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 mTexture2DRectZero = new Texture2DRect(0); 146 mTextureExternalZero = new TextureExternal(0); 147 148 mState.activeSampler = 0; 149 150 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 151 { 152 bindTexture((TextureType)type, 0); 153 } 154 155 bindVertexArray(0); 156 bindArrayBuffer(0); 157 bindElementArrayBuffer(0); 158 bindReadFramebuffer(0); 159 bindDrawFramebuffer(0); 160 bindRenderbuffer(0); 161 bindGenericUniformBuffer(0); 162 bindTransformFeedback(0); 163 164 mState.currentProgram = 0; 165 166 mVertexDataManager = nullptr; 167 mIndexDataManager = nullptr; 168 169 mInvalidEnum = false; 170 mInvalidValue = false; 171 mInvalidOperation = false; 172 mOutOfMemory = false; 173 mInvalidFramebufferOperation = false; 174 175 mHasBeenCurrent = false; 176 177 markAllStateDirty(); 178 } 179 180 Context::~Context() 181 { 182 if(mState.currentProgram != 0) 183 { 184 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 185 if(programObject) 186 { 187 programObject->release(); 188 } 189 mState.currentProgram = 0; 190 } 191 192 while(!mFramebufferNameSpace.empty()) 193 { 194 deleteFramebuffer(mFramebufferNameSpace.firstName()); 195 } 196 197 while(!mFenceNameSpace.empty()) 198 { 199 deleteFence(mFenceNameSpace.firstName()); 200 } 201 202 while(!mQueryNameSpace.empty()) 203 { 204 deleteQuery(mQueryNameSpace.firstName()); 205 } 206 207 while(!mVertexArrayNameSpace.empty()) 208 { 209 deleteVertexArray(mVertexArrayNameSpace.lastName()); 210 } 211 212 while(!mTransformFeedbackNameSpace.empty()) 213 { 214 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 215 } 216 217 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 218 { 219 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 220 { 221 mState.samplerTexture[type][sampler] = nullptr; 222 } 223 } 224 225 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 226 { 227 mState.vertexAttribute[i].mBoundBuffer = nullptr; 228 } 229 230 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 231 { 232 mState.activeQuery[i] = nullptr; 233 } 234 235 mState.arrayBuffer = nullptr; 236 mState.copyReadBuffer = nullptr; 237 mState.copyWriteBuffer = nullptr; 238 mState.pixelPackBuffer = nullptr; 239 mState.pixelUnpackBuffer = nullptr; 240 mState.genericUniformBuffer = nullptr; 241 242 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) { 243 mState.uniformBuffers[i].set(nullptr, 0, 0); 244 } 245 246 mState.renderbuffer = nullptr; 247 248 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 249 { 250 mState.sampler[i] = nullptr; 251 } 252 253 mTexture2DZero = nullptr; 254 mTexture3DZero = nullptr; 255 mTexture2DArrayZero = nullptr; 256 mTextureCubeMapZero = nullptr; 257 mTexture2DRectZero = nullptr; 258 mTextureExternalZero = nullptr; 259 260 delete mVertexDataManager; 261 delete mIndexDataManager; 262 263 mResourceManager->release(); 264 delete device; 265 } 266 267 void Context::makeCurrent(gl::Surface *surface) 268 { 269 if(!mHasBeenCurrent) 270 { 271 mVertexDataManager = new VertexDataManager(this); 272 mIndexDataManager = new IndexDataManager(); 273 274 mState.viewportX = 0; 275 mState.viewportY = 0; 276 mState.viewportWidth = surface ? surface->getWidth() : 0; 277 mState.viewportHeight = surface ? surface->getHeight() : 0; 278 279 mState.scissorX = 0; 280 mState.scissorY = 0; 281 mState.scissorWidth = surface ? surface->getWidth() : 0; 282 mState.scissorHeight = surface ? surface->getHeight() : 0; 283 284 mHasBeenCurrent = true; 285 } 286 287 if(surface) 288 { 289 // Wrap the existing resources into GL objects and assign them to the '0' names 290 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 291 egl::Image *depthStencil = surface->getDepthStencil(); 292 293 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 294 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 295 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 296 297 setFramebufferZero(framebufferZero); 298 299 if(defaultRenderTarget) 300 { 301 defaultRenderTarget->release(); 302 } 303 304 if(depthStencil) 305 { 306 depthStencil->release(); 307 } 308 } 309 else 310 { 311 setFramebufferZero(nullptr); 312 } 313 314 markAllStateDirty(); 315 } 316 317 EGLint Context::getClientVersion() const 318 { 319 return clientVersion; 320 } 321 322 EGLint Context::getConfigID() const 323 { 324 return config->mConfigID; 325 } 326 327 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 328 void Context::markAllStateDirty() 329 { 330 mAppliedProgramSerial = 0; 331 332 mDepthStateDirty = true; 333 mMaskStateDirty = true; 334 mBlendStateDirty = true; 335 mStencilStateDirty = true; 336 mPolygonOffsetStateDirty = true; 337 mSampleStateDirty = true; 338 mDitherStateDirty = true; 339 mFrontFaceDirty = true; 340 } 341 342 void Context::setClearColor(float red, float green, float blue, float alpha) 343 { 344 mState.colorClearValue.red = red; 345 mState.colorClearValue.green = green; 346 mState.colorClearValue.blue = blue; 347 mState.colorClearValue.alpha = alpha; 348 } 349 350 void Context::setClearDepth(float depth) 351 { 352 mState.depthClearValue = depth; 353 } 354 355 void Context::setClearStencil(int stencil) 356 { 357 mState.stencilClearValue = stencil; 358 } 359 360 void Context::setCullFaceEnabled(bool enabled) 361 { 362 mState.cullFaceEnabled = enabled; 363 } 364 365 bool Context::isCullFaceEnabled() const 366 { 367 return mState.cullFaceEnabled; 368 } 369 370 void Context::setCullMode(GLenum mode) 371 { 372 mState.cullMode = mode; 373 } 374 375 void Context::setFrontFace(GLenum front) 376 { 377 if(mState.frontFace != front) 378 { 379 mState.frontFace = front; 380 mFrontFaceDirty = true; 381 } 382 } 383 384 void Context::setDepthTestEnabled(bool enabled) 385 { 386 if(mState.depthTestEnabled != enabled) 387 { 388 mState.depthTestEnabled = enabled; 389 mDepthStateDirty = true; 390 } 391 } 392 393 bool Context::isDepthTestEnabled() const 394 { 395 return mState.depthTestEnabled; 396 } 397 398 void Context::setDepthFunc(GLenum depthFunc) 399 { 400 if(mState.depthFunc != depthFunc) 401 { 402 mState.depthFunc = depthFunc; 403 mDepthStateDirty = true; 404 } 405 } 406 407 void Context::setDepthRange(float zNear, float zFar) 408 { 409 mState.zNear = zNear; 410 mState.zFar = zFar; 411 } 412 413 void Context::setBlendEnabled(bool enabled) 414 { 415 if(mState.blendEnabled != enabled) 416 { 417 mState.blendEnabled = enabled; 418 mBlendStateDirty = true; 419 } 420 } 421 422 bool Context::isBlendEnabled() const 423 { 424 return mState.blendEnabled; 425 } 426 427 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 428 { 429 if(mState.sourceBlendRGB != sourceRGB || 430 mState.sourceBlendAlpha != sourceAlpha || 431 mState.destBlendRGB != destRGB || 432 mState.destBlendAlpha != destAlpha) 433 { 434 mState.sourceBlendRGB = sourceRGB; 435 mState.destBlendRGB = destRGB; 436 mState.sourceBlendAlpha = sourceAlpha; 437 mState.destBlendAlpha = destAlpha; 438 mBlendStateDirty = true; 439 } 440 } 441 442 void Context::setBlendColor(float red, float green, float blue, float alpha) 443 { 444 if(mState.blendColor.red != red || 445 mState.blendColor.green != green || 446 mState.blendColor.blue != blue || 447 mState.blendColor.alpha != alpha) 448 { 449 mState.blendColor.red = red; 450 mState.blendColor.green = green; 451 mState.blendColor.blue = blue; 452 mState.blendColor.alpha = alpha; 453 mBlendStateDirty = true; 454 } 455 } 456 457 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 458 { 459 if(mState.blendEquationRGB != rgbEquation || 460 mState.blendEquationAlpha != alphaEquation) 461 { 462 mState.blendEquationRGB = rgbEquation; 463 mState.blendEquationAlpha = alphaEquation; 464 mBlendStateDirty = true; 465 } 466 } 467 468 void Context::setStencilTestEnabled(bool enabled) 469 { 470 if(mState.stencilTestEnabled != enabled) 471 { 472 mState.stencilTestEnabled = enabled; 473 mStencilStateDirty = true; 474 } 475 } 476 477 bool Context::isStencilTestEnabled() const 478 { 479 return mState.stencilTestEnabled; 480 } 481 482 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 483 { 484 if(mState.stencilFunc != stencilFunc || 485 mState.stencilRef != stencilRef || 486 mState.stencilMask != stencilMask) 487 { 488 mState.stencilFunc = stencilFunc; 489 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 490 mState.stencilMask = stencilMask; 491 mStencilStateDirty = true; 492 } 493 } 494 495 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 496 { 497 if(mState.stencilBackFunc != stencilBackFunc || 498 mState.stencilBackRef != stencilBackRef || 499 mState.stencilBackMask != stencilBackMask) 500 { 501 mState.stencilBackFunc = stencilBackFunc; 502 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 503 mState.stencilBackMask = stencilBackMask; 504 mStencilStateDirty = true; 505 } 506 } 507 508 void Context::setStencilWritemask(GLuint stencilWritemask) 509 { 510 if(mState.stencilWritemask != stencilWritemask) 511 { 512 mState.stencilWritemask = stencilWritemask; 513 mStencilStateDirty = true; 514 } 515 } 516 517 void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 518 { 519 if(mState.stencilBackWritemask != stencilBackWritemask) 520 { 521 mState.stencilBackWritemask = stencilBackWritemask; 522 mStencilStateDirty = true; 523 } 524 } 525 526 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 527 { 528 if(mState.stencilFail != stencilFail || 529 mState.stencilPassDepthFail != stencilPassDepthFail || 530 mState.stencilPassDepthPass != stencilPassDepthPass) 531 { 532 mState.stencilFail = stencilFail; 533 mState.stencilPassDepthFail = stencilPassDepthFail; 534 mState.stencilPassDepthPass = stencilPassDepthPass; 535 mStencilStateDirty = true; 536 } 537 } 538 539 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 540 { 541 if(mState.stencilBackFail != stencilBackFail || 542 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 543 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 544 { 545 mState.stencilBackFail = stencilBackFail; 546 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 547 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 548 mStencilStateDirty = true; 549 } 550 } 551 552 void Context::setPolygonOffsetFillEnabled(bool enabled) 553 { 554 if(mState.polygonOffsetFillEnabled != enabled) 555 { 556 mState.polygonOffsetFillEnabled = enabled; 557 mPolygonOffsetStateDirty = true; 558 } 559 } 560 561 bool Context::isPolygonOffsetFillEnabled() const 562 { 563 return mState.polygonOffsetFillEnabled; 564 } 565 566 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 567 { 568 if(mState.polygonOffsetFactor != factor || 569 mState.polygonOffsetUnits != units) 570 { 571 mState.polygonOffsetFactor = factor; 572 mState.polygonOffsetUnits = units; 573 mPolygonOffsetStateDirty = true; 574 } 575 } 576 577 void Context::setSampleAlphaToCoverageEnabled(bool enabled) 578 { 579 if(mState.sampleAlphaToCoverageEnabled != enabled) 580 { 581 mState.sampleAlphaToCoverageEnabled = enabled; 582 mSampleStateDirty = true; 583 } 584 } 585 586 bool Context::isSampleAlphaToCoverageEnabled() const 587 { 588 return mState.sampleAlphaToCoverageEnabled; 589 } 590 591 void Context::setSampleCoverageEnabled(bool enabled) 592 { 593 if(mState.sampleCoverageEnabled != enabled) 594 { 595 mState.sampleCoverageEnabled = enabled; 596 mSampleStateDirty = true; 597 } 598 } 599 600 bool Context::isSampleCoverageEnabled() const 601 { 602 return mState.sampleCoverageEnabled; 603 } 604 605 void Context::setSampleCoverageParams(GLclampf value, bool invert) 606 { 607 if(mState.sampleCoverageValue != value || 608 mState.sampleCoverageInvert != invert) 609 { 610 mState.sampleCoverageValue = value; 611 mState.sampleCoverageInvert = invert; 612 mSampleStateDirty = true; 613 } 614 } 615 616 void Context::setScissorTestEnabled(bool enabled) 617 { 618 mState.scissorTestEnabled = enabled; 619 } 620 621 bool Context::isScissorTestEnabled() const 622 { 623 return mState.scissorTestEnabled; 624 } 625 626 void Context::setDitherEnabled(bool enabled) 627 { 628 if(mState.ditherEnabled != enabled) 629 { 630 mState.ditherEnabled = enabled; 631 mDitherStateDirty = true; 632 } 633 } 634 635 bool Context::isDitherEnabled() const 636 { 637 return mState.ditherEnabled; 638 } 639 640 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 641 { 642 mState.primitiveRestartFixedIndexEnabled = enabled; 643 } 644 645 bool Context::isPrimitiveRestartFixedIndexEnabled() const 646 { 647 return mState.primitiveRestartFixedIndexEnabled; 648 } 649 650 void Context::setRasterizerDiscardEnabled(bool enabled) 651 { 652 mState.rasterizerDiscardEnabled = enabled; 653 } 654 655 bool Context::isRasterizerDiscardEnabled() const 656 { 657 return mState.rasterizerDiscardEnabled; 658 } 659 660 void Context::setLineWidth(GLfloat width) 661 { 662 mState.lineWidth = width; 663 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 664 } 665 666 void Context::setGenerateMipmapHint(GLenum hint) 667 { 668 mState.generateMipmapHint = hint; 669 } 670 671 void Context::setFragmentShaderDerivativeHint(GLenum hint) 672 { 673 mState.fragmentShaderDerivativeHint = hint; 674 // TODO: Propagate the hint to shader translator so we can write 675 // ddx, ddx_coarse, or ddx_fine depending on the hint. 676 // Ignore for now. It is valid for implementations to ignore hint. 677 } 678 679 void Context::setTextureFilteringHint(GLenum hint) 680 { 681 mState.textureFilteringHint = hint; 682 } 683 684 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 685 { 686 mState.viewportX = x; 687 mState.viewportY = y; 688 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0] 689 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1] 690 } 691 692 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 693 { 694 mState.scissorX = x; 695 mState.scissorY = y; 696 mState.scissorWidth = width; 697 mState.scissorHeight = height; 698 } 699 700 void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 701 { 702 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 703 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 704 { 705 mState.colorMaskRed = red; 706 mState.colorMaskGreen = green; 707 mState.colorMaskBlue = blue; 708 mState.colorMaskAlpha = alpha; 709 mMaskStateDirty = true; 710 } 711 } 712 713 unsigned int Context::getColorMask() const 714 { 715 return (mState.colorMaskRed ? 0x1 : 0) | 716 (mState.colorMaskGreen ? 0x2 : 0) | 717 (mState.colorMaskBlue ? 0x4 : 0) | 718 (mState.colorMaskAlpha ? 0x8 : 0); 719 } 720 721 void Context::setDepthMask(bool mask) 722 { 723 if(mState.depthMask != mask) 724 { 725 mState.depthMask = mask; 726 mMaskStateDirty = true; 727 } 728 } 729 730 void Context::setActiveSampler(unsigned int active) 731 { 732 mState.activeSampler = active; 733 } 734 735 GLuint Context::getReadFramebufferName() const 736 { 737 return mState.readFramebuffer; 738 } 739 740 GLuint Context::getDrawFramebufferName() const 741 { 742 return mState.drawFramebuffer; 743 } 744 745 GLuint Context::getRenderbufferName() const 746 { 747 return mState.renderbuffer.name(); 748 } 749 750 void Context::setFramebufferReadBuffer(GLuint buf) 751 { 752 Framebuffer *framebuffer = getReadFramebuffer(); 753 754 if(framebuffer) 755 { 756 framebuffer->setReadBuffer(buf); 757 } 758 else 759 { 760 return error(GL_INVALID_OPERATION); 761 } 762 } 763 764 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 765 { 766 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 767 768 if(drawFramebuffer) 769 { 770 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 771 { 772 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 773 } 774 } 775 else 776 { 777 return error(GL_INVALID_OPERATION); 778 } 779 } 780 781 GLuint Context::getArrayBufferName() const 782 { 783 return mState.arrayBuffer.name(); 784 } 785 786 GLuint Context::getElementArrayBufferName() const 787 { 788 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 789 return elementArrayBuffer ? elementArrayBuffer->name : 0; 790 } 791 792 GLuint Context::getActiveQuery(GLenum target) const 793 { 794 Query *queryObject = nullptr; 795 796 switch(target) 797 { 798 case GL_ANY_SAMPLES_PASSED_EXT: 799 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 800 break; 801 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 802 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 803 break; 804 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 805 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 806 break; 807 default: 808 ASSERT(false); 809 } 810 811 if(queryObject) 812 { 813 return queryObject->name; 814 } 815 816 return 0; 817 } 818 819 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 820 { 821 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 822 } 823 824 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 825 { 826 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 827 } 828 829 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 830 { 831 return getCurrentVertexArray()->getVertexAttribute(attribNum); 832 } 833 834 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, 835 bool normalized, bool pureInteger, GLsizei stride, const void *pointer) 836 { 837 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer); 838 } 839 840 const void *Context::getVertexAttribPointer(unsigned int attribNum) const 841 { 842 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 843 } 844 845 const VertexAttributeArray &Context::getVertexArrayAttributes() 846 { 847 return getCurrentVertexArray()->getVertexAttributes(); 848 } 849 850 const VertexAttributeArray &Context::getCurrentVertexAttributes() 851 { 852 return mState.vertexAttribute; 853 } 854 855 void Context::setPackAlignment(GLint alignment) 856 { 857 mState.packParameters.alignment = alignment; 858 } 859 860 void Context::setUnpackAlignment(GLint alignment) 861 { 862 mState.unpackParameters.alignment = alignment; 863 } 864 865 const gl::PixelStorageModes &Context::getUnpackParameters() const 866 { 867 return mState.unpackParameters; 868 } 869 870 void Context::setPackRowLength(GLint rowLength) 871 { 872 mState.packParameters.rowLength = rowLength; 873 } 874 875 void Context::setPackSkipPixels(GLint skipPixels) 876 { 877 mState.packParameters.skipPixels = skipPixels; 878 } 879 880 void Context::setPackSkipRows(GLint skipRows) 881 { 882 mState.packParameters.skipRows = skipRows; 883 } 884 885 void Context::setUnpackRowLength(GLint rowLength) 886 { 887 mState.unpackParameters.rowLength = rowLength; 888 } 889 890 void Context::setUnpackImageHeight(GLint imageHeight) 891 { 892 mState.unpackParameters.imageHeight = imageHeight; 893 } 894 895 void Context::setUnpackSkipPixels(GLint skipPixels) 896 { 897 mState.unpackParameters.skipPixels = skipPixels; 898 } 899 900 void Context::setUnpackSkipRows(GLint skipRows) 901 { 902 mState.unpackParameters.skipRows = skipRows; 903 } 904 905 void Context::setUnpackSkipImages(GLint skipImages) 906 { 907 mState.unpackParameters.skipImages = skipImages; 908 } 909 910 GLuint Context::createBuffer() 911 { 912 return mResourceManager->createBuffer(); 913 } 914 915 GLuint Context::createProgram() 916 { 917 return mResourceManager->createProgram(); 918 } 919 920 GLuint Context::createShader(GLenum type) 921 { 922 return mResourceManager->createShader(type); 923 } 924 925 GLuint Context::createTexture() 926 { 927 return mResourceManager->createTexture(); 928 } 929 930 GLuint Context::createRenderbuffer() 931 { 932 return mResourceManager->createRenderbuffer(); 933 } 934 935 // Returns an unused framebuffer name 936 GLuint Context::createFramebuffer() 937 { 938 return mFramebufferNameSpace.allocate(); 939 } 940 941 GLuint Context::createFence() 942 { 943 return mFenceNameSpace.allocate(new Fence()); 944 } 945 946 // Returns an unused query name 947 GLuint Context::createQuery() 948 { 949 return mQueryNameSpace.allocate(); 950 } 951 952 // Returns an unused vertex array name 953 GLuint Context::createVertexArray() 954 { 955 return mVertexArrayNameSpace.allocate(); 956 } 957 958 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 959 { 960 GLuint handle = mResourceManager->createFenceSync(condition, flags); 961 962 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 963 } 964 965 // Returns an unused transform feedback name 966 GLuint Context::createTransformFeedback() 967 { 968 return mTransformFeedbackNameSpace.allocate(); 969 } 970 971 // Returns an unused sampler name 972 GLuint Context::createSampler() 973 { 974 return mResourceManager->createSampler(); 975 } 976 977 void Context::deleteBuffer(GLuint buffer) 978 { 979 detachBuffer(buffer); 980 981 mResourceManager->deleteBuffer(buffer); 982 } 983 984 void Context::deleteShader(GLuint shader) 985 { 986 mResourceManager->deleteShader(shader); 987 } 988 989 void Context::deleteProgram(GLuint program) 990 { 991 mResourceManager->deleteProgram(program); 992 } 993 994 void Context::deleteTexture(GLuint texture) 995 { 996 detachTexture(texture); 997 998 mResourceManager->deleteTexture(texture); 999 } 1000 1001 void Context::deleteRenderbuffer(GLuint renderbuffer) 1002 { 1003 if(mResourceManager->getRenderbuffer(renderbuffer)) 1004 { 1005 detachRenderbuffer(renderbuffer); 1006 } 1007 1008 mResourceManager->deleteRenderbuffer(renderbuffer); 1009 } 1010 1011 void Context::deleteFramebuffer(GLuint framebuffer) 1012 { 1013 detachFramebuffer(framebuffer); 1014 1015 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1016 1017 if(framebufferObject) 1018 { 1019 delete framebufferObject; 1020 } 1021 } 1022 1023 void Context::deleteFence(GLuint fence) 1024 { 1025 Fence *fenceObject = mFenceNameSpace.remove(fence); 1026 1027 if(fenceObject) 1028 { 1029 delete fenceObject; 1030 } 1031 } 1032 1033 void Context::deleteQuery(GLuint query) 1034 { 1035 Query *queryObject = mQueryNameSpace.remove(query); 1036 1037 if(queryObject) 1038 { 1039 queryObject->release(); 1040 } 1041 } 1042 1043 void Context::deleteVertexArray(GLuint vertexArray) 1044 { 1045 // [OpenGL ES 3.0.2] section 2.10 page 43: 1046 // If a vertex array object that is currently bound is deleted, the binding 1047 // for that object reverts to zero and the default vertex array becomes current. 1048 if(getCurrentVertexArray()->name == vertexArray) 1049 { 1050 bindVertexArray(0); 1051 } 1052 1053 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1054 1055 if(vertexArrayObject) 1056 { 1057 delete vertexArrayObject; 1058 } 1059 } 1060 1061 void Context::deleteFenceSync(GLsync fenceSync) 1062 { 1063 // The spec specifies the underlying Fence object is not deleted until all current 1064 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1065 // and since our API is currently designed for being called from a single thread, we can delete 1066 // the fence immediately. 1067 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1068 } 1069 1070 void Context::deleteTransformFeedback(GLuint transformFeedback) 1071 { 1072 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1073 1074 if(transformFeedbackObject) 1075 { 1076 delete transformFeedbackObject; 1077 } 1078 } 1079 1080 void Context::deleteSampler(GLuint sampler) 1081 { 1082 detachSampler(sampler); 1083 1084 mResourceManager->deleteSampler(sampler); 1085 } 1086 1087 Buffer *Context::getBuffer(GLuint handle) const 1088 { 1089 return mResourceManager->getBuffer(handle); 1090 } 1091 1092 Shader *Context::getShader(GLuint handle) const 1093 { 1094 return mResourceManager->getShader(handle); 1095 } 1096 1097 Program *Context::getProgram(GLuint handle) const 1098 { 1099 return mResourceManager->getProgram(handle); 1100 } 1101 1102 Texture *Context::getTexture(GLuint handle) const 1103 { 1104 return mResourceManager->getTexture(handle); 1105 } 1106 1107 Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1108 { 1109 return mResourceManager->getRenderbuffer(handle); 1110 } 1111 1112 Framebuffer *Context::getReadFramebuffer() const 1113 { 1114 return getFramebuffer(mState.readFramebuffer); 1115 } 1116 1117 Framebuffer *Context::getDrawFramebuffer() const 1118 { 1119 return getFramebuffer(mState.drawFramebuffer); 1120 } 1121 1122 void Context::bindArrayBuffer(unsigned int buffer) 1123 { 1124 mResourceManager->checkBufferAllocation(buffer); 1125 1126 mState.arrayBuffer = getBuffer(buffer); 1127 } 1128 1129 void Context::bindElementArrayBuffer(unsigned int buffer) 1130 { 1131 mResourceManager->checkBufferAllocation(buffer); 1132 1133 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1134 } 1135 1136 void Context::bindCopyReadBuffer(GLuint buffer) 1137 { 1138 mResourceManager->checkBufferAllocation(buffer); 1139 1140 mState.copyReadBuffer = getBuffer(buffer); 1141 } 1142 1143 void Context::bindCopyWriteBuffer(GLuint buffer) 1144 { 1145 mResourceManager->checkBufferAllocation(buffer); 1146 1147 mState.copyWriteBuffer = getBuffer(buffer); 1148 } 1149 1150 void Context::bindPixelPackBuffer(GLuint buffer) 1151 { 1152 mResourceManager->checkBufferAllocation(buffer); 1153 1154 mState.pixelPackBuffer = getBuffer(buffer); 1155 } 1156 1157 void Context::bindPixelUnpackBuffer(GLuint buffer) 1158 { 1159 mResourceManager->checkBufferAllocation(buffer); 1160 1161 mState.pixelUnpackBuffer = getBuffer(buffer); 1162 } 1163 1164 void Context::bindTransformFeedbackBuffer(GLuint buffer) 1165 { 1166 mResourceManager->checkBufferAllocation(buffer); 1167 1168 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1169 1170 if(transformFeedback) 1171 { 1172 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1173 } 1174 } 1175 1176 void Context::bindTexture(TextureType type, GLuint texture) 1177 { 1178 mResourceManager->checkTextureAllocation(texture, type); 1179 1180 mState.samplerTexture[type][mState.activeSampler] = getTexture(texture); 1181 } 1182 1183 void Context::bindReadFramebuffer(GLuint framebuffer) 1184 { 1185 if(!getFramebuffer(framebuffer)) 1186 { 1187 if(framebuffer == 0) 1188 { 1189 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer()); 1190 } 1191 else 1192 { 1193 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1194 } 1195 } 1196 1197 mState.readFramebuffer = framebuffer; 1198 } 1199 1200 void Context::bindDrawFramebuffer(GLuint framebuffer) 1201 { 1202 if(!getFramebuffer(framebuffer)) 1203 { 1204 if(framebuffer == 0) 1205 { 1206 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer()); 1207 } 1208 else 1209 { 1210 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1211 } 1212 } 1213 1214 mState.drawFramebuffer = framebuffer; 1215 } 1216 1217 void Context::bindRenderbuffer(GLuint renderbuffer) 1218 { 1219 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1220 1221 mState.renderbuffer = getRenderbuffer(renderbuffer); 1222 } 1223 1224 void Context::bindVertexArray(GLuint array) 1225 { 1226 VertexArray *vertexArray = getVertexArray(array); 1227 1228 if(!vertexArray) 1229 { 1230 vertexArray = new VertexArray(array); 1231 mVertexArrayNameSpace.insert(array, vertexArray); 1232 } 1233 1234 mState.vertexArray = array; 1235 } 1236 1237 void Context::bindGenericUniformBuffer(GLuint buffer) 1238 { 1239 mResourceManager->checkBufferAllocation(buffer); 1240 1241 mState.genericUniformBuffer = getBuffer(buffer); 1242 } 1243 1244 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1245 { 1246 mResourceManager->checkBufferAllocation(buffer); 1247 1248 Buffer* bufferObject = getBuffer(buffer); 1249 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1250 } 1251 1252 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1253 { 1254 mResourceManager->checkBufferAllocation(buffer); 1255 1256 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1257 } 1258 1259 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1260 { 1261 mResourceManager->checkBufferAllocation(buffer); 1262 1263 Buffer* bufferObject = getBuffer(buffer); 1264 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1265 } 1266 1267 void Context::bindTransformFeedback(GLuint id) 1268 { 1269 if(!getTransformFeedback(id)) 1270 { 1271 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1272 } 1273 1274 mState.transformFeedback = id; 1275 } 1276 1277 bool Context::bindSampler(GLuint unit, GLuint sampler) 1278 { 1279 mResourceManager->checkSamplerAllocation(sampler); 1280 1281 Sampler* samplerObject = getSampler(sampler); 1282 1283 mState.sampler[unit] = samplerObject; 1284 1285 return !!samplerObject; 1286 } 1287 1288 void Context::useProgram(GLuint program) 1289 { 1290 GLuint priorProgram = mState.currentProgram; 1291 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1292 1293 if(priorProgram != program) 1294 { 1295 Program *newProgram = mResourceManager->getProgram(program); 1296 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1297 1298 if(newProgram) 1299 { 1300 newProgram->addRef(); 1301 } 1302 1303 if(oldProgram) 1304 { 1305 oldProgram->release(); 1306 } 1307 } 1308 } 1309 1310 void Context::beginQuery(GLenum target, GLuint query) 1311 { 1312 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1313 // of zero, if the active query object name for <target> is non-zero (for the 1314 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1315 // the active query for either target is non-zero), if <id> is the name of an 1316 // existing query object whose type does not match <target>, or if <id> is the 1317 // active query object name for any query type, the error INVALID_OPERATION is 1318 // generated. 1319 1320 // Ensure no other queries are active 1321 // NOTE: If other queries than occlusion are supported, we will need to check 1322 // separately that: 1323 // a) The query ID passed is not the current active query for any target/type 1324 // b) There are no active queries for the requested target (and in the case 1325 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1326 // no query may be active for either if glBeginQuery targets either. 1327 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1328 { 1329 if(mState.activeQuery[i]) 1330 { 1331 switch(mState.activeQuery[i]->getType()) 1332 { 1333 case GL_ANY_SAMPLES_PASSED_EXT: 1334 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1335 if((target == GL_ANY_SAMPLES_PASSED_EXT) || 1336 (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT)) 1337 { 1338 return error(GL_INVALID_OPERATION); 1339 } 1340 break; 1341 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1342 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN) 1343 { 1344 return error(GL_INVALID_OPERATION); 1345 } 1346 break; 1347 default: 1348 break; 1349 } 1350 } 1351 } 1352 1353 QueryType qType; 1354 switch(target) 1355 { 1356 case GL_ANY_SAMPLES_PASSED_EXT: 1357 qType = QUERY_ANY_SAMPLES_PASSED; 1358 break; 1359 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1360 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1361 break; 1362 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1363 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1364 break; 1365 default: 1366 UNREACHABLE(target); 1367 return error(GL_INVALID_ENUM); 1368 } 1369 1370 Query *queryObject = createQuery(query, target); 1371 1372 // Check that name was obtained with glGenQueries 1373 if(!queryObject) 1374 { 1375 return error(GL_INVALID_OPERATION); 1376 } 1377 1378 // Check for type mismatch 1379 if(queryObject->getType() != target) 1380 { 1381 return error(GL_INVALID_OPERATION); 1382 } 1383 1384 // Set query as active for specified target 1385 mState.activeQuery[qType] = queryObject; 1386 1387 // Begin query 1388 queryObject->begin(); 1389 } 1390 1391 void Context::endQuery(GLenum target) 1392 { 1393 QueryType qType; 1394 1395 switch(target) 1396 { 1397 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1398 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1399 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1400 default: UNREACHABLE(target); return; 1401 } 1402 1403 Query *queryObject = mState.activeQuery[qType]; 1404 1405 if(!queryObject) 1406 { 1407 return error(GL_INVALID_OPERATION); 1408 } 1409 1410 queryObject->end(); 1411 1412 mState.activeQuery[qType] = nullptr; 1413 } 1414 1415 void Context::setFramebufferZero(Framebuffer *buffer) 1416 { 1417 delete mFramebufferNameSpace.remove(0); 1418 mFramebufferNameSpace.insert(0, buffer); 1419 } 1420 1421 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1422 { 1423 Renderbuffer *renderbufferObject = mState.renderbuffer; 1424 renderbufferObject->setStorage(renderbuffer); 1425 } 1426 1427 Framebuffer *Context::getFramebuffer(unsigned int handle) const 1428 { 1429 return mFramebufferNameSpace.find(handle); 1430 } 1431 1432 Fence *Context::getFence(unsigned int handle) const 1433 { 1434 return mFenceNameSpace.find(handle); 1435 } 1436 1437 FenceSync *Context::getFenceSync(GLsync handle) const 1438 { 1439 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1440 } 1441 1442 Query *Context::getQuery(unsigned int handle) const 1443 { 1444 return mQueryNameSpace.find(handle); 1445 } 1446 1447 Query *Context::createQuery(unsigned int handle, GLenum type) 1448 { 1449 if(!mQueryNameSpace.isReserved(handle)) 1450 { 1451 return nullptr; 1452 } 1453 else 1454 { 1455 Query *query = mQueryNameSpace.find(handle); 1456 if(!query) 1457 { 1458 query = new Query(handle, type); 1459 query->addRef(); 1460 mQueryNameSpace.insert(handle, query); 1461 } 1462 1463 return query; 1464 } 1465 } 1466 1467 VertexArray *Context::getVertexArray(GLuint array) const 1468 { 1469 return mVertexArrayNameSpace.find(array); 1470 } 1471 1472 VertexArray *Context::getCurrentVertexArray() const 1473 { 1474 return getVertexArray(mState.vertexArray); 1475 } 1476 1477 bool Context::isVertexArray(GLuint array) const 1478 { 1479 return mVertexArrayNameSpace.isReserved(array); 1480 } 1481 1482 bool Context::hasZeroDivisor() const 1483 { 1484 // Verify there is at least one active attribute with a divisor of zero 1485 es2::Program *programObject = getCurrentProgram(); 1486 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1487 { 1488 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1489 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1490 { 1491 return true; 1492 } 1493 } 1494 1495 return false; 1496 } 1497 1498 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1499 { 1500 return mTransformFeedbackNameSpace.find(transformFeedback); 1501 } 1502 1503 bool Context::isTransformFeedback(GLuint array) const 1504 { 1505 return mTransformFeedbackNameSpace.isReserved(array); 1506 } 1507 1508 Sampler *Context::getSampler(GLuint sampler) const 1509 { 1510 return mResourceManager->getSampler(sampler); 1511 } 1512 1513 bool Context::isSampler(GLuint sampler) const 1514 { 1515 return mResourceManager->isSampler(sampler); 1516 } 1517 1518 Buffer *Context::getArrayBuffer() const 1519 { 1520 return mState.arrayBuffer; 1521 } 1522 1523 Buffer *Context::getElementArrayBuffer() const 1524 { 1525 return getCurrentVertexArray()->getElementArrayBuffer(); 1526 } 1527 1528 Buffer *Context::getCopyReadBuffer() const 1529 { 1530 return mState.copyReadBuffer; 1531 } 1532 1533 Buffer *Context::getCopyWriteBuffer() const 1534 { 1535 return mState.copyWriteBuffer; 1536 } 1537 1538 Buffer *Context::getPixelPackBuffer() const 1539 { 1540 return mState.pixelPackBuffer; 1541 } 1542 1543 Buffer *Context::getPixelUnpackBuffer() const 1544 { 1545 return mState.pixelUnpackBuffer; 1546 } 1547 1548 Buffer *Context::getGenericUniformBuffer() const 1549 { 1550 return mState.genericUniformBuffer; 1551 } 1552 1553 GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const 1554 { 1555 GLsizei inputWidth = (mState.unpackParameters.rowLength == 0) ? width : mState.unpackParameters.rowLength; 1556 GLsizei inputPitch = gl::ComputePitch(inputWidth, format, type, mState.unpackParameters.alignment); 1557 GLsizei inputHeight = (mState.unpackParameters.imageHeight == 0) ? height : mState.unpackParameters.imageHeight; 1558 return inputPitch * inputHeight * depth; 1559 } 1560 1561 GLenum Context::getPixels(const GLvoid **pixels, GLenum type, GLsizei imageSize) const 1562 { 1563 if(mState.pixelUnpackBuffer) 1564 { 1565 ASSERT(mState.pixelUnpackBuffer->name != 0); 1566 1567 if(mState.pixelUnpackBuffer->isMapped()) 1568 { 1569 return GL_INVALID_OPERATION; 1570 } 1571 1572 size_t offset = static_cast<size_t>((ptrdiff_t)(*pixels)); 1573 1574 if(offset % GetTypeSize(type) != 0) 1575 { 1576 return GL_INVALID_OPERATION; 1577 } 1578 1579 if(offset > mState.pixelUnpackBuffer->size()) 1580 { 1581 return GL_INVALID_OPERATION; 1582 } 1583 1584 if(mState.pixelUnpackBuffer->size() - offset < static_cast<size_t>(imageSize)) 1585 { 1586 return GL_INVALID_OPERATION; 1587 } 1588 1589 *pixels = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + offset; 1590 } 1591 1592 return GL_NO_ERROR; 1593 } 1594 1595 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1596 { 1597 switch(target) 1598 { 1599 case GL_ARRAY_BUFFER: 1600 *buffer = getArrayBuffer(); 1601 break; 1602 case GL_ELEMENT_ARRAY_BUFFER: 1603 *buffer = getElementArrayBuffer(); 1604 break; 1605 case GL_COPY_READ_BUFFER: 1606 if(clientVersion >= 3) 1607 { 1608 *buffer = getCopyReadBuffer(); 1609 break; 1610 } 1611 else return false; 1612 case GL_COPY_WRITE_BUFFER: 1613 if(clientVersion >= 3) 1614 { 1615 *buffer = getCopyWriteBuffer(); 1616 break; 1617 } 1618 else return false; 1619 case GL_PIXEL_PACK_BUFFER: 1620 if(clientVersion >= 3) 1621 { 1622 *buffer = getPixelPackBuffer(); 1623 break; 1624 } 1625 else return false; 1626 case GL_PIXEL_UNPACK_BUFFER: 1627 if(clientVersion >= 3) 1628 { 1629 *buffer = getPixelUnpackBuffer(); 1630 break; 1631 } 1632 else return false; 1633 case GL_TRANSFORM_FEEDBACK_BUFFER: 1634 if(clientVersion >= 3) 1635 { 1636 TransformFeedback* transformFeedback = getTransformFeedback(); 1637 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1638 break; 1639 } 1640 else return false; 1641 case GL_UNIFORM_BUFFER: 1642 if(clientVersion >= 3) 1643 { 1644 *buffer = getGenericUniformBuffer(); 1645 break; 1646 } 1647 else return false; 1648 default: 1649 return false; 1650 } 1651 return true; 1652 } 1653 1654 TransformFeedback *Context::getTransformFeedback() const 1655 { 1656 return getTransformFeedback(mState.transformFeedback); 1657 } 1658 1659 Program *Context::getCurrentProgram() const 1660 { 1661 return mResourceManager->getProgram(mState.currentProgram); 1662 } 1663 1664 Texture2D *Context::getTexture2D() const 1665 { 1666 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1667 } 1668 1669 Texture2D *Context::getTexture2D(GLenum target) const 1670 { 1671 switch(target) 1672 { 1673 case GL_TEXTURE_2D: return getTexture2D(); 1674 case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect(); 1675 case GL_TEXTURE_EXTERNAL_OES: return getTextureExternal(); 1676 default: UNREACHABLE(target); 1677 } 1678 1679 return nullptr; 1680 } 1681 1682 Texture3D *Context::getTexture3D() const 1683 { 1684 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1685 } 1686 1687 Texture2DArray *Context::getTexture2DArray() const 1688 { 1689 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1690 } 1691 1692 TextureCubeMap *Context::getTextureCubeMap() const 1693 { 1694 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1695 } 1696 1697 Texture2DRect *Context::getTexture2DRect() const 1698 { 1699 return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT)); 1700 } 1701 1702 TextureExternal *Context::getTextureExternal() const 1703 { 1704 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1705 } 1706 1707 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1708 { 1709 GLuint texid = mState.samplerTexture[type][sampler].name(); 1710 1711 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1712 { 1713 switch(type) 1714 { 1715 case TEXTURE_2D: return mTexture2DZero; 1716 case TEXTURE_3D: return mTexture3DZero; 1717 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1718 case TEXTURE_CUBE: return mTextureCubeMapZero; 1719 case TEXTURE_2D_RECT: return mTexture2DRectZero; 1720 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1721 default: UNREACHABLE(type); 1722 } 1723 } 1724 1725 return mState.samplerTexture[type][sampler]; 1726 } 1727 1728 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1729 { 1730 mResourceManager->checkSamplerAllocation(sampler); 1731 1732 Sampler *samplerObject = getSampler(sampler); 1733 ASSERT(samplerObject); 1734 1735 switch(pname) 1736 { 1737 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1738 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1739 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1740 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1741 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1742 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1743 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1744 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break; 1745 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break; 1746 default: UNREACHABLE(pname); break; 1747 } 1748 } 1749 1750 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1751 { 1752 mResourceManager->checkSamplerAllocation(sampler); 1753 1754 Sampler *samplerObject = getSampler(sampler); 1755 ASSERT(samplerObject); 1756 1757 switch(pname) 1758 { 1759 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1760 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1761 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1762 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1763 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1764 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1765 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1766 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break; 1767 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break; 1768 default: UNREACHABLE(pname); break; 1769 } 1770 } 1771 1772 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1773 { 1774 mResourceManager->checkSamplerAllocation(sampler); 1775 1776 Sampler *samplerObject = getSampler(sampler); 1777 ASSERT(samplerObject); 1778 1779 switch(pname) 1780 { 1781 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1782 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1783 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1784 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1785 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1786 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1787 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1788 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode()); 1789 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc()); 1790 default: UNREACHABLE(pname); return 0; 1791 } 1792 } 1793 1794 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1795 { 1796 mResourceManager->checkSamplerAllocation(sampler); 1797 1798 Sampler *samplerObject = getSampler(sampler); 1799 ASSERT(samplerObject); 1800 1801 switch(pname) 1802 { 1803 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1804 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1805 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1806 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1807 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1808 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1809 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1810 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode()); 1811 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc()); 1812 default: UNREACHABLE(pname); return 0; 1813 } 1814 } 1815 1816 bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1817 { 1818 switch(pname) 1819 { 1820 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1821 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1822 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1823 case GL_COLOR_WRITEMASK: 1824 params[0] = mState.colorMaskRed; 1825 params[1] = mState.colorMaskGreen; 1826 params[2] = mState.colorMaskBlue; 1827 params[3] = mState.colorMaskAlpha; 1828 break; 1829 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1830 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1831 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1832 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1833 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1834 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1835 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1836 case GL_BLEND: *params = mState.blendEnabled; break; 1837 case GL_DITHER: *params = mState.ditherEnabled; break; 1838 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1839 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1840 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1841 { 1842 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1843 if(transformFeedback) 1844 { 1845 *params = transformFeedback->isActive(); 1846 break; 1847 } 1848 else return false; 1849 } 1850 case GL_TRANSFORM_FEEDBACK_PAUSED: 1851 { 1852 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1853 if(transformFeedback) 1854 { 1855 *params = transformFeedback->isPaused(); 1856 break; 1857 } 1858 else return false; 1859 } 1860 default: 1861 return false; 1862 } 1863 1864 return true; 1865 } 1866 1867 bool Context::getFloatv(GLenum pname, GLfloat *params) const 1868 { 1869 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1870 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1871 // GetIntegerv as its native query function. As it would require conversion in any 1872 // case, this should make no difference to the calling application. 1873 switch(pname) 1874 { 1875 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1876 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1877 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1878 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1879 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1880 case GL_ALIASED_LINE_WIDTH_RANGE: 1881 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1882 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1883 break; 1884 case GL_ALIASED_POINT_SIZE_RANGE: 1885 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1886 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1887 break; 1888 case GL_DEPTH_RANGE: 1889 params[0] = mState.zNear; 1890 params[1] = mState.zFar; 1891 break; 1892 case GL_COLOR_CLEAR_VALUE: 1893 params[0] = mState.colorClearValue.red; 1894 params[1] = mState.colorClearValue.green; 1895 params[2] = mState.colorClearValue.blue; 1896 params[3] = mState.colorClearValue.alpha; 1897 break; 1898 case GL_BLEND_COLOR: 1899 params[0] = mState.blendColor.red; 1900 params[1] = mState.blendColor.green; 1901 params[2] = mState.blendColor.blue; 1902 params[3] = mState.blendColor.alpha; 1903 break; 1904 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1905 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1906 break; 1907 default: 1908 return false; 1909 } 1910 1911 return true; 1912 } 1913 1914 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1915 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1916 1917 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1918 { 1919 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1920 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1921 // GetIntegerv as its native query function. As it would require conversion in any 1922 // case, this should make no difference to the calling application. You may find it in 1923 // Context::getFloatv. 1924 switch(pname) 1925 { 1926 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1927 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1928 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1929 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1930 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1931 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1932 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1933 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1934 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1935 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1936 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1937 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1938 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1939 case GL_DRAW_FRAMEBUFFER_BINDING: *params = mState.drawFramebuffer; return true; 1940 case GL_READ_FRAMEBUFFER_BINDING: *params = mState.readFramebuffer; return true; 1941 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1942 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1943 case GL_PACK_ALIGNMENT: *params = mState.packParameters.alignment; return true; 1944 case GL_UNPACK_ALIGNMENT: *params = mState.unpackParameters.alignment; return true; 1945 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1946 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1947 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1948 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1949 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1950 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1951 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1952 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1953 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1954 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1955 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1956 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1957 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1958 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1959 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1960 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1961 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1962 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1963 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1964 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1965 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1966 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1967 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1968 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1969 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1970 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1971 case GL_SUBPIXEL_BITS: *params = 4; return true; 1972 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 1973 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1974 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1975 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1976 case GL_MAX_SAMPLES: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1977 case GL_SAMPLE_BUFFERS: 1978 case GL_SAMPLES: 1979 { 1980 Framebuffer *framebuffer = getDrawFramebuffer(); 1981 int width, height, samples; 1982 1983 if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)) 1984 { 1985 switch(pname) 1986 { 1987 case GL_SAMPLE_BUFFERS: 1988 if(samples > 1) 1989 { 1990 *params = 1; 1991 } 1992 else 1993 { 1994 *params = 0; 1995 } 1996 break; 1997 case GL_SAMPLES: 1998 *params = samples; 1999 break; 2000 } 2001 } 2002 else 2003 { 2004 *params = 0; 2005 } 2006 } 2007 return true; 2008 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2009 { 2010 Framebuffer *framebuffer = getReadFramebuffer(); 2011 if(framebuffer) 2012 { 2013 *params = framebuffer->getImplementationColorReadType(); 2014 } 2015 else 2016 { 2017 return error(GL_INVALID_OPERATION, true); 2018 } 2019 } 2020 return true; 2021 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2022 { 2023 Framebuffer *framebuffer = getReadFramebuffer(); 2024 if(framebuffer) 2025 { 2026 *params = framebuffer->getImplementationColorReadFormat(); 2027 } 2028 else 2029 { 2030 return error(GL_INVALID_OPERATION, true); 2031 } 2032 } 2033 return true; 2034 case GL_MAX_VIEWPORT_DIMS: 2035 { 2036 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2037 params[0] = maxDimension; 2038 params[1] = maxDimension; 2039 } 2040 return true; 2041 case GL_COMPRESSED_TEXTURE_FORMATS: 2042 { 2043 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2044 { 2045 params[i] = compressedTextureFormats[i]; 2046 } 2047 } 2048 return true; 2049 case GL_VIEWPORT: 2050 params[0] = mState.viewportX; 2051 params[1] = mState.viewportY; 2052 params[2] = mState.viewportWidth; 2053 params[3] = mState.viewportHeight; 2054 return true; 2055 case GL_SCISSOR_BOX: 2056 params[0] = mState.scissorX; 2057 params[1] = mState.scissorY; 2058 params[2] = mState.scissorWidth; 2059 params[3] = mState.scissorHeight; 2060 return true; 2061 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 2062 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2063 case GL_RED_BITS: 2064 case GL_GREEN_BITS: 2065 case GL_BLUE_BITS: 2066 case GL_ALPHA_BITS: 2067 { 2068 Framebuffer *framebuffer = getDrawFramebuffer(); 2069 Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer(0) : nullptr; 2070 2071 if(colorbuffer) 2072 { 2073 switch(pname) 2074 { 2075 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2076 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2077 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2078 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2079 } 2080 } 2081 else 2082 { 2083 *params = 0; 2084 } 2085 } 2086 return true; 2087 case GL_DEPTH_BITS: 2088 { 2089 Framebuffer *framebuffer = getDrawFramebuffer(); 2090 Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr; 2091 2092 if(depthbuffer) 2093 { 2094 *params = depthbuffer->getDepthSize(); 2095 } 2096 else 2097 { 2098 *params = 0; 2099 } 2100 } 2101 return true; 2102 case GL_STENCIL_BITS: 2103 { 2104 Framebuffer *framebuffer = getDrawFramebuffer(); 2105 Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr; 2106 2107 if(stencilbuffer) 2108 { 2109 *params = stencilbuffer->getStencilSize(); 2110 } 2111 else 2112 { 2113 *params = 0; 2114 } 2115 } 2116 return true; 2117 case GL_TEXTURE_BINDING_2D: 2118 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2119 { 2120 error(GL_INVALID_OPERATION); 2121 return false; 2122 } 2123 2124 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2125 return true; 2126 case GL_TEXTURE_BINDING_CUBE_MAP: 2127 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2128 { 2129 error(GL_INVALID_OPERATION); 2130 return false; 2131 } 2132 2133 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2134 return true; 2135 case GL_TEXTURE_BINDING_RECTANGLE_ARB: 2136 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2137 { 2138 error(GL_INVALID_OPERATION); 2139 return false; 2140 } 2141 2142 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name(); 2143 return true; 2144 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2145 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2146 { 2147 error(GL_INVALID_OPERATION); 2148 return false; 2149 } 2150 2151 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2152 return true; 2153 case GL_TEXTURE_BINDING_3D_OES: 2154 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2155 { 2156 error(GL_INVALID_OPERATION); 2157 return false; 2158 } 2159 2160 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2161 return true; 2162 case GL_DRAW_BUFFER0: 2163 case GL_DRAW_BUFFER1: 2164 case GL_DRAW_BUFFER2: 2165 case GL_DRAW_BUFFER3: 2166 case GL_DRAW_BUFFER4: 2167 case GL_DRAW_BUFFER5: 2168 case GL_DRAW_BUFFER6: 2169 case GL_DRAW_BUFFER7: 2170 case GL_DRAW_BUFFER8: 2171 case GL_DRAW_BUFFER9: 2172 case GL_DRAW_BUFFER10: 2173 case GL_DRAW_BUFFER11: 2174 case GL_DRAW_BUFFER12: 2175 case GL_DRAW_BUFFER13: 2176 case GL_DRAW_BUFFER14: 2177 case GL_DRAW_BUFFER15: 2178 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2179 { 2180 Framebuffer* framebuffer = getDrawFramebuffer(); 2181 *params = framebuffer ? framebuffer->getDrawBuffer(pname - GL_DRAW_BUFFER0) : GL_NONE; 2182 } 2183 else 2184 { 2185 return false; 2186 } 2187 return true; 2188 case GL_MAX_DRAW_BUFFERS: 2189 *params = MAX_DRAW_BUFFERS; 2190 return true; 2191 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2192 *params = MAX_COLOR_ATTACHMENTS; 2193 return true; 2194 default: 2195 break; 2196 } 2197 2198 if(clientVersion >= 3) 2199 { 2200 switch(pname) 2201 { 2202 case GL_TEXTURE_BINDING_2D_ARRAY: 2203 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2204 { 2205 error(GL_INVALID_OPERATION); 2206 return false; 2207 } 2208 2209 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2210 return true; 2211 case GL_COPY_READ_BUFFER_BINDING: 2212 *params = mState.copyReadBuffer.name(); 2213 return true; 2214 case GL_COPY_WRITE_BUFFER_BINDING: 2215 *params = mState.copyWriteBuffer.name(); 2216 return true; 2217 case GL_MAJOR_VERSION: 2218 *params = clientVersion; 2219 return true; 2220 case GL_MAX_3D_TEXTURE_SIZE: 2221 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2222 return true; 2223 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2224 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2225 return true; 2226 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2227 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2228 return true; 2229 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2230 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2231 return true; 2232 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2233 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2234 return true; 2235 case GL_MAX_ELEMENT_INDEX: 2236 *params = MAX_ELEMENT_INDEX; 2237 return true; 2238 case GL_MAX_ELEMENTS_INDICES: 2239 *params = MAX_ELEMENTS_INDICES; 2240 return true; 2241 case GL_MAX_ELEMENTS_VERTICES: 2242 *params = MAX_ELEMENTS_VERTICES; 2243 return true; 2244 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2245 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2246 return true; 2247 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2248 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2249 return true; 2250 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2251 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2252 return true; 2253 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2254 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2255 // In any case, any behavior outside the specified range is valid since the spec mentions: 2256 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2257 // "If any of the offset values are outside the range of the implementation-defined values 2258 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2259 // undefined." 2260 *params = MAX_PROGRAM_TEXEL_OFFSET; 2261 return true; 2262 case GL_MAX_SERVER_WAIT_TIMEOUT: 2263 *params = 0; 2264 return true; 2265 case GL_MAX_TEXTURE_LOD_BIAS: 2266 *params = MAX_TEXTURE_LOD_BIAS; 2267 return true; 2268 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2269 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2270 return true; 2271 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2272 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2273 return true; 2274 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2275 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2276 return true; 2277 case GL_MAX_UNIFORM_BLOCK_SIZE: 2278 *params = MAX_UNIFORM_BLOCK_SIZE; 2279 return true; 2280 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2281 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2282 return true; 2283 case GL_MAX_VARYING_COMPONENTS: 2284 *params = MAX_VARYING_VECTORS * 4; 2285 return true; 2286 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2287 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2288 return true; 2289 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2290 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2291 return true; 2292 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2293 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2294 return true; 2295 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2296 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2297 // In any case, any behavior outside the specified range is valid since the spec mentions: 2298 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2299 // "If any of the offset values are outside the range of the implementation-defined values 2300 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2301 // undefined." 2302 *params = MIN_PROGRAM_TEXEL_OFFSET; 2303 return true; 2304 case GL_MINOR_VERSION: 2305 *params = 0; 2306 return true; 2307 case GL_NUM_EXTENSIONS: 2308 GLuint numExtensions; 2309 getExtensions(0, &numExtensions); 2310 *params = numExtensions; 2311 return true; 2312 case GL_NUM_PROGRAM_BINARY_FORMATS: 2313 *params = NUM_PROGRAM_BINARY_FORMATS; 2314 return true; 2315 case GL_PACK_ROW_LENGTH: 2316 *params = mState.packParameters.rowLength; 2317 return true; 2318 case GL_PACK_SKIP_PIXELS: 2319 *params = mState.packParameters.skipPixels; 2320 return true; 2321 case GL_PACK_SKIP_ROWS: 2322 *params = mState.packParameters.skipRows; 2323 return true; 2324 case GL_PIXEL_PACK_BUFFER_BINDING: 2325 *params = mState.pixelPackBuffer.name(); 2326 return true; 2327 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2328 *params = mState.pixelUnpackBuffer.name(); 2329 return true; 2330 case GL_PROGRAM_BINARY_FORMATS: 2331 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2332 // should be a 0 sized array, so don't write to params 2333 return true; 2334 case GL_READ_BUFFER: 2335 { 2336 Framebuffer* framebuffer = getReadFramebuffer(); 2337 *params = framebuffer ? framebuffer->getReadBuffer() : GL_NONE; 2338 } 2339 return true; 2340 case GL_SAMPLER_BINDING: 2341 *params = mState.sampler[mState.activeSampler].name(); 2342 return true; 2343 case GL_UNIFORM_BUFFER_BINDING: 2344 *params = mState.genericUniformBuffer.name(); 2345 return true; 2346 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2347 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2348 return true; 2349 case GL_UNIFORM_BUFFER_SIZE: 2350 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2351 return true; 2352 case GL_UNIFORM_BUFFER_START: 2353 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2354 return true; 2355 case GL_UNPACK_IMAGE_HEIGHT: 2356 *params = mState.unpackParameters.imageHeight; 2357 return true; 2358 case GL_UNPACK_ROW_LENGTH: 2359 *params = mState.unpackParameters.rowLength; 2360 return true; 2361 case GL_UNPACK_SKIP_IMAGES: 2362 *params = mState.unpackParameters.skipImages; 2363 return true; 2364 case GL_UNPACK_SKIP_PIXELS: 2365 *params = mState.unpackParameters.skipPixels; 2366 return true; 2367 case GL_UNPACK_SKIP_ROWS: 2368 *params = mState.unpackParameters.skipRows; 2369 return true; 2370 case GL_VERTEX_ARRAY_BINDING: 2371 *params = getCurrentVertexArray()->name; 2372 return true; 2373 case GL_TRANSFORM_FEEDBACK_BINDING: 2374 { 2375 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2376 if(transformFeedback) 2377 { 2378 *params = transformFeedback->name; 2379 } 2380 else 2381 { 2382 return false; 2383 } 2384 } 2385 return true; 2386 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2387 { 2388 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2389 if(transformFeedback) 2390 { 2391 *params = transformFeedback->getGenericBufferName(); 2392 } 2393 else 2394 { 2395 return false; 2396 } 2397 } 2398 return true; 2399 default: 2400 break; 2401 } 2402 } 2403 2404 return false; 2405 } 2406 2407 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2408 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2409 2410 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2411 { 2412 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2413 if(!transformFeedback) 2414 { 2415 return false; 2416 } 2417 2418 switch(pname) 2419 { 2420 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2421 *param = transformFeedback->name; 2422 break; 2423 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2424 *param = transformFeedback->isActive(); 2425 break; 2426 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2427 *param = transformFeedback->getBufferName(index); 2428 break; 2429 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2430 *param = transformFeedback->isPaused(); 2431 break; 2432 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2433 if(transformFeedback->getBuffer(index)) 2434 { 2435 *param = transformFeedback->getSize(index); 2436 break; 2437 } 2438 else return false; 2439 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2440 if(transformFeedback->getBuffer(index)) 2441 { 2442 *param = transformFeedback->getOffset(index); 2443 break; 2444 } 2445 else return false; 2446 default: 2447 return false; 2448 } 2449 2450 return true; 2451 } 2452 2453 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2454 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2455 2456 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2457 { 2458 switch(pname) 2459 { 2460 case GL_UNIFORM_BUFFER_BINDING: 2461 case GL_UNIFORM_BUFFER_SIZE: 2462 case GL_UNIFORM_BUFFER_START: 2463 if(index >= MAX_UNIFORM_BUFFER_BINDINGS) 2464 { 2465 return error(GL_INVALID_VALUE, true); 2466 } 2467 break; 2468 default: 2469 break; 2470 } 2471 2472 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2473 2474 switch(pname) 2475 { 2476 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2477 *param = uniformBuffer.get().name(); 2478 break; 2479 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2480 *param = uniformBuffer.getSize(); 2481 break; 2482 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2483 *param = uniformBuffer.getOffset(); 2484 break; 2485 default: 2486 return false; 2487 } 2488 2489 return true; 2490 } 2491 2492 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2493 { 2494 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2495 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2496 // to the fact that it is stored internally as a float, and so would require conversion 2497 // if returned from Context::getIntegerv. Since this conversion is already implemented 2498 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2499 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2500 // application. 2501 switch(pname) 2502 { 2503 case GL_COMPRESSED_TEXTURE_FORMATS: 2504 { 2505 *type = GL_INT; 2506 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2507 } 2508 break; 2509 case GL_SHADER_BINARY_FORMATS: 2510 { 2511 *type = GL_INT; 2512 *numParams = 0; 2513 } 2514 break; 2515 case GL_MAX_VERTEX_ATTRIBS: 2516 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2517 case GL_MAX_VARYING_VECTORS: 2518 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2519 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2520 case GL_MAX_TEXTURE_IMAGE_UNITS: 2521 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2522 case GL_MAX_RENDERBUFFER_SIZE: 2523 case GL_NUM_SHADER_BINARY_FORMATS: 2524 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2525 case GL_ARRAY_BUFFER_BINDING: 2526 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2527 case GL_READ_FRAMEBUFFER_BINDING: // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE 2528 case GL_RENDERBUFFER_BINDING: 2529 case GL_CURRENT_PROGRAM: 2530 case GL_PACK_ALIGNMENT: 2531 case GL_UNPACK_ALIGNMENT: 2532 case GL_GENERATE_MIPMAP_HINT: 2533 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2534 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2535 case GL_RED_BITS: 2536 case GL_GREEN_BITS: 2537 case GL_BLUE_BITS: 2538 case GL_ALPHA_BITS: 2539 case GL_DEPTH_BITS: 2540 case GL_STENCIL_BITS: 2541 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2542 case GL_CULL_FACE_MODE: 2543 case GL_FRONT_FACE: 2544 case GL_ACTIVE_TEXTURE: 2545 case GL_STENCIL_FUNC: 2546 case GL_STENCIL_VALUE_MASK: 2547 case GL_STENCIL_REF: 2548 case GL_STENCIL_FAIL: 2549 case GL_STENCIL_PASS_DEPTH_FAIL: 2550 case GL_STENCIL_PASS_DEPTH_PASS: 2551 case GL_STENCIL_BACK_FUNC: 2552 case GL_STENCIL_BACK_VALUE_MASK: 2553 case GL_STENCIL_BACK_REF: 2554 case GL_STENCIL_BACK_FAIL: 2555 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2556 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2557 case GL_DEPTH_FUNC: 2558 case GL_BLEND_SRC_RGB: 2559 case GL_BLEND_SRC_ALPHA: 2560 case GL_BLEND_DST_RGB: 2561 case GL_BLEND_DST_ALPHA: 2562 case GL_BLEND_EQUATION_RGB: 2563 case GL_BLEND_EQUATION_ALPHA: 2564 case GL_STENCIL_WRITEMASK: 2565 case GL_STENCIL_BACK_WRITEMASK: 2566 case GL_STENCIL_CLEAR_VALUE: 2567 case GL_SUBPIXEL_BITS: 2568 case GL_MAX_TEXTURE_SIZE: 2569 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2570 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 2571 case GL_SAMPLE_BUFFERS: 2572 case GL_SAMPLES: 2573 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2574 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2575 case GL_TEXTURE_BINDING_2D: 2576 case GL_TEXTURE_BINDING_CUBE_MAP: 2577 case GL_TEXTURE_BINDING_RECTANGLE_ARB: 2578 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2579 case GL_TEXTURE_BINDING_3D_OES: 2580 case GL_COPY_READ_BUFFER_BINDING: 2581 case GL_COPY_WRITE_BUFFER_BINDING: 2582 case GL_DRAW_BUFFER0: 2583 case GL_DRAW_BUFFER1: 2584 case GL_DRAW_BUFFER2: 2585 case GL_DRAW_BUFFER3: 2586 case GL_DRAW_BUFFER4: 2587 case GL_DRAW_BUFFER5: 2588 case GL_DRAW_BUFFER6: 2589 case GL_DRAW_BUFFER7: 2590 case GL_DRAW_BUFFER8: 2591 case GL_DRAW_BUFFER9: 2592 case GL_DRAW_BUFFER10: 2593 case GL_DRAW_BUFFER11: 2594 case GL_DRAW_BUFFER12: 2595 case GL_DRAW_BUFFER13: 2596 case GL_DRAW_BUFFER14: 2597 case GL_DRAW_BUFFER15: 2598 case GL_MAJOR_VERSION: 2599 case GL_MAX_3D_TEXTURE_SIZE: 2600 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2601 case GL_MAX_COLOR_ATTACHMENTS: 2602 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2603 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2604 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2605 case GL_MAX_DRAW_BUFFERS: 2606 case GL_MAX_ELEMENT_INDEX: 2607 case GL_MAX_ELEMENTS_INDICES: 2608 case GL_MAX_ELEMENTS_VERTICES: 2609 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2610 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2611 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2612 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2613 case GL_MAX_SERVER_WAIT_TIMEOUT: 2614 case GL_MAX_TEXTURE_LOD_BIAS: 2615 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2616 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2617 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2618 case GL_MAX_UNIFORM_BLOCK_SIZE: 2619 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2620 case GL_MAX_VARYING_COMPONENTS: 2621 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2622 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2623 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2624 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2625 case GL_MINOR_VERSION: 2626 case GL_NUM_EXTENSIONS: 2627 case GL_NUM_PROGRAM_BINARY_FORMATS: 2628 case GL_PACK_ROW_LENGTH: 2629 case GL_PACK_SKIP_PIXELS: 2630 case GL_PACK_SKIP_ROWS: 2631 case GL_PIXEL_PACK_BUFFER_BINDING: 2632 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2633 case GL_PROGRAM_BINARY_FORMATS: 2634 case GL_READ_BUFFER: 2635 case GL_SAMPLER_BINDING: 2636 case GL_TEXTURE_BINDING_2D_ARRAY: 2637 case GL_UNIFORM_BUFFER_BINDING: 2638 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2639 case GL_UNIFORM_BUFFER_SIZE: 2640 case GL_UNIFORM_BUFFER_START: 2641 case GL_UNPACK_IMAGE_HEIGHT: 2642 case GL_UNPACK_ROW_LENGTH: 2643 case GL_UNPACK_SKIP_IMAGES: 2644 case GL_UNPACK_SKIP_PIXELS: 2645 case GL_UNPACK_SKIP_ROWS: 2646 case GL_VERTEX_ARRAY_BINDING: 2647 case GL_TRANSFORM_FEEDBACK_BINDING: 2648 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2649 { 2650 *type = GL_INT; 2651 *numParams = 1; 2652 } 2653 break; 2654 case GL_MAX_SAMPLES: 2655 { 2656 *type = GL_INT; 2657 *numParams = 1; 2658 } 2659 break; 2660 case GL_MAX_VIEWPORT_DIMS: 2661 { 2662 *type = GL_INT; 2663 *numParams = 2; 2664 } 2665 break; 2666 case GL_VIEWPORT: 2667 case GL_SCISSOR_BOX: 2668 { 2669 *type = GL_INT; 2670 *numParams = 4; 2671 } 2672 break; 2673 case GL_SHADER_COMPILER: 2674 case GL_SAMPLE_COVERAGE_INVERT: 2675 case GL_DEPTH_WRITEMASK: 2676 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2677 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2678 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2679 case GL_SAMPLE_COVERAGE: 2680 case GL_SCISSOR_TEST: 2681 case GL_STENCIL_TEST: 2682 case GL_DEPTH_TEST: 2683 case GL_BLEND: 2684 case GL_DITHER: 2685 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2686 case GL_RASTERIZER_DISCARD: 2687 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2688 case GL_TRANSFORM_FEEDBACK_PAUSED: 2689 { 2690 *type = GL_BOOL; 2691 *numParams = 1; 2692 } 2693 break; 2694 case GL_COLOR_WRITEMASK: 2695 { 2696 *type = GL_BOOL; 2697 *numParams = 4; 2698 } 2699 break; 2700 case GL_POLYGON_OFFSET_FACTOR: 2701 case GL_POLYGON_OFFSET_UNITS: 2702 case GL_SAMPLE_COVERAGE_VALUE: 2703 case GL_DEPTH_CLEAR_VALUE: 2704 case GL_LINE_WIDTH: 2705 { 2706 *type = GL_FLOAT; 2707 *numParams = 1; 2708 } 2709 break; 2710 case GL_ALIASED_LINE_WIDTH_RANGE: 2711 case GL_ALIASED_POINT_SIZE_RANGE: 2712 case GL_DEPTH_RANGE: 2713 { 2714 *type = GL_FLOAT; 2715 *numParams = 2; 2716 } 2717 break; 2718 case GL_COLOR_CLEAR_VALUE: 2719 case GL_BLEND_COLOR: 2720 { 2721 *type = GL_FLOAT; 2722 *numParams = 4; 2723 } 2724 break; 2725 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2726 *type = GL_FLOAT; 2727 *numParams = 1; 2728 break; 2729 default: 2730 return false; 2731 } 2732 2733 return true; 2734 } 2735 2736 void Context::applyScissor(int width, int height) 2737 { 2738 if(mState.scissorTestEnabled) 2739 { 2740 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2741 scissor.clip(0, 0, width, height); 2742 2743 device->setScissorRect(scissor); 2744 device->setScissorEnable(true); 2745 } 2746 else 2747 { 2748 device->setScissorEnable(false); 2749 } 2750 } 2751 2752 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2753 bool Context::applyRenderTarget() 2754 { 2755 Framebuffer *framebuffer = getDrawFramebuffer(); 2756 int width, height, samples; 2757 2758 if(!framebuffer || (framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)) 2759 { 2760 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2761 } 2762 2763 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2764 { 2765 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2766 { 2767 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2768 GLint layer = framebuffer->getColorbufferLayer(i); 2769 device->setRenderTarget(i, renderTarget, layer); 2770 if(renderTarget) renderTarget->release(); 2771 } 2772 else 2773 { 2774 device->setRenderTarget(i, nullptr, 0); 2775 } 2776 } 2777 2778 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2779 GLint dLayer = framebuffer->getDepthbufferLayer(); 2780 device->setDepthBuffer(depthBuffer, dLayer); 2781 if(depthBuffer) depthBuffer->release(); 2782 2783 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2784 GLint sLayer = framebuffer->getStencilbufferLayer(); 2785 device->setStencilBuffer(stencilBuffer, sLayer); 2786 if(stencilBuffer) stencilBuffer->release(); 2787 2788 Viewport viewport; 2789 float zNear = clamp01(mState.zNear); 2790 float zFar = clamp01(mState.zFar); 2791 2792 viewport.x0 = mState.viewportX; 2793 viewport.y0 = mState.viewportY; 2794 viewport.width = mState.viewportWidth; 2795 viewport.height = mState.viewportHeight; 2796 viewport.minZ = zNear; 2797 viewport.maxZ = zFar; 2798 2799 device->setViewport(viewport); 2800 2801 applyScissor(width, height); 2802 2803 Program *program = getCurrentProgram(); 2804 2805 if(program) 2806 { 2807 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2808 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2809 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2810 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2811 } 2812 2813 return true; 2814 } 2815 2816 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2817 void Context::applyState(GLenum drawMode) 2818 { 2819 Framebuffer *framebuffer = getDrawFramebuffer(); 2820 2821 if(mState.cullFaceEnabled) 2822 { 2823 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2824 } 2825 else 2826 { 2827 device->setCullMode(sw::CULL_NONE); 2828 } 2829 2830 if(mDepthStateDirty) 2831 { 2832 if(mState.depthTestEnabled) 2833 { 2834 device->setDepthBufferEnable(true); 2835 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2836 } 2837 else 2838 { 2839 device->setDepthBufferEnable(false); 2840 } 2841 2842 mDepthStateDirty = false; 2843 } 2844 2845 if(mBlendStateDirty) 2846 { 2847 if(mState.blendEnabled) 2848 { 2849 device->setAlphaBlendEnable(true); 2850 device->setSeparateAlphaBlendEnable(true); 2851 2852 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2853 2854 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2855 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2856 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2857 2858 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2859 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2860 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2861 } 2862 else 2863 { 2864 device->setAlphaBlendEnable(false); 2865 } 2866 2867 mBlendStateDirty = false; 2868 } 2869 2870 if(mStencilStateDirty || mFrontFaceDirty) 2871 { 2872 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2873 { 2874 device->setStencilEnable(true); 2875 device->setTwoSidedStencil(true); 2876 2877 // get the maximum size of the stencil ref 2878 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2879 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2880 2881 if(mState.frontFace == GL_CCW) 2882 { 2883 device->setStencilWriteMask(mState.stencilWritemask); 2884 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2885 2886 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2887 device->setStencilMask(mState.stencilMask); 2888 2889 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2890 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2891 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2892 2893 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2894 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2895 2896 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2897 device->setStencilMaskCCW(mState.stencilBackMask); 2898 2899 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2900 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2901 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2902 } 2903 else 2904 { 2905 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2906 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2907 2908 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2909 device->setStencilMaskCCW(mState.stencilMask); 2910 2911 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2912 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2913 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2914 2915 device->setStencilWriteMask(mState.stencilBackWritemask); 2916 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2917 2918 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2919 device->setStencilMask(mState.stencilBackMask); 2920 2921 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2922 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2923 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2924 } 2925 } 2926 else 2927 { 2928 device->setStencilEnable(false); 2929 } 2930 2931 mStencilStateDirty = false; 2932 mFrontFaceDirty = false; 2933 } 2934 2935 if(mMaskStateDirty) 2936 { 2937 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2938 { 2939 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2940 } 2941 2942 device->setDepthWriteEnable(mState.depthMask); 2943 2944 mMaskStateDirty = false; 2945 } 2946 2947 if(mPolygonOffsetStateDirty) 2948 { 2949 if(mState.polygonOffsetFillEnabled) 2950 { 2951 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2952 if(depthbuffer) 2953 { 2954 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2955 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits. 2956 device->setDepthBias(depthBias); 2957 } 2958 } 2959 else 2960 { 2961 device->setSlopeDepthBias(0); 2962 device->setDepthBias(0); 2963 } 2964 2965 mPolygonOffsetStateDirty = false; 2966 } 2967 2968 if(mSampleStateDirty) 2969 { 2970 if(mState.sampleAlphaToCoverageEnabled) 2971 { 2972 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2973 } 2974 else 2975 { 2976 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2977 } 2978 2979 if(mState.sampleCoverageEnabled) 2980 { 2981 unsigned int mask = 0; 2982 if(mState.sampleCoverageValue != 0) 2983 { 2984 int width, height, samples; 2985 framebuffer->completeness(width, height, samples); 2986 2987 float threshold = 0.5f; 2988 2989 for(int i = 0; i < samples; i++) 2990 { 2991 mask <<= 1; 2992 2993 if((i + 1) * mState.sampleCoverageValue >= threshold) 2994 { 2995 threshold += 1.0f; 2996 mask |= 1; 2997 } 2998 } 2999 } 3000 3001 if(mState.sampleCoverageInvert) 3002 { 3003 mask = ~mask; 3004 } 3005 3006 device->setMultiSampleMask(mask); 3007 } 3008 else 3009 { 3010 device->setMultiSampleMask(0xFFFFFFFF); 3011 } 3012 3013 mSampleStateDirty = false; 3014 } 3015 3016 if(mDitherStateDirty) 3017 { 3018 // UNIMPLEMENTED(); // FIXME 3019 3020 mDitherStateDirty = false; 3021 } 3022 3023 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 3024 } 3025 3026 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 3027 { 3028 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 3029 3030 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 3031 if(err != GL_NO_ERROR) 3032 { 3033 return err; 3034 } 3035 3036 Program *program = getCurrentProgram(); 3037 3038 device->resetInputStreams(false); 3039 3040 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 3041 { 3042 if(program->getAttributeStream(i) == -1) 3043 { 3044 continue; 3045 } 3046 3047 sw::Resource *resource = attributes[i].vertexBuffer; 3048 const void *buffer = (char*)resource->data() + attributes[i].offset; 3049 3050 int stride = attributes[i].stride; 3051 3052 buffer = (char*)buffer + stride * base; 3053 3054 sw::Stream attribute(resource, buffer, stride); 3055 3056 attribute.type = attributes[i].type; 3057 attribute.count = attributes[i].count; 3058 attribute.normalized = attributes[i].normalized; 3059 3060 int stream = program->getAttributeStream(i); 3061 device->setInputStream(stream, attribute); 3062 } 3063 3064 return GL_NO_ERROR; 3065 } 3066 3067 // Applies the indices and element array bindings 3068 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3069 { 3070 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled()); 3071 3072 if(err == GL_NO_ERROR) 3073 { 3074 device->setIndexBuffer(indexInfo->indexBuffer); 3075 } 3076 3077 return err; 3078 } 3079 3080 // Applies the shaders and shader constants 3081 void Context::applyShaders() 3082 { 3083 Program *programObject = getCurrentProgram(); 3084 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3085 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3086 3087 device->setVertexShader(vertexShader); 3088 device->setPixelShader(pixelShader); 3089 3090 if(programObject->getSerial() != mAppliedProgramSerial) 3091 { 3092 programObject->dirtyAllUniforms(); 3093 mAppliedProgramSerial = programObject->getSerial(); 3094 } 3095 3096 programObject->applyTransformFeedback(device, getTransformFeedback()); 3097 programObject->applyUniformBuffers(device, mState.uniformBuffers); 3098 programObject->applyUniforms(device); 3099 } 3100 3101 void Context::applyTextures() 3102 { 3103 applyTextures(sw::SAMPLER_PIXEL); 3104 applyTextures(sw::SAMPLER_VERTEX); 3105 } 3106 3107 void Context::applyTextures(sw::SamplerType samplerType) 3108 { 3109 Program *programObject = getCurrentProgram(); 3110 3111 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3112 3113 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3114 { 3115 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3116 3117 if(textureUnit != -1) 3118 { 3119 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3120 3121 Texture *texture = getSamplerTexture(textureUnit, textureType); 3122 3123 if(texture->isSamplerComplete()) 3124 { 3125 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode; 3126 GLfloat minLOD, maxLOD; 3127 3128 Sampler *samplerObject = mState.sampler[textureUnit]; 3129 if(samplerObject) 3130 { 3131 wrapS = samplerObject->getWrapS(); 3132 wrapT = samplerObject->getWrapT(); 3133 wrapR = samplerObject->getWrapR(); 3134 minFilter = samplerObject->getMinFilter(); 3135 magFilter = samplerObject->getMagFilter(); 3136 minLOD = samplerObject->getMinLod(); 3137 maxLOD = samplerObject->getMaxLod(); 3138 compFunc = samplerObject->getCompareFunc(); 3139 compMode = samplerObject->getCompareMode(); 3140 } 3141 else 3142 { 3143 wrapS = texture->getWrapS(); 3144 wrapT = texture->getWrapT(); 3145 wrapR = texture->getWrapR(); 3146 minFilter = texture->getMinFilter(); 3147 magFilter = texture->getMagFilter(); 3148 minLOD = texture->getMinLOD(); 3149 maxLOD = texture->getMaxLOD(); 3150 compFunc = texture->getCompareFunc(); 3151 compMode = texture->getCompareMode(); 3152 } 3153 3154 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3155 GLint baseLevel = texture->getBaseLevel(); 3156 GLint maxLevel = texture->getMaxLevel(); 3157 GLenum swizzleR = texture->getSwizzleR(); 3158 GLenum swizzleG = texture->getSwizzleG(); 3159 GLenum swizzleB = texture->getSwizzleB(); 3160 GLenum swizzleA = texture->getSwizzleA(); 3161 3162 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3163 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3164 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3165 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode)); 3166 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3167 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3168 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3169 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3170 device->setMinLod(samplerType, samplerIndex, minLOD); 3171 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3172 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3173 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3174 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3175 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3176 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3177 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3178 3179 applyTexture(samplerType, samplerIndex, texture); 3180 } 3181 else 3182 { 3183 applyTexture(samplerType, samplerIndex, nullptr); 3184 } 3185 } 3186 else 3187 { 3188 applyTexture(samplerType, samplerIndex, nullptr); 3189 } 3190 } 3191 } 3192 3193 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3194 { 3195 Program *program = getCurrentProgram(); 3196 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3197 bool textureUsed = false; 3198 3199 if(type == sw::SAMPLER_PIXEL) 3200 { 3201 textureUsed = program->getPixelShader()->usesSampler(index); 3202 } 3203 else if(type == sw::SAMPLER_VERTEX) 3204 { 3205 textureUsed = program->getVertexShader()->usesSampler(index); 3206 } 3207 else UNREACHABLE(type); 3208 3209 sw::Resource *resource = nullptr; 3210 3211 if(baseTexture && textureUsed) 3212 { 3213 resource = baseTexture->getResource(); 3214 } 3215 3216 device->setTextureResource(sampler, resource); 3217 3218 if(baseTexture && textureUsed) 3219 { 3220 int baseLevel = baseTexture->getBaseLevel(); 3221 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel()); 3222 GLenum target = baseTexture->getTarget(); 3223 3224 switch(target) 3225 { 3226 case GL_TEXTURE_2D: 3227 case GL_TEXTURE_EXTERNAL_OES: 3228 case GL_TEXTURE_RECTANGLE_ARB: 3229 { 3230 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3231 3232 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3233 { 3234 int surfaceLevel = mipmapLevel + baseLevel; 3235 3236 if(surfaceLevel > maxLevel) 3237 { 3238 surfaceLevel = maxLevel; 3239 } 3240 3241 egl::Image *surface = texture->getImage(surfaceLevel); 3242 device->setTextureLevel(sampler, 0, mipmapLevel, surface, 3243 (target == GL_TEXTURE_RECTANGLE_ARB) ? sw::TEXTURE_RECTANGLE : sw::TEXTURE_2D); 3244 } 3245 } 3246 break; 3247 case GL_TEXTURE_3D: 3248 { 3249 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3250 3251 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3252 { 3253 int surfaceLevel = mipmapLevel + baseLevel; 3254 3255 if(surfaceLevel > maxLevel) 3256 { 3257 surfaceLevel = maxLevel; 3258 } 3259 3260 egl::Image *surface = texture->getImage(surfaceLevel); 3261 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3262 } 3263 } 3264 break; 3265 case GL_TEXTURE_2D_ARRAY: 3266 { 3267 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3268 3269 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3270 { 3271 int surfaceLevel = mipmapLevel + baseLevel; 3272 3273 if(surfaceLevel > maxLevel) 3274 { 3275 surfaceLevel = maxLevel; 3276 } 3277 3278 egl::Image *surface = texture->getImage(surfaceLevel); 3279 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3280 } 3281 } 3282 break; 3283 case GL_TEXTURE_CUBE_MAP: 3284 { 3285 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3286 3287 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3288 { 3289 cubeTexture->updateBorders(mipmapLevel); 3290 3291 for(int face = 0; face < 6; face++) 3292 { 3293 int surfaceLevel = mipmapLevel + baseLevel; 3294 3295 if(surfaceLevel > maxLevel) 3296 { 3297 surfaceLevel = maxLevel; 3298 } 3299 3300 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3301 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3302 } 3303 } 3304 } 3305 break; 3306 default: 3307 UNIMPLEMENTED(); 3308 break; 3309 } 3310 } 3311 else 3312 { 3313 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3314 } 3315 } 3316 3317 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3318 { 3319 Framebuffer *framebuffer = getReadFramebuffer(); 3320 int framebufferWidth, framebufferHeight, framebufferSamples; 3321 3322 if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)) 3323 { 3324 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3325 } 3326 3327 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3328 { 3329 return error(GL_INVALID_OPERATION); 3330 } 3331 3332 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3333 { 3334 return error(GL_INVALID_OPERATION); 3335 } 3336 3337 GLsizei outputWidth = (mState.packParameters.rowLength > 0) ? mState.packParameters.rowLength : width; 3338 GLsizei outputPitch = gl::ComputePitch(outputWidth, format, type, mState.packParameters.alignment); 3339 GLsizei outputHeight = (mState.packParameters.imageHeight == 0) ? height : mState.packParameters.imageHeight; 3340 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3341 pixels = ((char*)pixels) + gl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packParameters); 3342 3343 // Sized query sanity check 3344 if(bufSize) 3345 { 3346 int requiredSize = outputPitch * height; 3347 if(requiredSize > *bufSize) 3348 { 3349 return error(GL_INVALID_OPERATION); 3350 } 3351 } 3352 3353 egl::Image *renderTarget = nullptr; 3354 switch(format) 3355 { 3356 case GL_DEPTH_COMPONENT: // GL_NV_read_depth 3357 renderTarget = framebuffer->getDepthBuffer(); 3358 break; 3359 default: 3360 renderTarget = framebuffer->getReadRenderTarget(); 3361 break; 3362 } 3363 3364 if(!renderTarget) 3365 { 3366 return error(GL_INVALID_OPERATION); 3367 } 3368 3369 sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height)); 3370 sw::Rect dstRect(0, 0, width, height); 3371 rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight()); 3372 3373 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, gl::ConvertReadFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3374 sw::SliceRectF sliceRect(rect); 3375 sw::SliceRect dstSliceRect(dstRect); 3376 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false, false, false); 3377 delete externalSurface; 3378 3379 renderTarget->release(); 3380 } 3381 3382 void Context::clear(GLbitfield mask) 3383 { 3384 if(mState.rasterizerDiscardEnabled) 3385 { 3386 return; 3387 } 3388 3389 Framebuffer *framebuffer = getDrawFramebuffer(); 3390 3391 if(!framebuffer || (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)) 3392 { 3393 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3394 } 3395 3396 if(!applyRenderTarget()) 3397 { 3398 return; 3399 } 3400 3401 if(mask & GL_COLOR_BUFFER_BIT) 3402 { 3403 unsigned int rgbaMask = getColorMask(); 3404 3405 if(rgbaMask != 0) 3406 { 3407 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3408 } 3409 } 3410 3411 if(mask & GL_DEPTH_BUFFER_BIT) 3412 { 3413 if(mState.depthMask != 0) 3414 { 3415 float depth = clamp01(mState.depthClearValue); 3416 device->clearDepth(depth); 3417 } 3418 } 3419 3420 if(mask & GL_STENCIL_BUFFER_BIT) 3421 { 3422 if(mState.stencilWritemask != 0) 3423 { 3424 int stencil = mState.stencilClearValue & 0x000000FF; 3425 device->clearStencil(stencil, mState.stencilWritemask); 3426 } 3427 } 3428 } 3429 3430 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3431 { 3432 unsigned int rgbaMask = getColorMask(); 3433 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3434 { 3435 Framebuffer *framebuffer = getDrawFramebuffer(); 3436 if(!framebuffer) 3437 { 3438 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3439 } 3440 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3441 3442 if(colorbuffer) 3443 { 3444 sw::Rect clearRect = colorbuffer->getRect(); 3445 3446 if(mState.scissorTestEnabled) 3447 { 3448 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3449 } 3450 3451 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3452 3453 colorbuffer->release(); 3454 } 3455 } 3456 } 3457 3458 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3459 { 3460 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3461 } 3462 3463 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3464 { 3465 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3466 } 3467 3468 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3469 { 3470 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3471 } 3472 3473 void Context::clearDepthBuffer(const GLfloat value) 3474 { 3475 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3476 { 3477 Framebuffer *framebuffer = getDrawFramebuffer(); 3478 if(!framebuffer) 3479 { 3480 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3481 } 3482 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3483 3484 if(depthbuffer) 3485 { 3486 float depth = clamp01(value); 3487 sw::Rect clearRect = depthbuffer->getRect(); 3488 3489 if(mState.scissorTestEnabled) 3490 { 3491 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3492 } 3493 3494 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3495 3496 depthbuffer->release(); 3497 } 3498 } 3499 } 3500 3501 void Context::clearStencilBuffer(const GLint value) 3502 { 3503 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3504 { 3505 Framebuffer *framebuffer = getDrawFramebuffer(); 3506 if(!framebuffer) 3507 { 3508 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3509 } 3510 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3511 3512 if(stencilbuffer) 3513 { 3514 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3515 sw::Rect clearRect = stencilbuffer->getRect(); 3516 3517 if(mState.scissorTestEnabled) 3518 { 3519 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3520 } 3521 3522 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3523 3524 stencilbuffer->release(); 3525 } 3526 } 3527 } 3528 3529 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3530 { 3531 if(!applyRenderTarget()) 3532 { 3533 return; 3534 } 3535 3536 if(mState.currentProgram == 0) 3537 { 3538 return; // Nothing to process. 3539 } 3540 3541 sw::DrawType primitiveType; 3542 int primitiveCount; 3543 int verticesPerPrimitive; 3544 3545 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3546 { 3547 return error(GL_INVALID_ENUM); 3548 } 3549 3550 applyState(mode); 3551 3552 for(int i = 0; i < instanceCount; ++i) 3553 { 3554 device->setInstanceID(i); 3555 3556 GLenum err = applyVertexBuffer(0, first, count, i); 3557 if(err != GL_NO_ERROR) 3558 { 3559 return error(err); 3560 } 3561 3562 applyShaders(); 3563 applyTextures(); 3564 3565 if(!getCurrentProgram()->validateSamplers(false)) 3566 { 3567 return error(GL_INVALID_OPERATION); 3568 } 3569 3570 if(primitiveCount <= 0) 3571 { 3572 return; 3573 } 3574 3575 TransformFeedback* transformFeedback = getTransformFeedback(); 3576 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3577 { 3578 device->drawPrimitive(primitiveType, primitiveCount); 3579 } 3580 if(transformFeedback) 3581 { 3582 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3583 } 3584 } 3585 } 3586 3587 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3588 { 3589 if(!applyRenderTarget()) 3590 { 3591 return; 3592 } 3593 3594 if(mState.currentProgram == 0) 3595 { 3596 return; // Nothing to process. 3597 } 3598 3599 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3600 { 3601 return error(GL_INVALID_OPERATION); 3602 } 3603 3604 GLenum internalMode = mode; 3605 if(isPrimitiveRestartFixedIndexEnabled()) 3606 { 3607 switch(mode) 3608 { 3609 case GL_TRIANGLE_FAN: 3610 case GL_TRIANGLE_STRIP: 3611 internalMode = GL_TRIANGLES; 3612 break; 3613 case GL_LINE_LOOP: 3614 case GL_LINE_STRIP: 3615 internalMode = GL_LINES; 3616 break; 3617 default: 3618 break; 3619 } 3620 } 3621 3622 sw::DrawType primitiveType; 3623 int primitiveCount; 3624 int verticesPerPrimitive; 3625 3626 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3627 { 3628 return error(GL_INVALID_ENUM); 3629 } 3630 3631 TranslatedIndexData indexInfo(primitiveCount); 3632 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3633 if(err != GL_NO_ERROR) 3634 { 3635 return error(err); 3636 } 3637 3638 applyState(internalMode); 3639 3640 for(int i = 0; i < instanceCount; ++i) 3641 { 3642 device->setInstanceID(i); 3643 3644 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3645 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3646 if(err != GL_NO_ERROR) 3647 { 3648 return error(err); 3649 } 3650 3651 applyShaders(); 3652 applyTextures(); 3653 3654 if(!getCurrentProgram()->validateSamplers(false)) 3655 { 3656 return error(GL_INVALID_OPERATION); 3657 } 3658 3659 if(primitiveCount <= 0) 3660 { 3661 return; 3662 } 3663 3664 TransformFeedback* transformFeedback = getTransformFeedback(); 3665 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3666 { 3667 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount); 3668 } 3669 if(transformFeedback) 3670 { 3671 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive); 3672 } 3673 } 3674 } 3675 3676 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3677 { 3678 sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice); 3679 device->blit(source, sRectF, dest, dRect, false); 3680 } 3681 3682 void Context::finish() 3683 { 3684 device->finish(); 3685 } 3686 3687 void Context::flush() 3688 { 3689 // We don't queue anything without processing it as fast as possible 3690 } 3691 3692 void Context::recordInvalidEnum() 3693 { 3694 mInvalidEnum = true; 3695 } 3696 3697 void Context::recordInvalidValue() 3698 { 3699 mInvalidValue = true; 3700 } 3701 3702 void Context::recordInvalidOperation() 3703 { 3704 mInvalidOperation = true; 3705 } 3706 3707 void Context::recordOutOfMemory() 3708 { 3709 mOutOfMemory = true; 3710 } 3711 3712 void Context::recordInvalidFramebufferOperation() 3713 { 3714 mInvalidFramebufferOperation = true; 3715 } 3716 3717 // Get one of the recorded errors and clear its flag, if any. 3718 // [OpenGL ES 2.0.24] section 2.5 page 13. 3719 GLenum Context::getError() 3720 { 3721 if(mInvalidEnum) 3722 { 3723 mInvalidEnum = false; 3724 3725 return GL_INVALID_ENUM; 3726 } 3727 3728 if(mInvalidValue) 3729 { 3730 mInvalidValue = false; 3731 3732 return GL_INVALID_VALUE; 3733 } 3734 3735 if(mInvalidOperation) 3736 { 3737 mInvalidOperation = false; 3738 3739 return GL_INVALID_OPERATION; 3740 } 3741 3742 if(mOutOfMemory) 3743 { 3744 mOutOfMemory = false; 3745 3746 return GL_OUT_OF_MEMORY; 3747 } 3748 3749 if(mInvalidFramebufferOperation) 3750 { 3751 mInvalidFramebufferOperation = false; 3752 3753 return GL_INVALID_FRAMEBUFFER_OPERATION; 3754 } 3755 3756 return GL_NO_ERROR; 3757 } 3758 3759 int Context::getSupportedMultisampleCount(int requested) 3760 { 3761 int supported = 0; 3762 3763 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3764 { 3765 if(supported >= requested) 3766 { 3767 return supported; 3768 } 3769 3770 supported = multisampleCount[i]; 3771 } 3772 3773 return supported; 3774 } 3775 3776 void Context::detachBuffer(GLuint buffer) 3777 { 3778 // [OpenGL ES 2.0.24] section 2.9 page 22: 3779 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3780 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3781 3782 if(mState.copyReadBuffer.name() == buffer) 3783 { 3784 mState.copyReadBuffer = nullptr; 3785 } 3786 3787 if(mState.copyWriteBuffer.name() == buffer) 3788 { 3789 mState.copyWriteBuffer = nullptr; 3790 } 3791 3792 if(mState.pixelPackBuffer.name() == buffer) 3793 { 3794 mState.pixelPackBuffer = nullptr; 3795 } 3796 3797 if(mState.pixelUnpackBuffer.name() == buffer) 3798 { 3799 mState.pixelUnpackBuffer = nullptr; 3800 } 3801 3802 if(mState.genericUniformBuffer.name() == buffer) 3803 { 3804 mState.genericUniformBuffer = nullptr; 3805 } 3806 3807 if(getArrayBufferName() == buffer) 3808 { 3809 mState.arrayBuffer = nullptr; 3810 } 3811 3812 // Only detach from the current transform feedback 3813 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3814 if(currentTransformFeedback) 3815 { 3816 currentTransformFeedback->detachBuffer(buffer); 3817 } 3818 3819 // Only detach from the current vertex array 3820 VertexArray* currentVertexArray = getCurrentVertexArray(); 3821 if(currentVertexArray) 3822 { 3823 currentVertexArray->detachBuffer(buffer); 3824 } 3825 3826 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3827 { 3828 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3829 { 3830 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3831 } 3832 } 3833 } 3834 3835 void Context::detachTexture(GLuint texture) 3836 { 3837 // [OpenGL ES 2.0.24] section 3.8 page 84: 3838 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3839 // rebound to texture object zero 3840 3841 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3842 { 3843 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3844 { 3845 if(mState.samplerTexture[type][sampler].name() == texture) 3846 { 3847 mState.samplerTexture[type][sampler] = nullptr; 3848 } 3849 } 3850 } 3851 3852 // [OpenGL ES 2.0.24] section 4.4 page 112: 3853 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3854 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3855 // image was attached in the currently bound framebuffer. 3856 3857 Framebuffer *readFramebuffer = getReadFramebuffer(); 3858 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3859 3860 if(readFramebuffer) 3861 { 3862 readFramebuffer->detachTexture(texture); 3863 } 3864 3865 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3866 { 3867 drawFramebuffer->detachTexture(texture); 3868 } 3869 } 3870 3871 void Context::detachFramebuffer(GLuint framebuffer) 3872 { 3873 // [OpenGL ES 2.0.24] section 4.4 page 107: 3874 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3875 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3876 3877 if(mState.readFramebuffer == framebuffer) 3878 { 3879 bindReadFramebuffer(0); 3880 } 3881 3882 if(mState.drawFramebuffer == framebuffer) 3883 { 3884 bindDrawFramebuffer(0); 3885 } 3886 } 3887 3888 void Context::detachRenderbuffer(GLuint renderbuffer) 3889 { 3890 // [OpenGL ES 2.0.24] section 4.4 page 109: 3891 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3892 // had been executed with the target RENDERBUFFER and name of zero. 3893 3894 if(mState.renderbuffer.name() == renderbuffer) 3895 { 3896 bindRenderbuffer(0); 3897 } 3898 3899 // [OpenGL ES 2.0.24] section 4.4 page 111: 3900 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3901 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3902 // point to which this image was attached in the currently bound framebuffer. 3903 3904 Framebuffer *readFramebuffer = getReadFramebuffer(); 3905 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3906 3907 if(readFramebuffer) 3908 { 3909 readFramebuffer->detachRenderbuffer(renderbuffer); 3910 } 3911 3912 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3913 { 3914 drawFramebuffer->detachRenderbuffer(renderbuffer); 3915 } 3916 } 3917 3918 void Context::detachSampler(GLuint sampler) 3919 { 3920 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3921 // If a sampler object that is currently bound to one or more texture units is 3922 // deleted, it is as though BindSampler is called once for each texture unit to 3923 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3924 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3925 { 3926 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3927 if(samplerBinding.name() == sampler) 3928 { 3929 samplerBinding = nullptr; 3930 } 3931 } 3932 } 3933 3934 bool Context::cullSkipsDraw(GLenum drawMode) 3935 { 3936 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3937 } 3938 3939 bool Context::isTriangleMode(GLenum drawMode) 3940 { 3941 switch(drawMode) 3942 { 3943 case GL_TRIANGLES: 3944 case GL_TRIANGLE_FAN: 3945 case GL_TRIANGLE_STRIP: 3946 return true; 3947 case GL_POINTS: 3948 case GL_LINES: 3949 case GL_LINE_LOOP: 3950 case GL_LINE_STRIP: 3951 return false; 3952 default: UNREACHABLE(drawMode); 3953 } 3954 3955 return false; 3956 } 3957 3958 void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3959 { 3960 ASSERT(index < MAX_VERTEX_ATTRIBS); 3961 3962 mState.vertexAttribute[index].setCurrentValue(values); 3963 3964 mVertexDataManager->dirtyCurrentValue(index); 3965 } 3966 3967 void Context::setVertexAttrib(GLuint index, const GLint *values) 3968 { 3969 ASSERT(index < MAX_VERTEX_ATTRIBS); 3970 3971 mState.vertexAttribute[index].setCurrentValue(values); 3972 3973 mVertexDataManager->dirtyCurrentValue(index); 3974 } 3975 3976 void Context::setVertexAttrib(GLuint index, const GLuint *values) 3977 { 3978 ASSERT(index < MAX_VERTEX_ATTRIBS); 3979 3980 mState.vertexAttribute[index].setCurrentValue(values); 3981 3982 mVertexDataManager->dirtyCurrentValue(index); 3983 } 3984 3985 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3986 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3987 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3988 { 3989 Framebuffer *readFramebuffer = getReadFramebuffer(); 3990 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3991 3992 int readBufferWidth, readBufferHeight, readBufferSamples; 3993 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3994 3995 if(!readFramebuffer || (readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE) || 3996 !drawFramebuffer || (drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)) 3997 { 3998 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3999 } 4000 4001 if(drawBufferSamples > 1) 4002 { 4003 return error(GL_INVALID_OPERATION); 4004 } 4005 4006 sw::SliceRect sourceRect; 4007 sw::SliceRect destRect; 4008 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 4009 bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1); 4010 4011 if(srcX0 < srcX1) 4012 { 4013 sourceRect.x0 = srcX0; 4014 sourceRect.x1 = srcX1; 4015 } 4016 else 4017 { 4018 sourceRect.x0 = srcX1; 4019 sourceRect.x1 = srcX0; 4020 } 4021 4022 if(dstX0 < dstX1) 4023 { 4024 destRect.x0 = dstX0; 4025 destRect.x1 = dstX1; 4026 } 4027 else 4028 { 4029 destRect.x0 = dstX1; 4030 destRect.x1 = dstX0; 4031 } 4032 4033 if(srcY0 < srcY1) 4034 { 4035 sourceRect.y0 = srcY0; 4036 sourceRect.y1 = srcY1; 4037 } 4038 else 4039 { 4040 sourceRect.y0 = srcY1; 4041 sourceRect.y1 = srcY0; 4042 } 4043 4044 if(dstY0 < dstY1) 4045 { 4046 destRect.y0 = dstY0; 4047 destRect.y1 = dstY1; 4048 } 4049 else 4050 { 4051 destRect.y0 = dstY1; 4052 destRect.y1 = dstY0; 4053 } 4054 4055 sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0), 4056 static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1)); 4057 sw::Rect destScissoredRect = destRect; 4058 4059 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 4060 { 4061 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 4062 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY); 4063 } 4064 4065 sw::SliceRectF sourceTrimmedRect = sourceScissoredRect; 4066 sw::SliceRect destTrimmedRect = destScissoredRect; 4067 4068 // The source & destination rectangles also may need to be trimmed if 4069 // they fall out of the bounds of the actual draw and read surfaces. 4070 sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight); 4071 Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY); 4072 4073 sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight); 4074 Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY); 4075 4076 bool partialBufferCopy = false; 4077 4078 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4079 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4080 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4081 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4082 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4083 { 4084 partialBufferCopy = true; 4085 } 4086 4087 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4088 bool blitRenderTarget = false; 4089 bool blitDepth = false; 4090 bool blitStencil = false; 4091 4092 if(mask & GL_COLOR_BUFFER_BIT) 4093 { 4094 GLenum readColorbufferType = readFramebuffer->getReadBufferType(); 4095 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4096 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || readColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(readColorbufferType); 4097 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || drawColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(drawColorbufferType); 4098 if(!validReadType || !validDrawType) 4099 { 4100 return error(GL_INVALID_OPERATION); 4101 } 4102 4103 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4104 { 4105 return error(GL_INVALID_OPERATION); 4106 } 4107 4108 // The GL ES 3.0.2 spec (pg 193) states that: 4109 // 1) If the read buffer is fixed point format, the draw buffer must be as well 4110 // 2) If the read buffer is an unsigned integer format, the draw buffer must be 4111 // as well 4112 // 3) If the read buffer is a signed integer format, the draw buffer must be as 4113 // well 4114 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer(); 4115 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0); 4116 GLint readFormat = readRenderbuffer->getFormat(); 4117 GLint drawFormat = drawRenderbuffer->getFormat(); 4118 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0); 4119 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0); 4120 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) || 4121 (readComponentType == GL_SIGNED_NORMALIZED)); 4122 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) || 4123 (drawComponentType == GL_SIGNED_NORMALIZED)); 4124 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT)); 4125 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT)); 4126 4127 if(readFixedOrFloat != drawFixedOrFloat) 4128 { 4129 return error(GL_INVALID_OPERATION); 4130 } 4131 4132 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT)) 4133 { 4134 return error(GL_INVALID_OPERATION); 4135 } 4136 4137 if((readComponentType == GL_INT) && (drawComponentType != GL_INT)) 4138 { 4139 return error(GL_INVALID_OPERATION); 4140 } 4141 4142 // Cannot filter integer data 4143 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter) 4144 { 4145 return error(GL_INVALID_OPERATION); 4146 } 4147 4148 // From the ANGLE_framebuffer_blit extension: 4149 // "Calling BlitFramebufferANGLE will result in an INVALID_OPERATION error if <mask> 4150 // includes COLOR_BUFFER_BIT and the source and destination color formats to not match." 4151 if((clientVersion < 3) && (readRenderbuffer->getSamples() > 0) && (readFormat != drawFormat)) 4152 { 4153 return error(GL_INVALID_OPERATION); 4154 } 4155 4156 blitRenderTarget = true; 4157 } 4158 4159 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4160 { 4161 Renderbuffer *readDSBuffer = nullptr; 4162 Renderbuffer *drawDSBuffer = nullptr; 4163 4164 if(mask & GL_DEPTH_BUFFER_BIT) 4165 { 4166 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4167 { 4168 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4169 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4170 if((readDepthBufferType != drawDepthBufferType) && 4171 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4172 { 4173 return error(GL_INVALID_OPERATION); 4174 } 4175 4176 blitDepth = true; 4177 readDSBuffer = readFramebuffer->getDepthbuffer(); 4178 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4179 4180 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat()) 4181 { 4182 return error(GL_INVALID_OPERATION); 4183 } 4184 } 4185 } 4186 4187 if(mask & GL_STENCIL_BUFFER_BIT) 4188 { 4189 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4190 { 4191 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4192 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4193 if((readStencilBufferType != drawStencilBufferType) && 4194 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4195 { 4196 return error(GL_INVALID_OPERATION); 4197 } 4198 4199 blitStencil = true; 4200 readDSBuffer = readFramebuffer->getStencilbuffer(); 4201 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4202 4203 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat()) 4204 { 4205 return error(GL_INVALID_OPERATION); 4206 } 4207 } 4208 } 4209 4210 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4211 { 4212 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4213 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4214 } 4215 4216 // OpenGL ES 3.0.4 spec, p.199: 4217 // ...an INVALID_OPERATION error is generated if the formats of the read 4218 // and draw framebuffers are not identical or if the source and destination 4219 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4220 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4221 // INVALID_OPERATION error is generated. 4222 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4223 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4224 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4225 { 4226 return error(GL_INVALID_OPERATION); 4227 } 4228 } 4229 4230 if(blitRenderTarget || blitDepth || blitStencil) 4231 { 4232 if(flipX) 4233 { 4234 swap(destTrimmedRect.x0, destTrimmedRect.x1); 4235 } 4236 if(flipY) 4237 { 4238 swap(destTrimmedRect.y0, destTrimmedRect.y1); 4239 } 4240 4241 if(blitRenderTarget) 4242 { 4243 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4244 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4245 4246 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4247 4248 readRenderTarget->release(); 4249 drawRenderTarget->release(); 4250 4251 if(!success) 4252 { 4253 ERR("BlitFramebuffer failed."); 4254 return; 4255 } 4256 } 4257 4258 if(blitDepth) 4259 { 4260 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4261 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4262 4263 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4264 4265 readRenderTarget->release(); 4266 drawRenderTarget->release(); 4267 4268 if(!success) 4269 { 4270 ERR("BlitFramebuffer failed."); 4271 return; 4272 } 4273 } 4274 4275 if(blitStencil) 4276 { 4277 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4278 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4279 4280 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4281 4282 readRenderTarget->release(); 4283 drawRenderTarget->release(); 4284 4285 if(!success) 4286 { 4287 ERR("BlitFramebuffer failed."); 4288 return; 4289 } 4290 } 4291 } 4292 } 4293 4294 void Context::bindTexImage(gl::Surface *surface) 4295 { 4296 bool isRect = (surface->getTextureTarget() == EGL_TEXTURE_RECTANGLE_ANGLE); 4297 es2::Texture2D *textureObject = isRect ? getTexture2DRect() : getTexture2D(); 4298 4299 if(textureObject) 4300 { 4301 textureObject->bindTexImage(surface); 4302 } 4303 } 4304 4305 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4306 { 4307 GLenum textureTarget = GL_NONE; 4308 4309 switch(target) 4310 { 4311 case EGL_GL_TEXTURE_2D_KHR: 4312 textureTarget = GL_TEXTURE_2D; 4313 break; 4314 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4315 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4316 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4317 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4318 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4319 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4320 textureTarget = GL_TEXTURE_CUBE_MAP; 4321 break; 4322 case EGL_GL_RENDERBUFFER_KHR: 4323 break; 4324 default: 4325 return EGL_BAD_PARAMETER; 4326 } 4327 4328 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4329 { 4330 return EGL_BAD_MATCH; 4331 } 4332 4333 if(textureTarget != GL_NONE) 4334 { 4335 es2::Texture *texture = getTexture(name); 4336 4337 if(!texture || texture->getTarget() != textureTarget) 4338 { 4339 return EGL_BAD_PARAMETER; 4340 } 4341 4342 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4343 { 4344 return EGL_BAD_ACCESS; 4345 } 4346 4347 if(textureLevel != 0 && !texture->isSamplerComplete()) 4348 { 4349 return EGL_BAD_PARAMETER; 4350 } 4351 4352 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0)) 4353 { 4354 return EGL_BAD_PARAMETER; 4355 } 4356 } 4357 else if(target == EGL_GL_RENDERBUFFER_KHR) 4358 { 4359 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4360 4361 if(!renderbuffer) 4362 { 4363 return EGL_BAD_PARAMETER; 4364 } 4365 4366 if(renderbuffer->isShared()) // Already an EGLImage sibling 4367 { 4368 return EGL_BAD_ACCESS; 4369 } 4370 } 4371 else UNREACHABLE(target); 4372 4373 return EGL_SUCCESS; 4374 } 4375 4376 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4377 { 4378 GLenum textureTarget = GL_NONE; 4379 4380 switch(target) 4381 { 4382 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4383 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4384 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4385 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4386 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4387 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4388 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4389 } 4390 4391 if(textureTarget != GL_NONE) 4392 { 4393 es2::Texture *texture = getTexture(name); 4394 4395 return texture->createSharedImage(textureTarget, textureLevel); 4396 } 4397 else if(target == EGL_GL_RENDERBUFFER_KHR) 4398 { 4399 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4400 4401 return renderbuffer->createSharedImage(); 4402 } 4403 else UNREACHABLE(target); 4404 4405 return nullptr; 4406 } 4407 4408 egl::Image *Context::getSharedImage(GLeglImageOES image) 4409 { 4410 return display->getSharedImage(image); 4411 } 4412 4413 Device *Context::getDevice() 4414 { 4415 return device; 4416 } 4417 4418 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4419 { 4420 // Keep list sorted in following order: 4421 // OES extensions 4422 // EXT extensions 4423 // Vendor extensions 4424 static const char *es2extensions[] = 4425 { 4426 "GL_OES_compressed_ETC1_RGB8_texture", 4427 "GL_OES_depth24", 4428 "GL_OES_depth32", 4429 "GL_OES_depth_texture", 4430 "GL_OES_depth_texture_cube_map", 4431 "GL_OES_EGL_image", 4432 "GL_OES_EGL_image_external", 4433 "GL_OES_EGL_sync", 4434 "GL_OES_element_index_uint", 4435 "GL_OES_framebuffer_object", 4436 "GL_OES_packed_depth_stencil", 4437 "GL_OES_rgb8_rgba8", 4438 "GL_OES_standard_derivatives", 4439 "GL_OES_surfaceless_context", 4440 "GL_OES_texture_float", 4441 "GL_OES_texture_float_linear", 4442 "GL_OES_texture_half_float", 4443 "GL_OES_texture_half_float_linear", 4444 "GL_OES_texture_npot", 4445 "GL_OES_texture_3D", 4446 "GL_OES_vertex_half_float", 4447 "GL_EXT_blend_minmax", 4448 "GL_EXT_color_buffer_half_float", 4449 "GL_EXT_draw_buffers", 4450 "GL_EXT_instanced_arrays", 4451 "GL_EXT_occlusion_query_boolean", 4452 "GL_EXT_read_format_bgra", 4453 "GL_EXT_texture_compression_dxt1", 4454 "GL_EXT_texture_filter_anisotropic", 4455 "GL_EXT_texture_format_BGRA8888", 4456 "GL_EXT_texture_rg", 4457 #if (ASTC_SUPPORT) 4458 "GL_KHR_texture_compression_astc_hdr", 4459 "GL_KHR_texture_compression_astc_ldr", 4460 #endif 4461 "GL_ARB_texture_rectangle", 4462 "GL_ANGLE_framebuffer_blit", 4463 "GL_ANGLE_framebuffer_multisample", 4464 "GL_ANGLE_instanced_arrays", 4465 "GL_ANGLE_texture_compression_dxt3", 4466 "GL_ANGLE_texture_compression_dxt5", 4467 "GL_APPLE_texture_format_BGRA8888", 4468 "GL_CHROMIUM_color_buffer_float_rgba", // A subset of EXT_color_buffer_float on top of OpenGL ES 2.0 4469 "GL_CHROMIUM_texture_filtering_hint", 4470 "GL_NV_fence", 4471 "GL_NV_framebuffer_blit", 4472 "GL_NV_read_depth", 4473 }; 4474 4475 // Extensions exclusive to OpenGL ES 3.0 and above. 4476 static const char *es3extensions[] = 4477 { 4478 "GL_EXT_color_buffer_float", 4479 }; 4480 4481 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]); 4482 GLuint numExtensions = numES2extensions; 4483 4484 if(clientVersion >= 3) 4485 { 4486 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]); 4487 } 4488 4489 if(numExt) 4490 { 4491 *numExt = numExtensions; 4492 4493 return nullptr; 4494 } 4495 4496 if(index == GL_INVALID_INDEX) 4497 { 4498 static std::string extensionsCat; 4499 4500 if(extensionsCat.empty() && (numExtensions > 0)) 4501 { 4502 for(const char *extension : es2extensions) 4503 { 4504 extensionsCat += std::string(extension) + " "; 4505 } 4506 4507 if(clientVersion >= 3) 4508 { 4509 for(const char *extension : es3extensions) 4510 { 4511 extensionsCat += std::string(extension) + " "; 4512 } 4513 } 4514 } 4515 4516 return (const GLubyte*)extensionsCat.c_str(); 4517 } 4518 4519 if(index >= numExtensions) 4520 { 4521 return nullptr; 4522 } 4523 4524 if(index < numES2extensions) 4525 { 4526 return (const GLubyte*)es2extensions[index]; 4527 } 4528 else 4529 { 4530 return (const GLubyte*)es3extensions[index - numES2extensions]; 4531 } 4532 } 4533 4534 } 4535 4536 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config) 4537 { 4538 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4539 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config); 4540 } 4541