913 { 2914 // UNIMPLEMENTED(); // FIXME 2915 2916 mDitherStateDirty = false; 2917 } 2918 2919 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2920 } 2921 2922 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2923 { 2924 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2925 2926 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2927 if(err != GL_NO_ERROR) 2928 { 2929 return err; 2930 } 2931 2932 Program *program = getCurrentProgram(); 2933 2934 device->resetInputStreams(false); 2935 2936 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2937 { 2938 if(program->getAttributeStream(i) == -1) 2939 { 2940 continue; 2941 } 2942 2943 sw::Resource *resource = attributes[i].vertexBuffer; 2944 const void *buffer = (char*)resource->data() + attributes[i].offset; 2945 2946 int stride = attributes[i].stride; 2947 2948 buffer = (char*)buffer + stride * base; 2949 2950 sw::Stream attribute(resource, buffer, stride); 2951 2952 attribute.type = attributes[i].type; 2953 attribute.count = attributes[i].count; 2954 attribute.normalized = attributes[i].normalized; 2955 2956 int stream = program->getAttributeStream(i); 2957 device->setInputStream(stream, attribute); 2958 } 2959 2960 return GL_NO_ERROR; 2961 } 2962 2963 // Applies the indices and element array bindings 2964 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2965 { 2966 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 2967 2968 if(err == GL_NO_ERROR) 2969 { 2970 device->setIndexBuffer(indexInfo->indexBuffer); 2971 } 2972 2973 return err; 2974 } 2975 2976 // Applies the shaders and shader constants 2977 void Context::applyShaders() 2978 { 2979 Program *programObject = getCurrentProgram(); 2980 sw::VertexShader *vertexShader = programObject->getVertexShader(); 2981 sw::PixelShader *pixelShader = programObject->getPixelShader(); 2982 2983 device->setVertexShader(vertexShader); 2984 device->setPixelShader(pixelShader); 2985 2986 if(programObject->getSerial() != mAppliedProgramSerial) 2987 { 2988 programObject->dirtyAllUniforms(); 2989 mAppliedProgramSerial = programObject->getSerial(); 2990 } 2991 2992 programObject->applyTransformFeedback(device, getTransformFeedback()); 2993 programObject->applyUniformBuffers(device, mState.uniformBuffers); 2994 programObject->applyUniforms(device); 2995 } 2996 2997 void Context::applyTextures() 2998 { 2999 applyTextures(sw::SAMPLER_PIXEL); 3000 applyTextures(sw::SAMPLER_VERTEX); 3001 } 3002 3003 void Context::applyTextures(sw::SamplerType samplerType) 3004 { 3005 Program *programObject = getCurrentProgram(); 3006 3007 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3008 3009 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3010 { 3011 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3012 3013 if(textureUnit != -1) 3014 { 3015 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3016 3017 Texture *texture = getSamplerTexture(textureUnit, textureType); 3018 3019 if(texture->isSamplerComplete()) 3020 { 3021 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3022 GLfloat minLOD, maxLOD; 3023 3024 Sampler *samplerObject = mState.sampler[textureUnit]; 3025 if(samplerObject) 3026 { 3027 wrapS = samplerObject->getWrapS(); 3028 wrapT = samplerObject->getWrapT(); 3029 wrapR = samplerObject->getWrapR(); 3030 minFilter = samplerObject->getMinFilter(); 3031 magFilter = samplerObject->getMagFilter(); 3032 minLOD = samplerObject->getMinLod(); 3033 maxLOD = samplerObject->getMaxLod(); 3034 } 3035 else 3036 { 3037 wrapS = texture->getWrapS(); 3038 wrapT = texture->getWrapT(); 3039 wrapR = texture->getWrapR(); 3040 minFilter = texture->getMinFilter(); 3041 magFilter = texture->getMagFilter(); 3042 minLOD = texture->getMinLOD(); 3043 maxLOD = texture->getMaxLOD(); 3044 } 3045 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3046 3047 GLint baseLevel = texture->getBaseLevel(); 3048 GLint maxLevel = texture->getMaxLevel(); 3049 GLenum swizzleR = texture->getSwizzleR(); 3050 GLenum swizzleG = texture->getSwizzleG(); 3051 GLenum swizzleB = texture->getSwizzleB(); 3052 GLenum swizzleA = texture->getSwizzleA(); 3053 3054 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3055 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3056 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3057 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3058 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3059 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3060 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3061 device->setMinLod(samplerType, samplerIndex, minLOD); 3062 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3063 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3064 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3065 3066 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3067 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3068 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3069 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3070 3071 applyTexture(samplerType, samplerIndex, texture); 3072 } 3073 else 3074 { 3075 applyTexture(samplerType, samplerIndex, nullptr); 3076 } 3077 } 3078 else 3079 { 3080 applyTexture(samplerType, samplerIndex, nullptr); 3081 } 3082 } 3083 } 3084 3085 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3086 { 3087 Program *program = getCurrentProgram(); 3088 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3089 bool textureUsed = false; 3090 3091 if(type == sw::SAMPLER_PIXEL) 3092 { 3093 textureUsed = program->getPixelShader()->usesSampler(index); 3094 } 3095 else if(type == sw::SAMPLER_VERTEX) 3096 { 3097 textureUsed = program->getVertexShader()->usesSampler(index); 3098 } 3099 else UNREACHABLE(type); 3100 3101 sw::Resource *resource = 0; 3102 3103 if(baseTexture && textureUsed) 3104 { 3105 resource = baseTexture->getResource(); 3106 } 3107 3108 device->setTextureResource(sampler, resource); 3109 3110 if(baseTexture && textureUsed) 3111 { 3112 int levelCount = baseTexture->getLevelCount(); 3113 3114 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3115 { 3116 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3117 3118 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3119 { 3120 int surfaceLevel = mipmapLevel; 3121 3122 if(surfaceLevel < 0) 3123 { 3124 surfaceLevel = 0; 3125 } 3126 else if(surfaceLevel >= levelCount) 3127 { 3128 surfaceLevel = levelCount - 1; 3129 } 3130 3131 egl::Image *surface = texture->getImage(surfaceLevel); 3132 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3133 } 3134 } 3135 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3136 { 3137 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3138 3139 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3140 { 3141 int surfaceLevel = mipmapLevel; 3142 3143 if(surfaceLevel < 0) 3144 { 3145 surfaceLevel = 0; 3146 } 3147 else if(surfaceLevel >= levelCount) 3148 { 3149 surfaceLevel = levelCount - 1; 3150 } 3151 3152 egl::Image *surface = texture->getImage(surfaceLevel); 3153 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3154 } 3155 } 3156 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3157 { 3158 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3159 3160 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3161 { 3162 int surfaceLevel = mipmapLevel; 3163 3164 if(surfaceLevel < 0) 3165 { 3166 surfaceLevel = 0; 3167 } 3168 else if(surfaceLevel >= levelCount) 3169 { 3170 surfaceLevel = levelCount - 1; 3171 } 3172 3173 egl::Image *surface = texture->getImage(surfaceLevel); 3174 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3175 } 3176 } 3177 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3178 { 3179 for(int face = 0; face < 6; face++) 3180 { 3181 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3182 3183 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3184 { 3185 int surfaceLevel = mipmapLevel; 3186 3187 if(surfaceLevel < 0) 3188 { 3189 surfaceLevel = 0; 3190 } 3191 else if(surfaceLevel >= levelCount) 3192 { 3193 surfaceLevel = levelCount - 1; 3194 } 3195 3196 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3197 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3198 } 3199 } 3200 } 3201 else UNIMPLEMENTED(); 3202 } 3203 else 3204 { 3205 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3206 } 3207 } 3208 3209 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3210 { 3211 Framebuffer *framebuffer = getReadFramebuffer(); 3212 int framebufferWidth, framebufferHeight, framebufferSamples; 3213 3214 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3215 { 3216 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3217 } 3218 3219 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3220 { 3221 return error(GL_INVALID_OPERATION); 3222 } 3223 3224 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3225 { 3226 return error(GL_INVALID_OPERATION); 3227 } 3228 3229 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3230 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3231 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3232 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3233 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3234 3235 // Sized query sanity check 3236 if(bufSize) 3237 { 3238 int requiredSize = outputPitch * height; 3239 if(requiredSize > *bufSize) 3240 { 3241 return error(GL_INVALID_OPERATION); 3242 } 3243 } 3244 3245 egl::Image *renderTarget = nullptr; 3246 switch(format) 3247 { 3248 case GL_DEPTH_COMPONENT: 3249 renderTarget = framebuffer->getDepthBuffer(); 3250 break; 3251 default: 3252 renderTarget = framebuffer->getReadRenderTarget(); 3253 break; 3254 } 3255 3256 if(!renderTarget) 3257 { 3258 return error(GL_INVALID_OPERATION); 3259 } 3260 3261 sw::Rect rect = {x, y, x + width, y + height}; 3262 sw::Rect dstRect = { 0, 0, width, height }; 3263 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3264 3265 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3266 sw::SliceRect sliceRect(rect); 3267 sw::SliceRect dstSliceRect(dstRect); 3268 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false); 3269 delete externalSurface; 3270 3271 renderTarget->release(); 3272 } 3273 3274 void Context::clear(GLbitfield mask) 3275 { 3276 if(mState.rasterizerDiscardEnabled) 3277 { 3278 return; 3279 } 3280 3281 Framebuffer *framebuffer = getDrawFramebuffer(); 3282 3283 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3284 { 3285 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3286 } 3287 3288 if(!applyRenderTarget()) 3289 { 3290 return; 3291 } 3292 3293 if(mask & GL_COLOR_BUFFER_BIT) 3294 { 3295 unsigned int rgbaMask = getColorMask(); 3296 3297 if(rgbaMask != 0) 3298 { 3299 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3300 } 3301 } 3302 3303 if(mask & GL_DEPTH_BUFFER_BIT) 3304 { 3305 if(mState.depthMask != 0) 3306 { 3307 float depth = clamp01(mState.depthClearValue); 3308 device->clearDepth(depth); 3309 } 3310 } 3311 3312 if(mask & GL_STENCIL_BUFFER_BIT) 3313 { 3314 if(mState.stencilWritemask != 0) 3315 { 3316 int stencil = mState.stencilClearValue & 0x000000FF; 3317 device->clearStencil(stencil, mState.stencilWritemask); 3318 } 3319 } 3320 } 3321 3322 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3323 { 3324 unsigned int rgbaMask = getColorMask(); 3325 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3326 { 3327 Framebuffer *framebuffer = getDrawFramebuffer(); 3328 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3329 3330 if(colorbuffer) 3331 { 3332 sw::Rect clearRect = colorbuffer->getRect(); 3333 3334 if(mState.scissorTestEnabled) 3335 { 3336 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3337 } 3338 3339 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3340 3341 colorbuffer->release(); 3342 } 3343 } 3344 } 3345 3346 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3347 { 3348 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3349 } 3350 3351 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3352 { 3353 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3354 } 3355 3356 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3357 { 3358 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3359 } 3360 3361 void Context::clearDepthBuffer(const GLfloat value) 3362 { 3363 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3364 { 3365 Framebuffer *framebuffer = getDrawFramebuffer(); 3366 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3367 3368 if(depthbuffer) 3369 { 3370 float depth = clamp01(value); 3371 sw::Rect clearRect = depthbuffer->getRect(); 3372 3373 if(mState.scissorTestEnabled) 3374 { 3375 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3376 } 3377 3378 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3379 3380 depthbuffer->release(); 3381 } 3382 } 3383 } 3384 3385 void Context::clearStencilBuffer(const GLint value) 3386 { 3387 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3388 { 3389 Framebuffer *framebuffer = getDrawFramebuffer(); 3390 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3391 3392 if(stencilbuffer) 3393 { 3394 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3395 sw::Rect clearRect = stencilbuffer->getRect(); 3396 3397 if(mState.scissorTestEnabled) 3398 { 3399 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3400 } 3401 3402 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3403 3404 stencilbuffer->release(); 3405 } 3406 } 3407 } 3408 3409 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3410 { 3411 if(!mState.currentProgram) 3412 { 3413 return error(GL_INVALID_OPERATION); 3414 } 3415 3416 sw::DrawType primitiveType; 3417 int primitiveCount; 3418 int verticesPerPrimitive; 3419 3420 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3421 return error(GL_INVALID_ENUM); 3422 3423 if(primitiveCount <= 0) 3424 { 3425 return; 3426 } 3427 3428 if(!applyRenderTarget()) 3429 { 3430 return; 3431 } 3432 3433 applyState(mode); 3434 3435 for(int i = 0; i < instanceCount; ++i) 3436 { 3437 device->setInstanceID(i); 3438 3439 GLenum err = applyVertexBuffer(0, first, count, i); 3440 if(err != GL_NO_ERROR) 3441 { 3442 return error(err); 3443 } 3444 3445 applyShaders(); 3446 applyTextures(); 3447 3448 if(!getCurrentProgram()->validateSamplers(false)) 3449 { 3450 return error(GL_INVALID_OPERATION); 3451 } 3452 3453 TransformFeedback* transformFeedback = getTransformFeedback(); 3454 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3455 { 3456 device->drawPrimitive(primitiveType, primitiveCount); 3457 } 3458 if(transformFeedback) 3459 { 3460 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3461 } 3462 } 3463 } 3464 3465 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3466 { 3467 if(!mState.currentProgram) 3468 { 3469 return error(GL_INVALID_OPERATION); 3470 } 3471 3472 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3473 { 3474 return error(GL_INVALID_OPERATION); 3475 } 3476 3477 sw::DrawType primitiveType; 3478 int primitiveCount; 3479 int verticesPerPrimitive; 3480 3481 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3482 return error(GL_INVALID_ENUM); 3483 3484 if(primitiveCount <= 0) 3485 { 3486 return; 3487 } 3488 3489 if(!applyRenderTarget()) 3490 { 3491 return; 3492 } 3493 3494 applyState(mode); 3495 3496 for(int i = 0; i < instanceCount; ++i) 3497 { 3498 device->setInstanceID(i); 3499 3500 TranslatedIndexData indexInfo; 3501 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3502 if(err != GL_NO_ERROR) 3503 { 3504 return error(err); 3505 } 3506 3507 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3508 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3509 if(err != GL_NO_ERROR) 3510 { 3511 return error(err); 3512 } 3513 3514 applyShaders(); 3515 applyTextures(); 3516 3517 if(!getCurrentProgram()->validateSamplers(false)) 3518 { 3519 return error(GL_INVALID_OPERATION); 3520 } 3521 3522 TransformFeedback* transformFeedback = getTransformFeedback(); 3523 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3524 { 3525 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3526 } 3527 if(transformFeedback) 3528 { 3529 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3530 } 3531 } 3532 } 3533 3534 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3535 { 3536 device->blit(source, sRect, dest, dRect, false); 3537 } 3538 3539 void Context::finish() 3540 { 3541 device->finish(); 3542 } 3543 3544 void Context::flush() 3545 { 3546 // We don't queue anything without processing it as fast as possible 3547 } 3548 3549 void Context::recordInvalidEnum() 3550 { 3551 mInvalidEnum = true; 3552 } 3553 3554 void Context::recordInvalidValue() 3555 { 3556 mInvalidValue = true; 3557 } 3558 3559 void Context::recordInvalidOperation() 3560 { 3561 mInvalidOperation = true; 3562 } 3563 3564 void Context::recordOutOfMemory() 3565 { 3566 mOutOfMemory = true; 3567 } 3568 3569 void Context::recordInvalidFramebufferOperation() 3570 { 3571 mInvalidFramebufferOperation = true; 3572 } 3573 3574 // Get one of the recorded errors and clear its flag, if any. 3575 // [OpenGL ES 2.0.24] section 2.5 page 13. 3576 GLenum Context::getError() 3577 { 3578 if(mInvalidEnum) 3579 { 3580 mInvalidEnum = false; 3581 3582 return GL_INVALID_ENUM; 3583 } 3584 3585 if(mInvalidValue) 3586 { 3587 mInvalidValue = false; 3588 3589 return GL_INVALID_VALUE; 3590 } 3591 3592 if(mInvalidOperation) 3593 { 3594 mInvalidOperation = false; 3595 3596 return GL_INVALID_OPERATION; 3597 } 3598 3599 if(mOutOfMemory) 3600 { 3601 mOutOfMemory = false; 3602 3603 return GL_OUT_OF_MEMORY; 3604 } 3605 3606 if(mInvalidFramebufferOperation) 3607 { 3608 mInvalidFramebufferOperation = false; 3609 3610 return GL_INVALID_FRAMEBUFFER_OPERATION; 3611 } 3612 3613 return GL_NO_ERROR; 3614 } 3615 3616 int Context::getSupportedMultisampleCount(int requested) 3617 { 3618 int supported = 0; 3619 3620 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3621 { 3622 if(supported >= requested) 3623 { 3624 return supported; 3625 } 3626 3627 supported = multisampleCount[i]; 3628 } 3629 3630 return supported; 3631 } 3632 3633 void Context::detachBuffer(GLuint buffer) 3634 { 3635 // [OpenGL ES 2.0.24] section 2.9 page 22: 3636 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3637 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3638 3639 if(mState.copyReadBuffer.name() == buffer) 3640 { 3641 mState.copyReadBuffer = nullptr; 3642 } 3643 3644 if(mState.copyWriteBuffer.name() == buffer) 3645 { 3646 mState.copyWriteBuffer = nullptr; 3647 } 3648 3649 if(mState.pixelPackBuffer.name() == buffer) 3650 { 3651 mState.pixelPackBuffer = nullptr; 3652 } 3653 3654 if(mState.pixelUnpackBuffer.name() == buffer) 3655 { 3656 mState.pixelUnpackBuffer = nullptr; 3657 } 3658 3659 if(mState.genericUniformBuffer.name() == buffer) 3660 { 3661 mState.genericUniformBuffer = nullptr; 3662 } 3663 3664 if(getArrayBufferName() == buffer) 3665 { 3666 mState.arrayBuffer = nullptr; 3667 } 3668 3669 // Only detach from the current transform feedback 3670 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3671 if(currentTransformFeedback) 3672 { 3673 currentTransformFeedback->detachBuffer(buffer); 3674 } 3675 3676 // Only detach from the current vertex array 3677 VertexArray* currentVertexArray = getCurrentVertexArray(); 3678 if(currentVertexArray) 3679 { 3680 currentVertexArray->detachBuffer(buffer); 3681 } 3682 3683 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3684 { 3685 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3686 { 3687 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3688 } 3689 } 3690 } 3691 3692 void Context::detachTexture(GLuint texture) 3693 { 3694 // [OpenGL ES 2.0.24] section 3.8 page 84: 3695 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3696 // rebound to texture object zero 3697 3698 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3699 { 3700 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3701 { 3702 if(mState.samplerTexture[type][sampler].name() == texture) 3703 { 3704 mState.samplerTexture[type][sampler] = nullptr; 3705 } 3706 } 3707 } 3708 3709 // [OpenGL ES 2.0.24] section 4.4 page 112: 3710 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3711 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3712 // image was attached in the currently bound framebuffer. 3713 3714 Framebuffer *readFramebuffer = getReadFramebuffer(); 3715 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3716 3717 if(readFramebuffer) 3718 { 3719 readFramebuffer->detachTexture(texture); 3720 } 3721 3722 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3723 { 3724 drawFramebuffer->detachTexture(texture); 3725 } 3726 } 3727 3728 void Context::detachFramebuffer(GLuint framebuffer) 3729 { 3730 // [OpenGL ES 2.0.24] section 4.4 page 107: 3731 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3732 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3733 3734 if(mState.readFramebuffer == framebuffer) 3735 { 3736 bindReadFramebuffer(0); 3737 } 3738 3739 if(mState.drawFramebuffer == framebuffer) 3740 { 3741 bindDrawFramebuffer(0); 3742 } 3743 } 3744 3745 void Context::detachRenderbuffer(GLuint renderbuffer) 3746 { 3747 // [OpenGL ES 2.0.24] section 4.4 page 109: 3748 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3749 // had been executed with the target RENDERBUFFER and name of zero. 3750 3751 if(mState.renderbuffer.name() == renderbuffer) 3752 { 3753 bindRenderbuffer(0); 3754 } 3755 3756 // [OpenGL ES 2.0.24] section 4.4 page 111: 3757 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3758 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3759 // point to which this image was attached in the currently bound framebuffer. 3760 3761 Framebuffer *readFramebuffer = getReadFramebuffer(); 3762 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3763 3764 if(readFramebuffer) 3765 { 3766 readFramebuffer->detachRenderbuffer(renderbuffer); 3767 } 3768 3769 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3770 { 3771 drawFramebuffer->detachRenderbuffer(renderbuffer); 3772 } 3773 } 3774 3775 void Context::detachSampler(GLuint sampler) 3776 { 3777 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3778 // If a sampler object that is currently bound to one or more texture units is 3779 // deleted, it is as though BindSampler is called once for each texture unit to 3780 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3781 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3782 { 3783 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3784 if(samplerBinding.name() == sampler) 3785 { 3786 samplerBinding = nullptr; 3787 } 3788 } 3789 } 3790 3791 bool Context::cullSkipsDraw(GLenum drawMode) 3792 { 3793 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3794 } 3795 3796 bool Context::isTriangleMode(GLenum drawMode) 3797 { 3798 switch(drawMode) 3799 { 3800 case GL_TRIANGLES: 3801 case GL_TRIANGLE_FAN: 3802 case GL_TRIANGLE_STRIP: 3803 return true; 3804 case GL_POINTS: 3805 case GL_LINES: 3806 case GL_LINE_LOOP: 3807 case GL_LINE_STRIP: 3808 return false; 3809 default: UNREACHABLE(drawMode); 3810 } 3811 3812 return false; 3813 } 3814 3815 void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3816 { 3817 ASSERT(index < MAX_VERTEX_ATTRIBS); 3818 3819 mState.vertexAttribute[index].setCurrentValue(values); 3820 3821 mVertexDataManager->dirtyCurrentValue(index); 3822 } 3823 3824 void Context::setVertexAttrib(GLuint index, const GLint *values) 3825 { 3826 ASSERT(index < MAX_VERTEX_ATTRIBS); 3827 3828 mState.vertexAttribute[index].setCurrentValue(values); 3829 3830 mVertexDataManager->dirtyCurrentValue(index); 3831 } 3832 3833 void Context::setVertexAttrib(GLuint index, const GLuint *values) 3834 { 3835 ASSERT(index < MAX_VERTEX_ATTRIBS); 3836 3837 mState.vertexAttribute[index].setCurrentValue(values); 3838 3839 mVertexDataManager->dirtyCurrentValue(index); 3840 } 3841 3842 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3843 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3844 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3845 { 3846 Framebuffer *readFramebuffer = getReadFramebuffer(); 3847 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3848 3849 int readBufferWidth, readBufferHeight, readBufferSamples; 3850 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3851 3852 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3853 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3854 { 3855 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3856 } 3857 3858 if(drawBufferSamples > 1) 3859 { 3860 return error(GL_INVALID_OPERATION); 3861 } 3862 3863 sw::SliceRect sourceRect; 3864 sw::SliceRect destRect; 3865 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3866 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3867 3868 if(srcX0 < srcX1) 3869 { 3870 sourceRect.x0 = srcX0; 3871 sourceRect.x1 = srcX1; 3872 } 3873 else 3874 { 3875 sourceRect.x0 = srcX1; 3876 sourceRect.x1 = srcX0; 3877 } 3878 3879 if(dstX0 < dstX1) 3880 { 3881 destRect.x0 = dstX0; 3882 destRect.x1 = dstX1; 3883 } 3884 else 3885 { 3886 destRect.x0 = dstX1; 3887 destRect.x1 = dstX0; 3888 } 3889 3890 if(srcY0 < srcY1) 3891 { 3892 sourceRect.y0 = srcY0; 3893 sourceRect.y1 = srcY1; 3894 } 3895 else 3896 { 3897 sourceRect.y0 = srcY1; 3898 sourceRect.y1 = srcY0; 3899 } 3900 3901 if(dstY0 < dstY1) 3902 { 3903 destRect.y0 = dstY0; 3904 destRect.y1 = dstY1; 3905 } 3906 else 3907 { 3908 destRect.y0 = dstY1; 3909 destRect.y1 = dstY0; 3910 } 3911 3912 sw::Rect sourceScissoredRect = sourceRect; 3913 sw::Rect destScissoredRect = destRect; 3914 3915 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3916 { 3917 if(destRect.x0 < mState.scissorX) 3918 { 3919 int xDiff = mState.scissorX - destRect.x0; 3920 destScissoredRect.x0 = mState.scissorX; 3921 sourceScissoredRect.x0 += xDiff; 3922 } 3923 3924 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3925 { 3926 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3927 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3928 sourceScissoredRect.x1 -= xDiff; 3929 } 3930 3931 if(destRect.y0 < mState.scissorY) 3932 { 3933 int yDiff = mState.scissorY - destRect.y0; 3934 destScissoredRect.y0 = mState.scissorY; 3935 sourceScissoredRect.y0 += yDiff; 3936 } 3937 3938 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3939 { 3940 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3941 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3942 sourceScissoredRect.y1 -= yDiff; 3943 } 3944 } 3945 3946 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3947 sw::Rect destTrimmedRect = destScissoredRect; 3948 3949 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3950 // the actual draw and read surfaces. 3951 if(sourceTrimmedRect.x0 < 0) 3952 { 3953 int xDiff = 0 - sourceTrimmedRect.x0; 3954 sourceTrimmedRect.x0 = 0; 3955 destTrimmedRect.x0 += xDiff; 3956 } 3957 3958 if(sourceTrimmedRect.x1 > readBufferWidth) 3959 { 3960 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3961 sourceTrimmedRect.x1 = readBufferWidth; 3962 destTrimmedRect.x1 -= xDiff; 3963 } 3964 3965 if(sourceTrimmedRect.y0 < 0) 3966 { 3967 int yDiff = 0 - sourceTrimmedRect.y0; 3968 sourceTrimmedRect.y0 = 0; 3969 destTrimmedRect.y0 += yDiff; 3970 } 3971 3972 if(sourceTrimmedRect.y1 > readBufferHeight) 3973 { 3974 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 3975 sourceTrimmedRect.y1 = readBufferHeight; 3976 destTrimmedRect.y1 -= yDiff; 3977 } 3978 3979 if(destTrimmedRect.x0 < 0) 3980 { 3981 int xDiff = 0 - destTrimmedRect.x0; 3982 destTrimmedRect.x0 = 0; 3983 sourceTrimmedRect.x0 += xDiff; 3984 } 3985 3986 if(destTrimmedRect.x1 > drawBufferWidth) 3987 { 3988 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 3989 destTrimmedRect.x1 = drawBufferWidth; 3990 sourceTrimmedRect.x1 -= xDiff; 3991 } 3992 3993 if(destTrimmedRect.y0 < 0) 3994 { 3995 int yDiff = 0 - destTrimmedRect.y0; 3996 destTrimmedRect.y0 = 0; 3997 sourceTrimmedRect.y0 += yDiff; 3998 } 3999 4000 if(destTrimmedRect.y1 > drawBufferHeight) 4001 { 4002 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4003 destTrimmedRect.y1 = drawBufferHeight; 4004 sourceTrimmedRect.y1 -= yDiff; 4005 } 4006 4007 bool partialBufferCopy = false; 4008 4009 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4010 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4011 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4012 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4013 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4014 { 4015 partialBufferCopy = true; 4016 } 4017 4018 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4019 bool blitRenderTarget = false; 4020 bool blitDepth = false; 4021 bool blitStencil = false; 4022 4023 if(mask & GL_COLOR_BUFFER_BIT) 4024 { 4025 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4026 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4027 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4028 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4029 if(!validReadType || !validDrawType) 4030 { 4031 return error(GL_INVALID_OPERATION); 4032 } 4033 4034 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4035 { 4036 return error(GL_INVALID_OPERATION); 4037 } 4038 4039 blitRenderTarget = true; 4040 } 4041 4042 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4043 { 4044 Renderbuffer *readDSBuffer = nullptr; 4045 Renderbuffer *drawDSBuffer = nullptr; 4046 4047 if(mask & GL_DEPTH_BUFFER_BIT) 4048 { 4049 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4050 { 4051 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4052 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4053 if((readDepthBufferType != drawDepthBufferType) && 4054 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4055 { 4056 return error(GL_INVALID_OPERATION); 4057 } 4058 4059 blitDepth = true; 4060 readDSBuffer = readFramebuffer->getDepthbuffer(); 4061 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4062 } 4063 } 4064 4065 if(mask & GL_STENCIL_BUFFER_BIT) 4066 { 4067 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4068 { 4069 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4070 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4071 if((readStencilBufferType != drawStencilBufferType) && 4072 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4073 { 4074 return error(GL_INVALID_OPERATION); 4075 } 4076 4077 blitStencil = true; 4078 readDSBuffer = readFramebuffer->getStencilbuffer(); 4079 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4080 } 4081 } 4082 4083 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4084 { 4085 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4086 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4087 } 4088 4089 // OpenGL ES 3.0.4 spec, p.199: 4090 // ...an INVALID_OPERATION error is generated if the formats of the read 4091 // and draw framebuffers are not identical or if the source and destination 4092 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4093 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4094 // INVALID_OPERATION error is generated. 4095 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4096 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4097 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4098 { 4099 return error(GL_INVALID_OPERATION); 4100 } 4101 } 4102 4103 if(blitRenderTarget || blitDepth || blitStencil) 4104 { 4105 if(blitRenderTarget) 4106 { 4107 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4108 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4109 4110 if(flipX) 4111 { 4112 swap(destRect.x0, destRect.x1); 4113 } 4114 if(flipy) 4115 { 4116 swap(destRect.y0, destRect.y1); 4117 } 4118 4119 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4120 4121 readRenderTarget->release(); 4122 drawRenderTarget->release(); 4123 4124 if(!success) 4125 { 4126 ERR("BlitFramebuffer failed."); 4127 return; 4128 } 4129 } 4130 4131 if(blitDepth) 4132 { 4133 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4134 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4135 4136 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4137 4138 readRenderTarget->release(); 4139 drawRenderTarget->release(); 4140 4141 if(!success) 4142 { 4143 ERR("BlitFramebuffer failed."); 4144 return; 4145 } 4146 } 4147 4148 if(blitStencil) 4149 { 4150 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4151 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4152 4153 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4154 4155 readRenderTarget->release(); 4156 drawRenderTarget->release(); 4157 4158 if(!success) 4159 { 4160 ERR("BlitFramebuffer failed."); 4161 return; 4162 } 4163 } 4164 } 4165 } 4166 4167 void Context::bindTexImage(gl::Surface *surface) 4168 { 4169 es2::Texture2D *textureObject = getTexture2D(); 4170 4171 if(textureObject) 4172 { 4173 textureObject->bindTexImage(surface); 4174 } 4175 } 4176 4177 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4178 { 4179 GLenum textureTarget = GL_NONE; 4180 4181 switch(target) 4182 { 4183 case EGL_GL_TEXTURE_2D_KHR: 4184 textureTarget = GL_TEXTURE_2D; 4185 break; 4186 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4187 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4188 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4189 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4190 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4191 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4192 textureTarget = GL_TEXTURE_CUBE_MAP; 4193 break; 4194 case EGL_GL_RENDERBUFFER_KHR: 4195 break; 4196 default: 4197 return EGL_BAD_PARAMETER; 4198 } 4199 4200 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4201 { 4202 return EGL_BAD_MATCH; 4203 } 4204 4205 if(textureTarget != GL_NONE) 4206 { 4207 es2::Texture *texture = getTexture(name); 4208 4209 if(!texture || texture->getTarget() != textureTarget) 4210 { 4211 return EGL_BAD_PARAMETER; 4212 } 4213 4214 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4215 { 4216 return EGL_BAD_ACCESS; 4217 } 4218 4219 if(textureLevel != 0 && !texture->isSamplerComplete()) 4220 { 4221 return EGL_BAD_PARAMETER; 4222 } 4223 4224 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4225 { 4226 return EGL_BAD_PARAMETER; 4227 } 4228 } 4229 else if(target == EGL_GL_RENDERBUFFER_KHR) 4230 { 4231 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4232 4233 if(!renderbuffer) 4234 { 4235 return EGL_BAD_PARAMETER; 4236 } 4237 4238 if(renderbuffer->isShared()) // Already an EGLImage sibling 4239 { 4240 return EGL_BAD_ACCESS; 4241 } 4242 } 4243 else UNREACHABLE(target); 4244 4245 return EGL_SUCCESS; 4246 } 4247 4248 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4249 { 4250 GLenum textureTarget = GL_NONE; 4251 4252 switch(target) 4253 { 4254 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4255 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4256 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4257 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4258 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4259 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4260 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4261 } 4262 4263 if(textureTarget != GL_NONE) 4264 { 4265 es2::Texture *texture = getTexture(name); 4266 4267 return texture->createSharedImage(textureTarget, textureLevel); 4268 } 4269 else if(target == EGL_GL_RENDERBUFFER_KHR) 4270 { 4271 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4272 4273 return renderbuffer->createSharedImage(); 4274 } 4275 else UNREACHABLE(target); 4276 4277 return nullptr; 4278 } 4279 4280 egl::Image *Context::getSharedImage(GLeglImageOES image) 4281 { 4282 return display->getSharedImage(image); 4283 } 4284 4285 Device *Context::getDevice() 4286 { 4287 return device; 4288 } 4289 4290 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4291 { 4292 // Keep list sorted in following order: 4293 // OES extensions 4294 // EXT extensions 4295 // Vendor extensions 4296 static const char *es2extensions[] = 4297 { 4298 "GL_OES_compressed_ETC1_RGB8_texture", 4299 "GL_OES_depth24", 4300 "GL_OES_depth32", 4301 "GL_OES_depth_texture", 4302 "GL_OES_depth_texture_cube_map", 4303 "GL_OES_EGL_image", 4304 "GL_OES_EGL_image_external", 4305 "GL_OES_EGL_sync", 4306 "GL_OES_element_index_uint", 4307 "GL_OES_framebuffer_object", 4308 "GL_OES_packed_depth_stencil", 4309 "GL_OES_rgb8_rgba8", 4310 "GL_OES_standard_derivatives", 4311 "GL_OES_texture_float", 4312 "GL_OES_texture_float_linear", 4313 "GL_OES_texture_half_float", 4314 "GL_OES_texture_half_float_linear", 4315 "GL_OES_texture_npot", 4316 "GL_OES_texture_3D", 4317 "GL_OES_vertex_half_float", 4318 "GL_EXT_blend_minmax", 4319 "GL_EXT_color_buffer_half_float", 4320 "GL_EXT_draw_buffers", 4321 "GL_EXT_instanced_arrays", 4322 "GL_EXT_occlusion_query_boolean", 4323 "GL_EXT_read_format_bgra", 4324 #if (S3TC_SUPPORT) 4325 "GL_EXT_texture_compression_dxt1", 4326 #endif 4327 "GL_EXT_texture_filter_anisotropic", 4328 "GL_EXT_texture_format_BGRA8888", 4329 "GL_EXT_texture_rg", 4330 "GL_ANGLE_framebuffer_blit", 4331 "GL_ANGLE_framebuffer_multisample", 4332 "GL_ANGLE_instanced_arrays", 4333 #if (S3TC_SUPPORT) 4334 "GL_ANGLE_texture_compression_dxt3", 4335 "GL_ANGLE_texture_compression_dxt5", 4336 #endif 4337 "GL_CHROMIUM_texture_filtering_hint", 4338 "GL_NV_fence", 4339 "GL_NV_framebuffer_blit", 4340 "GL_NV_read_depth", 4341 }; 4342 4343 // Extensions exclusive to OpenGL ES 3.0 and above. 4344 static const char *es3extensions[] = 4345 { 4346 "GL_EXT_color_buffer_float", 4347 }; 4348 4349 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]); 4350 GLuint numExtensions = numES2extensions; 4351 4352 if(clientVersion >= 3) 4353 { 4354 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]); 4355 } 4356 4357 if(numExt) 4358 { 4359 *numExt = numExtensions; 4360 4361 return nullptr; 4362 } 4363 4364 if(index == GL_INVALID_INDEX) 4365 { 4366 static std::string extensionsCat; 4367 4368 if(extensionsCat.empty() && (numExtensions > 0)) 4369 { 4370 for(const char *extension : es2extensions) 4371 { 4372 extensionsCat += std::string(extension) + " "; 4373 } 4374 4375 if(clientVersion >= 3) 4376 { 4377 for(const char *extension : es3extensions) 4378 { 4379 extensionsCat += std::string(extension) + " "; 4380 } 4381 } 4382 } 4383 4384 return (const GLubyte*)extensionsCat.c_str(); 4385 } 4386 4387 if(index >= numExtensions) 4388 { 4389 return nullptr; 4390 } 4391 4392 if(index < numES2extensions) 4393 { 4394 return (const GLubyte*)es2extensions[index]; 4395 } 4396 else 4397 { 4398 return (const GLubyte*)es3extensions[index - numES2extensions]; 4399 } 4400 } 4401 4402 } 4403 4404 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config) 4405 { 4406 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4407 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config); 4408 } 4409