| #include "precompiled.h" | |
| // | |
| // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| // Context.cpp: Implements the gl::Context class, managing all GL state and performing | |
| // rendering operations. It is the GLES2 specific implementation of EGLContext. | |
| #include "libGLESv2/Context.h" | |
| #include "libGLESv2/main.h" | |
| #include "libGLESv2/utilities.h" | |
| #include "libGLESv2/Buffer.h" | |
| #include "libGLESv2/Fence.h" | |
| #include "libGLESv2/Framebuffer.h" | |
| #include "libGLESv2/Renderbuffer.h" | |
| #include "libGLESv2/Program.h" | |
| #include "libGLESv2/ProgramBinary.h" | |
| #include "libGLESv2/Query.h" | |
| #include "libGLESv2/Texture.h" | |
| #include "libGLESv2/ResourceManager.h" | |
| #include "libGLESv2/renderer/IndexDataManager.h" | |
| #include "libGLESv2/renderer/RenderTarget.h" | |
| #include "libGLESv2/renderer/Renderer.h" | |
| #include "libEGL/Surface.h" | |
| #undef near | |
| #undef far | |
| namespace gl | |
| { | |
| static const char* makeStaticString(const std::string& str) | |
| { | |
| static std::set<std::string> strings; | |
| std::set<std::string>::iterator it = strings.find(str); | |
| if (it != strings.end()) | |
| return it->c_str(); | |
| return strings.insert(str).first->c_str(); | |
| } | |
| Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer) | |
| { | |
| ASSERT(robustAccess == false); // Unimplemented | |
| mFenceHandleAllocator.setBaseHandle(0); | |
| setClearColor(0.0f, 0.0f, 0.0f, 0.0f); | |
| mState.depthClearValue = 1.0f; | |
| mState.stencilClearValue = 0; | |
| mState.rasterizer.cullFace = false; | |
| mState.rasterizer.cullMode = GL_BACK; | |
| mState.rasterizer.frontFace = GL_CCW; | |
| mState.rasterizer.polygonOffsetFill = false; | |
| mState.rasterizer.polygonOffsetFactor = 0.0f; | |
| mState.rasterizer.polygonOffsetUnits = 0.0f; | |
| mState.rasterizer.pointDrawMode = false; | |
| mState.scissorTest = false; | |
| mState.scissor.x = 0; | |
| mState.scissor.y = 0; | |
| mState.scissor.width = 0; | |
| mState.scissor.height = 0; | |
| mState.blend.blend = false; | |
| mState.blend.sourceBlendRGB = GL_ONE; | |
| mState.blend.sourceBlendAlpha = GL_ONE; | |
| mState.blend.destBlendRGB = GL_ZERO; | |
| mState.blend.destBlendAlpha = GL_ZERO; | |
| mState.blend.blendEquationRGB = GL_FUNC_ADD; | |
| mState.blend.blendEquationAlpha = GL_FUNC_ADD; | |
| mState.blend.sampleAlphaToCoverage = false; | |
| mState.blend.dither = true; | |
| mState.blendColor.red = 0; | |
| mState.blendColor.green = 0; | |
| mState.blendColor.blue = 0; | |
| mState.blendColor.alpha = 0; | |
| mState.depthStencil.depthTest = false; | |
| mState.depthStencil.depthFunc = GL_LESS; | |
| mState.depthStencil.depthMask = true; | |
| mState.depthStencil.stencilTest = false; | |
| mState.depthStencil.stencilFunc = GL_ALWAYS; | |
| mState.depthStencil.stencilMask = -1; | |
| mState.depthStencil.stencilWritemask = -1; | |
| mState.depthStencil.stencilBackFunc = GL_ALWAYS; | |
| mState.depthStencil.stencilBackMask = - 1; | |
| mState.depthStencil.stencilBackWritemask = -1; | |
| mState.depthStencil.stencilFail = GL_KEEP; | |
| mState.depthStencil.stencilPassDepthFail = GL_KEEP; | |
| mState.depthStencil.stencilPassDepthPass = GL_KEEP; | |
| mState.depthStencil.stencilBackFail = GL_KEEP; | |
| mState.depthStencil.stencilBackPassDepthFail = GL_KEEP; | |
| mState.depthStencil.stencilBackPassDepthPass = GL_KEEP; | |
| mState.stencilRef = 0; | |
| mState.stencilBackRef = 0; | |
| mState.sampleCoverage = false; | |
| mState.sampleCoverageValue = 1.0f; | |
| mState.sampleCoverageInvert = false; | |
| mState.generateMipmapHint = GL_DONT_CARE; | |
| mState.fragmentShaderDerivativeHint = GL_DONT_CARE; | |
| mState.lineWidth = 1.0f; | |
| mState.viewport.x = 0; | |
| mState.viewport.y = 0; | |
| mState.viewport.width = 0; | |
| mState.viewport.height = 0; | |
| mState.zNear = 0.0f; | |
| mState.zFar = 1.0f; | |
| mState.blend.colorMaskRed = true; | |
| mState.blend.colorMaskGreen = true; | |
| mState.blend.colorMaskBlue = true; | |
| mState.blend.colorMaskAlpha = true; | |
| if (shareContext != NULL) | |
| { | |
| mResourceManager = shareContext->mResourceManager; | |
| mResourceManager->addRef(); | |
| } | |
| else | |
| { | |
| mResourceManager = new ResourceManager(mRenderer); | |
| } | |
| // [OpenGL ES 2.0.24] section 3.7 page 83: | |
| // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional | |
| // and cube map texture state vectors respectively associated with them. | |
| // In order that access to these initial textures not be lost, they are treated as texture | |
| // objects all of whose names are 0. | |
| mTexture2DZero.set(new Texture2D(mRenderer, 0)); | |
| mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0)); | |
| mState.activeSampler = 0; | |
| bindArrayBuffer(0); | |
| bindElementArrayBuffer(0); | |
| bindTextureCubeMap(0); | |
| bindTexture2D(0); | |
| bindReadFramebuffer(0); | |
| bindDrawFramebuffer(0); | |
| bindRenderbuffer(0); | |
| mState.currentProgram = 0; | |
| mCurrentProgramBinary.set(NULL); | |
| mState.packAlignment = 4; | |
| mState.unpackAlignment = 4; | |
| mState.packReverseRowOrder = false; | |
| mExtensionString = NULL; | |
| mRendererString = NULL; | |
| mInvalidEnum = false; | |
| mInvalidValue = false; | |
| mInvalidOperation = false; | |
| mOutOfMemory = false; | |
| mInvalidFramebufferOperation = false; | |
| mHasBeenCurrent = false; | |
| mContextLost = false; | |
| mResetStatus = GL_NO_ERROR; | |
| mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT); | |
| mRobustAccess = robustAccess; | |
| mSupportsBGRATextures = false; | |
| mSupportsDXT1Textures = false; | |
| mSupportsDXT3Textures = false; | |
| mSupportsDXT5Textures = false; | |
| mSupportsEventQueries = false; | |
| mSupportsOcclusionQueries = false; | |
| mNumCompressedTextureFormats = 0; | |
| } | |
| Context::~Context() | |
| { | |
| if (mState.currentProgram != 0) | |
| { | |
| Program *programObject = mResourceManager->getProgram(mState.currentProgram); | |
| if (programObject) | |
| { | |
| programObject->release(); | |
| } | |
| mState.currentProgram = 0; | |
| } | |
| mCurrentProgramBinary.set(NULL); | |
| while (!mFramebufferMap.empty()) | |
| { | |
| deleteFramebuffer(mFramebufferMap.begin()->first); | |
| } | |
| while (!mFenceMap.empty()) | |
| { | |
| deleteFence(mFenceMap.begin()->first); | |
| } | |
| while (!mQueryMap.empty()) | |
| { | |
| deleteQuery(mQueryMap.begin()->first); | |
| } | |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) | |
| { | |
| for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) | |
| { | |
| mState.samplerTexture[type][sampler].set(NULL); | |
| } | |
| } | |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) | |
| { | |
| mIncompleteTextures[type].set(NULL); | |
| } | |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | |
| { | |
| mState.vertexAttribute[i].mBoundBuffer.set(NULL); | |
| } | |
| for (int i = 0; i < QUERY_TYPE_COUNT; i++) | |
| { | |
| mState.activeQuery[i].set(NULL); | |
| } | |
| mState.arrayBuffer.set(NULL); | |
| mState.elementArrayBuffer.set(NULL); | |
| mState.renderbuffer.set(NULL); | |
| mTexture2DZero.set(NULL); | |
| mTextureCubeMapZero.set(NULL); | |
| mResourceManager->release(); | |
| } | |
| void Context::makeCurrent(egl::Surface *surface) | |
| { | |
| if (!mHasBeenCurrent) | |
| { | |
| mMajorShaderModel = mRenderer->getMajorShaderModel(); | |
| mMaximumPointSize = mRenderer->getMaxPointSize(); | |
| mSupportsVertexTexture = mRenderer->getVertexTextureSupport(); | |
| mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport(); | |
| mSupportsInstancing = mRenderer->getInstancingSupport(); | |
| mMaxViewportDimension = mRenderer->getMaxViewportDimension(); | |
| mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()), | |
| (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE); | |
| mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE); | |
| mMaxRenderbufferDimension = mMaxTextureDimension; | |
| mMaxTextureLevel = log2(mMaxTextureDimension) + 1; | |
| mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy(); | |
| TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f", | |
| mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy); | |
| mSupportsEventQueries = mRenderer->getEventQuerySupport(); | |
| mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport(); | |
| mSupportsBGRATextures = mRenderer->getBGRATextureSupport(); | |
| mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport(); | |
| mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport(); | |
| mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport(); | |
| mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures); | |
| mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures); | |
| mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport(); | |
| mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport(); | |
| mSupportsDepthTextures = mRenderer->getDepthTextureSupport(); | |
| mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport(); | |
| mSupports32bitIndices = mRenderer->get32BitIndexSupport(); | |
| mNumCompressedTextureFormats = 0; | |
| if (supportsDXT1Textures()) | |
| { | |
| mNumCompressedTextureFormats += 2; | |
| } | |
| if (supportsDXT3Textures()) | |
| { | |
| mNumCompressedTextureFormats += 1; | |
| } | |
| if (supportsDXT5Textures()) | |
| { | |
| mNumCompressedTextureFormats += 1; | |
| } | |
| initExtensionString(); | |
| initRendererString(); | |
| mState.viewport.x = 0; | |
| mState.viewport.y = 0; | |
| mState.viewport.width = surface->getWidth(); | |
| mState.viewport.height = surface->getHeight(); | |
| mState.scissor.x = 0; | |
| mState.scissor.y = 0; | |
| mState.scissor.width = surface->getWidth(); | |
| mState.scissor.height = surface->getHeight(); | |
| mHasBeenCurrent = true; | |
| } | |
| // Wrap the existing swapchain resources into GL objects and assign them to the '0' names | |
| rx::SwapChain *swapchain = surface->getSwapChain(); | |
| Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain); | |
| DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain); | |
| Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero); | |
| setFramebufferZero(framebufferZero); | |
| } | |
| // NOTE: this function should not assume that this context is current! | |
| void Context::markContextLost() | |
| { | |
| if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT) | |
| mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT; | |
| mContextLost = true; | |
| } | |
| bool Context::isContextLost() | |
| { | |
| return mContextLost; | |
| } | |
| void Context::setClearColor(float red, float green, float blue, float alpha) | |
| { | |
| mState.colorClearValue.red = red; | |
| mState.colorClearValue.green = green; | |
| mState.colorClearValue.blue = blue; | |
| mState.colorClearValue.alpha = alpha; | |
| } | |
| void Context::setClearDepth(float depth) | |
| { | |
| mState.depthClearValue = depth; | |
| } | |
| void Context::setClearStencil(int stencil) | |
| { | |
| mState.stencilClearValue = stencil; | |
| } | |
| void Context::setCullFace(bool enabled) | |
| { | |
| mState.rasterizer.cullFace = enabled; | |
| } | |
| bool Context::isCullFaceEnabled() const | |
| { | |
| return mState.rasterizer.cullFace; | |
| } | |
| void Context::setCullMode(GLenum mode) | |
| { | |
| mState.rasterizer.cullMode = mode; | |
| } | |
| void Context::setFrontFace(GLenum front) | |
| { | |
| mState.rasterizer.frontFace = front; | |
| } | |
| void Context::setDepthTest(bool enabled) | |
| { | |
| mState.depthStencil.depthTest = enabled; | |
| } | |
| bool Context::isDepthTestEnabled() const | |
| { | |
| return mState.depthStencil.depthTest; | |
| } | |
| void Context::setDepthFunc(GLenum depthFunc) | |
| { | |
| mState.depthStencil.depthFunc = depthFunc; | |
| } | |
| void Context::setDepthRange(float zNear, float zFar) | |
| { | |
| mState.zNear = zNear; | |
| mState.zFar = zFar; | |
| } | |
| void Context::setBlend(bool enabled) | |
| { | |
| mState.blend.blend = enabled; | |
| } | |
| bool Context::isBlendEnabled() const | |
| { | |
| return mState.blend.blend; | |
| } | |
| void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) | |
| { | |
| mState.blend.sourceBlendRGB = sourceRGB; | |
| mState.blend.destBlendRGB = destRGB; | |
| mState.blend.sourceBlendAlpha = sourceAlpha; | |
| mState.blend.destBlendAlpha = destAlpha; | |
| } | |
| void Context::setBlendColor(float red, float green, float blue, float alpha) | |
| { | |
| mState.blendColor.red = red; | |
| mState.blendColor.green = green; | |
| mState.blendColor.blue = blue; | |
| mState.blendColor.alpha = alpha; | |
| } | |
| void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) | |
| { | |
| mState.blend.blendEquationRGB = rgbEquation; | |
| mState.blend.blendEquationAlpha = alphaEquation; | |
| } | |
| void Context::setStencilTest(bool enabled) | |
| { | |
| mState.depthStencil.stencilTest = enabled; | |
| } | |
| bool Context::isStencilTestEnabled() const | |
| { | |
| return mState.depthStencil.stencilTest; | |
| } | |
| void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) | |
| { | |
| mState.depthStencil.stencilFunc = stencilFunc; | |
| mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; | |
| mState.depthStencil.stencilMask = stencilMask; | |
| } | |
| void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) | |
| { | |
| mState.depthStencil.stencilBackFunc = stencilBackFunc; | |
| mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; | |
| mState.depthStencil.stencilBackMask = stencilBackMask; | |
| } | |
| void Context::setStencilWritemask(GLuint stencilWritemask) | |
| { | |
| mState.depthStencil.stencilWritemask = stencilWritemask; | |
| } | |
| void Context::setStencilBackWritemask(GLuint stencilBackWritemask) | |
| { | |
| mState.depthStencil.stencilBackWritemask = stencilBackWritemask; | |
| } | |
| void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) | |
| { | |
| mState.depthStencil.stencilFail = stencilFail; | |
| mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail; | |
| mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass; | |
| } | |
| void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) | |
| { | |
| mState.depthStencil.stencilBackFail = stencilBackFail; | |
| mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail; | |
| mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass; | |
| } | |
| void Context::setPolygonOffsetFill(bool enabled) | |
| { | |
| mState.rasterizer.polygonOffsetFill = enabled; | |
| } | |
| bool Context::isPolygonOffsetFillEnabled() const | |
| { | |
| return mState.rasterizer.polygonOffsetFill; | |
| } | |
| void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) | |
| { | |
| // An application can pass NaN values here, so handle this gracefully | |
| mState.rasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor; | |
| mState.rasterizer.polygonOffsetUnits = units != units ? 0.0f : units; | |
| } | |
| void Context::setSampleAlphaToCoverage(bool enabled) | |
| { | |
| mState.blend.sampleAlphaToCoverage = enabled; | |
| } | |
| bool Context::isSampleAlphaToCoverageEnabled() const | |
| { | |
| return mState.blend.sampleAlphaToCoverage; | |
| } | |
| void Context::setSampleCoverage(bool enabled) | |
| { | |
| mState.sampleCoverage = enabled; | |
| } | |
| bool Context::isSampleCoverageEnabled() const | |
| { | |
| return mState.sampleCoverage; | |
| } | |
| void Context::setSampleCoverageParams(GLclampf value, bool invert) | |
| { | |
| mState.sampleCoverageValue = value; | |
| mState.sampleCoverageInvert = invert; | |
| } | |
| void Context::setScissorTest(bool enabled) | |
| { | |
| mState.scissorTest = enabled; | |
| } | |
| bool Context::isScissorTestEnabled() const | |
| { | |
| return mState.scissorTest; | |
| } | |
| void Context::setDither(bool enabled) | |
| { | |
| mState.blend.dither = enabled; | |
| } | |
| bool Context::isDitherEnabled() const | |
| { | |
| return mState.blend.dither; | |
| } | |
| void Context::setLineWidth(GLfloat width) | |
| { | |
| mState.lineWidth = width; | |
| } | |
| void Context::setGenerateMipmapHint(GLenum hint) | |
| { | |
| mState.generateMipmapHint = hint; | |
| } | |
| void Context::setFragmentShaderDerivativeHint(GLenum hint) | |
| { | |
| mState.fragmentShaderDerivativeHint = hint; | |
| // TODO: Propagate the hint to shader translator so we can write | |
| // ddx, ddx_coarse, or ddx_fine depending on the hint. | |
| // Ignore for now. It is valid for implementations to ignore hint. | |
| } | |
| void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) | |
| { | |
| mState.viewport.x = x; | |
| mState.viewport.y = y; | |
| mState.viewport.width = width; | |
| mState.viewport.height = height; | |
| } | |
| void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) | |
| { | |
| mState.scissor.x = x; | |
| mState.scissor.y = y; | |
| mState.scissor.width = width; | |
| mState.scissor.height = height; | |
| } | |
| void Context::setColorMask(bool red, bool green, bool blue, bool alpha) | |
| { | |
| mState.blend.colorMaskRed = red; | |
| mState.blend.colorMaskGreen = green; | |
| mState.blend.colorMaskBlue = blue; | |
| mState.blend.colorMaskAlpha = alpha; | |
| } | |
| void Context::setDepthMask(bool mask) | |
| { | |
| mState.depthStencil.depthMask = mask; | |
| } | |
| void Context::setActiveSampler(unsigned int active) | |
| { | |
| mState.activeSampler = active; | |
| } | |
| GLuint Context::getReadFramebufferHandle() const | |
| { | |
| return mState.readFramebuffer; | |
| } | |
| GLuint Context::getDrawFramebufferHandle() const | |
| { | |
| return mState.drawFramebuffer; | |
| } | |
| GLuint Context::getRenderbufferHandle() const | |
| { | |
| return mState.renderbuffer.id(); | |
| } | |
| GLuint Context::getArrayBufferHandle() const | |
| { | |
| return mState.arrayBuffer.id(); | |
| } | |
| GLuint Context::getActiveQuery(GLenum target) const | |
| { | |
| Query *queryObject = NULL; | |
| switch (target) | |
| { | |
| case GL_ANY_SAMPLES_PASSED_EXT: | |
| queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get(); | |
| break; | |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: | |
| queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get(); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if (queryObject) | |
| { | |
| return queryObject->id(); | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| } | |
| void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) | |
| { | |
| mState.vertexAttribute[attribNum].mArrayEnabled = enabled; | |
| } | |
| const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) | |
| { | |
| return mState.vertexAttribute[attribNum]; | |
| } | |
| void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, | |
| GLsizei stride, const void *pointer) | |
| { | |
| mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer); | |
| mState.vertexAttribute[attribNum].mSize = size; | |
| mState.vertexAttribute[attribNum].mType = type; | |
| mState.vertexAttribute[attribNum].mNormalized = normalized; | |
| mState.vertexAttribute[attribNum].mStride = stride; | |
| mState.vertexAttribute[attribNum].mPointer = pointer; | |
| } | |
| const void *Context::getVertexAttribPointer(unsigned int attribNum) const | |
| { | |
| return mState.vertexAttribute[attribNum].mPointer; | |
| } | |
| void Context::setPackAlignment(GLint alignment) | |
| { | |
| mState.packAlignment = alignment; | |
| } | |
| GLint Context::getPackAlignment() const | |
| { | |
| return mState.packAlignment; | |
| } | |
| void Context::setUnpackAlignment(GLint alignment) | |
| { | |
| mState.unpackAlignment = alignment; | |
| } | |
| GLint Context::getUnpackAlignment() const | |
| { | |
| return mState.unpackAlignment; | |
| } | |
| void Context::setPackReverseRowOrder(bool reverseRowOrder) | |
| { | |
| mState.packReverseRowOrder = reverseRowOrder; | |
| } | |
| bool Context::getPackReverseRowOrder() const | |
| { | |
| return mState.packReverseRowOrder; | |
| } | |
| GLuint Context::createBuffer() | |
| { | |
| return mResourceManager->createBuffer(); | |
| } | |
| GLuint Context::createProgram() | |
| { | |
| return mResourceManager->createProgram(); | |
| } | |
| GLuint Context::createShader(GLenum type) | |
| { | |
| return mResourceManager->createShader(type); | |
| } | |
| GLuint Context::createTexture() | |
| { | |
| return mResourceManager->createTexture(); | |
| } | |
| GLuint Context::createRenderbuffer() | |
| { | |
| return mResourceManager->createRenderbuffer(); | |
| } | |
| // Returns an unused framebuffer name | |
| GLuint Context::createFramebuffer() | |
| { | |
| GLuint handle = mFramebufferHandleAllocator.allocate(); | |
| mFramebufferMap[handle] = NULL; | |
| return handle; | |
| } | |
| GLuint Context::createFence() | |
| { | |
| GLuint handle = mFenceHandleAllocator.allocate(); | |
| mFenceMap[handle] = new Fence(mRenderer); | |
| return handle; | |
| } | |
| // Returns an unused query name | |
| GLuint Context::createQuery() | |
| { | |
| GLuint handle = mQueryHandleAllocator.allocate(); | |
| mQueryMap[handle] = NULL; | |
| return handle; | |
| } | |
| void Context::deleteBuffer(GLuint buffer) | |
| { | |
| if (mResourceManager->getBuffer(buffer)) | |
| { | |
| detachBuffer(buffer); | |
| } | |
| mResourceManager->deleteBuffer(buffer); | |
| } | |
| void Context::deleteShader(GLuint shader) | |
| { | |
| mResourceManager->deleteShader(shader); | |
| } | |
| void Context::deleteProgram(GLuint program) | |
| { | |
| mResourceManager->deleteProgram(program); | |
| } | |
| void Context::deleteTexture(GLuint texture) | |
| { | |
| if (mResourceManager->getTexture(texture)) | |
| { | |
| detachTexture(texture); | |
| } | |
| mResourceManager->deleteTexture(texture); | |
| } | |
| void Context::deleteRenderbuffer(GLuint renderbuffer) | |
| { | |
| if (mResourceManager->getRenderbuffer(renderbuffer)) | |
| { | |
| detachRenderbuffer(renderbuffer); | |
| } | |
| mResourceManager->deleteRenderbuffer(renderbuffer); | |
| } | |
| void Context::deleteFramebuffer(GLuint framebuffer) | |
| { | |
| FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); | |
| if (framebufferObject != mFramebufferMap.end()) | |
| { | |
| detachFramebuffer(framebuffer); | |
| mFramebufferHandleAllocator.release(framebufferObject->first); | |
| delete framebufferObject->second; | |
| mFramebufferMap.erase(framebufferObject); | |
| } | |
| } | |
| void Context::deleteFence(GLuint fence) | |
| { | |
| FenceMap::iterator fenceObject = mFenceMap.find(fence); | |
| if (fenceObject != mFenceMap.end()) | |
| { | |
| mFenceHandleAllocator.release(fenceObject->first); | |
| delete fenceObject->second; | |
| mFenceMap.erase(fenceObject); | |
| } | |
| } | |
| void Context::deleteQuery(GLuint query) | |
| { | |
| QueryMap::iterator queryObject = mQueryMap.find(query); | |
| if (queryObject != mQueryMap.end()) | |
| { | |
| mQueryHandleAllocator.release(queryObject->first); | |
| if (queryObject->second) | |
| { | |
| queryObject->second->release(); | |
| } | |
| mQueryMap.erase(queryObject); | |
| } | |
| } | |
| Buffer *Context::getBuffer(GLuint handle) | |
| { | |
| return mResourceManager->getBuffer(handle); | |
| } | |
| Shader *Context::getShader(GLuint handle) | |
| { | |
| return mResourceManager->getShader(handle); | |
| } | |
| Program *Context::getProgram(GLuint handle) | |
| { | |
| return mResourceManager->getProgram(handle); | |
| } | |
| Texture *Context::getTexture(GLuint handle) | |
| { | |
| return mResourceManager->getTexture(handle); | |
| } | |
| Renderbuffer *Context::getRenderbuffer(GLuint handle) | |
| { | |
| return mResourceManager->getRenderbuffer(handle); | |
| } | |
| Framebuffer *Context::getReadFramebuffer() | |
| { | |
| return getFramebuffer(mState.readFramebuffer); | |
| } | |
| Framebuffer *Context::getDrawFramebuffer() | |
| { | |
| return mBoundDrawFramebuffer; | |
| } | |
| void Context::bindArrayBuffer(unsigned int buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.arrayBuffer.set(getBuffer(buffer)); | |
| } | |
| void Context::bindElementArrayBuffer(unsigned int buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.elementArrayBuffer.set(getBuffer(buffer)); | |
| } | |
| void Context::bindTexture2D(GLuint texture) | |
| { | |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); | |
| mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture)); | |
| } | |
| void Context::bindTextureCubeMap(GLuint texture) | |
| { | |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); | |
| mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture)); | |
| } | |
| void Context::bindReadFramebuffer(GLuint framebuffer) | |
| { | |
| if (!getFramebuffer(framebuffer)) | |
| { | |
| mFramebufferMap[framebuffer] = new Framebuffer(mRenderer); | |
| } | |
| mState.readFramebuffer = framebuffer; | |
| } | |
| void Context::bindDrawFramebuffer(GLuint framebuffer) | |
| { | |
| if (!getFramebuffer(framebuffer)) | |
| { | |
| mFramebufferMap[framebuffer] = new Framebuffer(mRenderer); | |
| } | |
| mState.drawFramebuffer = framebuffer; | |
| mBoundDrawFramebuffer = getFramebuffer(framebuffer); | |
| } | |
| void Context::bindRenderbuffer(GLuint renderbuffer) | |
| { | |
| mResourceManager->checkRenderbufferAllocation(renderbuffer); | |
| mState.renderbuffer.set(getRenderbuffer(renderbuffer)); | |
| } | |
| void Context::useProgram(GLuint program) | |
| { | |
| GLuint priorProgram = mState.currentProgram; | |
| mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. | |
| if (priorProgram != program) | |
| { | |
| Program *newProgram = mResourceManager->getProgram(program); | |
| Program *oldProgram = mResourceManager->getProgram(priorProgram); | |
| mCurrentProgramBinary.set(NULL); | |
| if (newProgram) | |
| { | |
| newProgram->addRef(); | |
| mCurrentProgramBinary.set(newProgram->getProgramBinary()); | |
| } | |
| if (oldProgram) | |
| { | |
| oldProgram->release(); | |
| } | |
| } | |
| } | |
| void Context::linkProgram(GLuint program) | |
| { | |
| Program *programObject = mResourceManager->getProgram(program); | |
| bool linked = programObject->link(); | |
| // if the current program was relinked successfully we | |
| // need to install the new executables | |
| if (linked && program == mState.currentProgram) | |
| { | |
| mCurrentProgramBinary.set(programObject->getProgramBinary()); | |
| } | |
| } | |
| void Context::setProgramBinary(GLuint program, const void *binary, GLint length) | |
| { | |
| Program *programObject = mResourceManager->getProgram(program); | |
| bool loaded = programObject->setProgramBinary(binary, length); | |
| // if the current program was reloaded successfully we | |
| // need to install the new executables | |
| if (loaded && program == mState.currentProgram) | |
| { | |
| mCurrentProgramBinary.set(programObject->getProgramBinary()); | |
| } | |
| } | |
| void Context::beginQuery(GLenum target, GLuint query) | |
| { | |
| // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> | |
| // of zero, if the active query object name for <target> is non-zero (for the | |
| // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if | |
| // the active query for either target is non-zero), if <id> is the name of an | |
| // existing query object whose type does not match <target>, or if <id> is the | |
| // active query object name for any query type, the error INVALID_OPERATION is | |
| // generated. | |
| // Ensure no other queries are active | |
| // NOTE: If other queries than occlusion are supported, we will need to check | |
| // separately that: | |
| // a) The query ID passed is not the current active query for any target/type | |
| // b) There are no active queries for the requested target (and in the case | |
| // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, | |
| // no query may be active for either if glBeginQuery targets either. | |
| for (int i = 0; i < QUERY_TYPE_COUNT; i++) | |
| { | |
| if (mState.activeQuery[i].get() != NULL) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| } | |
| QueryType qType; | |
| switch (target) | |
| { | |
| case GL_ANY_SAMPLES_PASSED_EXT: | |
| qType = QUERY_ANY_SAMPLES_PASSED; | |
| break; | |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: | |
| qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; | |
| break; | |
| default: | |
| ASSERT(false); | |
| return; | |
| } | |
| Query *queryObject = getQuery(query, true, target); | |
| // check that name was obtained with glGenQueries | |
| if (!queryObject) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| // check for type mismatch | |
| if (queryObject->getType() != target) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| // set query as active for specified target | |
| mState.activeQuery[qType].set(queryObject); | |
| // begin query | |
| queryObject->begin(); | |
| } | |
| void Context::endQuery(GLenum target) | |
| { | |
| QueryType qType; | |
| switch (target) | |
| { | |
| case GL_ANY_SAMPLES_PASSED_EXT: | |
| qType = QUERY_ANY_SAMPLES_PASSED; | |
| break; | |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: | |
| qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; | |
| break; | |
| default: | |
| ASSERT(false); | |
| return; | |
| } | |
| Query *queryObject = mState.activeQuery[qType].get(); | |
| if (queryObject == NULL) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| queryObject->end(); | |
| mState.activeQuery[qType].set(NULL); | |
| } | |
| void Context::setFramebufferZero(Framebuffer *buffer) | |
| { | |
| delete mFramebufferMap[0]; | |
| mFramebufferMap[0] = buffer; | |
| if (mState.drawFramebuffer == 0) | |
| { | |
| mBoundDrawFramebuffer = buffer; | |
| } | |
| } | |
| void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples) | |
| { | |
| RenderbufferStorage *renderbuffer = NULL; | |
| switch (internalformat) | |
| { | |
| case GL_DEPTH_COMPONENT16: | |
| renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples); | |
| break; | |
| case GL_RGBA4: | |
| case GL_RGB5_A1: | |
| case GL_RGB565: | |
| case GL_RGB8_OES: | |
| case GL_RGBA8_OES: | |
| renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples); | |
| break; | |
| case GL_STENCIL_INDEX8: | |
| renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples); | |
| break; | |
| case GL_DEPTH24_STENCIL8_OES: | |
| renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples); | |
| break; | |
| default: | |
| UNREACHABLE(); return; | |
| } | |
| Renderbuffer *renderbufferObject = mState.renderbuffer.get(); | |
| renderbufferObject->setStorage(renderbuffer); | |
| } | |
| Framebuffer *Context::getFramebuffer(unsigned int handle) | |
| { | |
| FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle); | |
| if (framebuffer == mFramebufferMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return framebuffer->second; | |
| } | |
| } | |
| Fence *Context::getFence(unsigned int handle) | |
| { | |
| FenceMap::iterator fence = mFenceMap.find(handle); | |
| if (fence == mFenceMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return fence->second; | |
| } | |
| } | |
| Query *Context::getQuery(unsigned int handle, bool create, GLenum type) | |
| { | |
| QueryMap::iterator query = mQueryMap.find(handle); | |
| if (query == mQueryMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| if (!query->second && create) | |
| { | |
| query->second = new Query(mRenderer, type, handle); | |
| query->second->addRef(); | |
| } | |
| return query->second; | |
| } | |
| } | |
| Buffer *Context::getArrayBuffer() | |
| { | |
| return mState.arrayBuffer.get(); | |
| } | |
| Buffer *Context::getElementArrayBuffer() | |
| { | |
| return mState.elementArrayBuffer.get(); | |
| } | |
| ProgramBinary *Context::getCurrentProgramBinary() | |
| { | |
| return mCurrentProgramBinary.get(); | |
| } | |
| Texture2D *Context::getTexture2D() | |
| { | |
| return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); | |
| } | |
| TextureCubeMap *Context::getTextureCubeMap() | |
| { | |
| return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); | |
| } | |
| Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) | |
| { | |
| GLuint texid = mState.samplerTexture[type][sampler].id(); | |
| if (texid == 0) // Special case: 0 refers to different initial textures based on the target | |
| { | |
| switch (type) | |
| { | |
| default: UNREACHABLE(); | |
| case TEXTURE_2D: return mTexture2DZero.get(); | |
| case TEXTURE_CUBE: return mTextureCubeMapZero.get(); | |
| } | |
| } | |
| return mState.samplerTexture[type][sampler].get(); | |
| } | |
| bool Context::getBooleanv(GLenum pname, GLboolean *params) | |
| { | |
| switch (pname) | |
| { | |
| case GL_SHADER_COMPILER: *params = GL_TRUE; break; | |
| case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; | |
| case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break; | |
| case GL_COLOR_WRITEMASK: | |
| params[0] = mState.blend.colorMaskRed; | |
| params[1] = mState.blend.colorMaskGreen; | |
| params[2] = mState.blend.colorMaskBlue; | |
| params[3] = mState.blend.colorMaskAlpha; | |
| break; | |
| case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break; | |
| case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break; | |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break; | |
| case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break; | |
| case GL_SCISSOR_TEST: *params = mState.scissorTest; break; | |
| case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break; | |
| case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break; | |
| case GL_BLEND: *params = mState.blend.blend; break; | |
| case GL_DITHER: *params = mState.blend.dither; break; | |
| case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Context::getFloatv(GLenum pname, GLfloat *params) | |
| { | |
| // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation | |
| // because it is stored as a float, despite the fact that the GL ES 2.0 spec names | |
| // GetIntegerv as its native query function. As it would require conversion in any | |
| // case, this should make no difference to the calling application. | |
| switch (pname) | |
| { | |
| case GL_LINE_WIDTH: *params = mState.lineWidth; break; | |
| case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; | |
| case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; | |
| case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break; | |
| case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break; | |
| case GL_ALIASED_LINE_WIDTH_RANGE: | |
| params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN; | |
| params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX; | |
| break; | |
| case GL_ALIASED_POINT_SIZE_RANGE: | |
| params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN; | |
| params[1] = getMaximumPointSize(); | |
| break; | |
| case GL_DEPTH_RANGE: | |
| params[0] = mState.zNear; | |
| params[1] = mState.zFar; | |
| break; | |
| case GL_COLOR_CLEAR_VALUE: | |
| params[0] = mState.colorClearValue.red; | |
| params[1] = mState.colorClearValue.green; | |
| params[2] = mState.colorClearValue.blue; | |
| params[3] = mState.colorClearValue.alpha; | |
| break; | |
| case GL_BLEND_COLOR: | |
| params[0] = mState.blendColor.red; | |
| params[1] = mState.blendColor.green; | |
| params[2] = mState.blendColor.blue; | |
| params[3] = mState.blendColor.alpha; | |
| break; | |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | |
| if (!supportsTextureFilterAnisotropy()) | |
| { | |
| return false; | |
| } | |
| *params = mMaxTextureAnisotropy; | |
| break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Context::getIntegerv(GLenum pname, GLint *params) | |
| { | |
| // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation | |
| // because it is stored as a float, despite the fact that the GL ES 2.0 spec names | |
| // GetIntegerv as its native query function. As it would require conversion in any | |
| // case, this should make no difference to the calling application. You may find it in | |
| // Context::getFloatv. | |
| switch (pname) | |
| { | |
| case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break; | |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mRenderer->getMaxVertexUniformVectors(); break; | |
| case GL_MAX_VARYING_VECTORS: *params = mRenderer->getMaxVaryingVectors(); break; | |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxCombinedTextureImageUnits(); break; | |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxVertexTextureImageUnits(); break; | |
| case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break; | |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mRenderer->getMaxFragmentUniformVectors(); break; | |
| case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break; | |
| case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; | |
| case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; | |
| case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break; | |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break; | |
| //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE | |
| case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; | |
| case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; | |
| case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break; | |
| case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; | |
| case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; | |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break; | |
| case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; | |
| case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; | |
| case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; | |
| case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; | |
| case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break; | |
| case GL_STENCIL_REF: *params = mState.stencilRef; break; | |
| case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break; | |
| case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break; | |
| case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; | |
| case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break; | |
| case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break; | |
| case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break; | |
| case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break; | |
| case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break; | |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break; | |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break; | |
| case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break; | |
| case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break; | |
| case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break; | |
| case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break; | |
| case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break; | |
| case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break; | |
| case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break; | |
| case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break; | |
| case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break; | |
| case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; | |
| case GL_SUBPIXEL_BITS: *params = 4; break; | |
| case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break; | |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break; | |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: | |
| params[0] = mNumCompressedTextureFormats; | |
| break; | |
| case GL_MAX_SAMPLES_ANGLE: | |
| { | |
| GLsizei maxSamples = getMaxSupportedSamples(); | |
| if (maxSamples != 0) | |
| { | |
| *params = maxSamples; | |
| } | |
| else | |
| { | |
| return false; | |
| } | |
| break; | |
| } | |
| case GL_SAMPLE_BUFFERS: | |
| case GL_SAMPLES: | |
| { | |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); | |
| if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| switch (pname) | |
| { | |
| case GL_SAMPLE_BUFFERS: | |
| if (framebuffer->getSamples() != 0) | |
| { | |
| *params = 1; | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| break; | |
| case GL_SAMPLES: | |
| *params = framebuffer->getSamples(); | |
| break; | |
| } | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: | |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: | |
| { | |
| GLenum format, type; | |
| if (getCurrentReadFormatType(&format, &type)) | |
| { | |
| if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT) | |
| *params = format; | |
| else | |
| *params = type; | |
| } | |
| } | |
| break; | |
| case GL_MAX_VIEWPORT_DIMS: | |
| { | |
| params[0] = mMaxViewportDimension; | |
| params[1] = mMaxViewportDimension; | |
| } | |
| break; | |
| case GL_COMPRESSED_TEXTURE_FORMATS: | |
| { | |
| if (supportsDXT1Textures()) | |
| { | |
| *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; | |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; | |
| } | |
| if (supportsDXT3Textures()) | |
| { | |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; | |
| } | |
| if (supportsDXT5Textures()) | |
| { | |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; | |
| } | |
| } | |
| break; | |
| case GL_VIEWPORT: | |
| params[0] = mState.viewport.x; | |
| params[1] = mState.viewport.y; | |
| params[2] = mState.viewport.width; | |
| params[3] = mState.viewport.height; | |
| break; | |
| case GL_SCISSOR_BOX: | |
| params[0] = mState.scissor.x; | |
| params[1] = mState.scissor.y; | |
| params[2] = mState.scissor.width; | |
| params[3] = mState.scissor.height; | |
| break; | |
| case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break; | |
| case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break; | |
| case GL_RED_BITS: | |
| case GL_GREEN_BITS: | |
| case GL_BLUE_BITS: | |
| case GL_ALPHA_BITS: | |
| { | |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); | |
| gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); | |
| if (colorbuffer) | |
| { | |
| switch (pname) | |
| { | |
| case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; | |
| case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; | |
| case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; | |
| case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; | |
| } | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_DEPTH_BITS: | |
| { | |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); | |
| gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); | |
| if (depthbuffer) | |
| { | |
| *params = depthbuffer->getDepthSize(); | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_STENCIL_BITS: | |
| { | |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); | |
| gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); | |
| if (stencilbuffer) | |
| { | |
| *params = stencilbuffer->getStencilSize(); | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_TEXTURE_BINDING_2D: | |
| { | |
| if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1) | |
| { | |
| gl::error(GL_INVALID_OPERATION); | |
| return false; | |
| } | |
| *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id(); | |
| } | |
| break; | |
| case GL_TEXTURE_BINDING_CUBE_MAP: | |
| { | |
| if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1) | |
| { | |
| gl::error(GL_INVALID_OPERATION); | |
| return false; | |
| } | |
| *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id(); | |
| } | |
| break; | |
| case GL_RESET_NOTIFICATION_STRATEGY_EXT: | |
| *params = mResetStrategy; | |
| break; | |
| case GL_NUM_PROGRAM_BINARY_FORMATS_OES: | |
| *params = 1; | |
| break; | |
| case GL_PROGRAM_BINARY_FORMATS_OES: | |
| *params = GL_PROGRAM_BINARY_ANGLE; | |
| break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) | |
| { | |
| // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation | |
| // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due | |
| // to the fact that it is stored internally as a float, and so would require conversion | |
| // if returned from Context::getIntegerv. Since this conversion is already implemented | |
| // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we | |
| // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling | |
| // application. | |
| switch (pname) | |
| { | |
| case GL_COMPRESSED_TEXTURE_FORMATS: | |
| { | |
| *type = GL_INT; | |
| *numParams = mNumCompressedTextureFormats; | |
| } | |
| break; | |
| case GL_SHADER_BINARY_FORMATS: | |
| { | |
| *type = GL_INT; | |
| *numParams = 0; | |
| } | |
| break; | |
| case GL_MAX_VERTEX_ATTRIBS: | |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: | |
| case GL_MAX_VARYING_VECTORS: | |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: | |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: | |
| case GL_MAX_TEXTURE_IMAGE_UNITS: | |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: | |
| case GL_MAX_RENDERBUFFER_SIZE: | |
| case GL_NUM_SHADER_BINARY_FORMATS: | |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: | |
| case GL_ARRAY_BUFFER_BINDING: | |
| case GL_FRAMEBUFFER_BINDING: | |
| case GL_RENDERBUFFER_BINDING: | |
| case GL_CURRENT_PROGRAM: | |
| case GL_PACK_ALIGNMENT: | |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: | |
| case GL_UNPACK_ALIGNMENT: | |
| case GL_GENERATE_MIPMAP_HINT: | |
| case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: | |
| case GL_RED_BITS: | |
| case GL_GREEN_BITS: | |
| case GL_BLUE_BITS: | |
| case GL_ALPHA_BITS: | |
| case GL_DEPTH_BITS: | |
| case GL_STENCIL_BITS: | |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: | |
| case GL_CULL_FACE_MODE: | |
| case GL_FRONT_FACE: | |
| case GL_ACTIVE_TEXTURE: | |
| case GL_STENCIL_FUNC: | |
| case GL_STENCIL_VALUE_MASK: | |
| case GL_STENCIL_REF: | |
| case GL_STENCIL_FAIL: | |
| case GL_STENCIL_PASS_DEPTH_FAIL: | |
| case GL_STENCIL_PASS_DEPTH_PASS: | |
| case GL_STENCIL_BACK_FUNC: | |
| case GL_STENCIL_BACK_VALUE_MASK: | |
| case GL_STENCIL_BACK_REF: | |
| case GL_STENCIL_BACK_FAIL: | |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: | |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: | |
| case GL_DEPTH_FUNC: | |
| case GL_BLEND_SRC_RGB: | |
| case GL_BLEND_SRC_ALPHA: | |
| case GL_BLEND_DST_RGB: | |
| case GL_BLEND_DST_ALPHA: | |
| case GL_BLEND_EQUATION_RGB: | |
| case GL_BLEND_EQUATION_ALPHA: | |
| case GL_STENCIL_WRITEMASK: | |
| case GL_STENCIL_BACK_WRITEMASK: | |
| case GL_STENCIL_CLEAR_VALUE: | |
| case GL_SUBPIXEL_BITS: | |
| case GL_MAX_TEXTURE_SIZE: | |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: | |
| case GL_SAMPLE_BUFFERS: | |
| case GL_SAMPLES: | |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: | |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: | |
| case GL_TEXTURE_BINDING_2D: | |
| case GL_TEXTURE_BINDING_CUBE_MAP: | |
| case GL_RESET_NOTIFICATION_STRATEGY_EXT: | |
| case GL_NUM_PROGRAM_BINARY_FORMATS_OES: | |
| case GL_PROGRAM_BINARY_FORMATS_OES: | |
| { | |
| *type = GL_INT; | |
| *numParams = 1; | |
| } | |
| break; | |
| case GL_MAX_SAMPLES_ANGLE: | |
| { | |
| if (getMaxSupportedSamples() != 0) | |
| { | |
| *type = GL_INT; | |
| *numParams = 1; | |
| } | |
| else | |
| { | |
| return false; | |
| } | |
| } | |
| break; | |
| case GL_MAX_VIEWPORT_DIMS: | |
| { | |
| *type = GL_INT; | |
| *numParams = 2; | |
| } | |
| break; | |
| case GL_VIEWPORT: | |
| case GL_SCISSOR_BOX: | |
| { | |
| *type = GL_INT; | |
| *numParams = 4; | |
| } | |
| break; | |
| case GL_SHADER_COMPILER: | |
| case GL_SAMPLE_COVERAGE_INVERT: | |
| case GL_DEPTH_WRITEMASK: | |
| case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, | |
| case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. | |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural | |
| case GL_SAMPLE_COVERAGE: | |
| case GL_SCISSOR_TEST: | |
| case GL_STENCIL_TEST: | |
| case GL_DEPTH_TEST: | |
| case GL_BLEND: | |
| case GL_DITHER: | |
| case GL_CONTEXT_ROBUST_ACCESS_EXT: | |
| { | |
| *type = GL_BOOL; | |
| *numParams = 1; | |
| } | |
| break; | |
| case GL_COLOR_WRITEMASK: | |
| { | |
| *type = GL_BOOL; | |
| *numParams = 4; | |
| } | |
| break; | |
| case GL_POLYGON_OFFSET_FACTOR: | |
| case GL_POLYGON_OFFSET_UNITS: | |
| case GL_SAMPLE_COVERAGE_VALUE: | |
| case GL_DEPTH_CLEAR_VALUE: | |
| case GL_LINE_WIDTH: | |
| { | |
| *type = GL_FLOAT; | |
| *numParams = 1; | |
| } | |
| break; | |
| case GL_ALIASED_LINE_WIDTH_RANGE: | |
| case GL_ALIASED_POINT_SIZE_RANGE: | |
| case GL_DEPTH_RANGE: | |
| { | |
| *type = GL_FLOAT; | |
| *numParams = 2; | |
| } | |
| break; | |
| case GL_COLOR_CLEAR_VALUE: | |
| case GL_BLEND_COLOR: | |
| { | |
| *type = GL_FLOAT; | |
| *numParams = 4; | |
| } | |
| break; | |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | |
| if (!supportsTextureFilterAnisotropy()) | |
| { | |
| return false; | |
| } | |
| *type = GL_FLOAT; | |
| *numParams = 1; | |
| break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| // Applies the render target surface, depth stencil surface, viewport rectangle and | |
| // scissor rectangle to the renderer | |
| bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport) | |
| { | |
| Framebuffer *framebufferObject = getDrawFramebuffer(); | |
| if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false); | |
| } | |
| mRenderer->applyRenderTarget(framebufferObject); | |
| if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace, | |
| ignoreViewport)) | |
| { | |
| return false; | |
| } | |
| mRenderer->setScissorRectangle(mState.scissor, mState.scissorTest); | |
| return true; | |
| } | |
| // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device | |
| void Context::applyState(GLenum drawMode) | |
| { | |
| mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS); | |
| mRenderer->setRasterizerState(mState.rasterizer); | |
| unsigned int mask = 0; | |
| if (mState.sampleCoverage) | |
| { | |
| if (mState.sampleCoverageValue != 0) | |
| { | |
| Framebuffer *framebufferObject = getDrawFramebuffer(); | |
| float threshold = 0.5f; | |
| for (int i = 0; i < framebufferObject->getSamples(); ++i) | |
| { | |
| mask <<= 1; | |
| if ((i + 1) * mState.sampleCoverageValue >= threshold) | |
| { | |
| threshold += 1.0f; | |
| mask |= 1; | |
| } | |
| } | |
| } | |
| if (mState.sampleCoverageInvert) | |
| { | |
| mask = ~mask; | |
| } | |
| } | |
| else | |
| { | |
| mask = 0xFFFFFFFF; | |
| } | |
| mRenderer->setBlendState(mState.blend, mState.blendColor, mask); | |
| mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef, | |
| mState.rasterizer.frontFace == GL_CCW); | |
| } | |
| // Applies the shaders and shader constants to the Direct3D 9 device | |
| void Context::applyShaders() | |
| { | |
| ProgramBinary *programBinary = getCurrentProgramBinary(); | |
| mRenderer->applyShaders(programBinary); | |
| programBinary->applyUniforms(); | |
| } | |
| // Applies the textures and sampler states to the Direct3D 9 device | |
| void Context::applyTextures() | |
| { | |
| applyTextures(SAMPLER_PIXEL); | |
| if (mSupportsVertexTexture) | |
| { | |
| applyTextures(SAMPLER_VERTEX); | |
| } | |
| } | |
| // For each Direct3D 9 sampler of either the pixel or vertex stage, | |
| // looks up the corresponding OpenGL texture image unit and texture type, | |
| // and sets the texture and its addressing/filtering state (or NULL when inactive). | |
| void Context::applyTextures(SamplerType type) | |
| { | |
| ProgramBinary *programBinary = getCurrentProgramBinary(); | |
| // Range of Direct3D samplers of given sampler type | |
| int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : mRenderer->getMaxVertexTextureImageUnits(); | |
| int samplerRange = programBinary->getUsedSamplerRange(type); | |
| for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++) | |
| { | |
| int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index | |
| if (textureUnit != -1) | |
| { | |
| TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex); | |
| Texture *texture = getSamplerTexture(textureUnit, textureType); | |
| if (texture->isSamplerComplete()) | |
| { | |
| SamplerState samplerState; | |
| texture->getSamplerState(&samplerState); | |
| mRenderer->setSamplerState(type, samplerIndex, samplerState); | |
| mRenderer->setTexture(type, samplerIndex, texture); | |
| texture->resetDirty(); | |
| } | |
| else | |
| { | |
| mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType)); | |
| } | |
| } | |
| else | |
| { | |
| mRenderer->setTexture(type, samplerIndex, NULL); | |
| } | |
| } | |
| for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++) | |
| { | |
| mRenderer->setTexture(type, samplerIndex, NULL); | |
| } | |
| } | |
| void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, | |
| GLenum format, GLenum type, GLsizei *bufSize, void* pixels) | |
| { | |
| Framebuffer *framebuffer = getReadFramebuffer(); | |
| if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); | |
| } | |
| if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment()); | |
| // sized query sanity check | |
| if (bufSize) | |
| { | |
| int requiredSize = outputPitch * height; | |
| if (requiredSize > *bufSize) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| } | |
| mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels); | |
| } | |
| void Context::clear(GLbitfield mask) | |
| { | |
| Framebuffer *framebufferObject = getDrawFramebuffer(); | |
| if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); | |
| } | |
| DWORD flags = 0; | |
| GLbitfield finalMask = 0; | |
| if (mask & GL_COLOR_BUFFER_BIT) | |
| { | |
| mask &= ~GL_COLOR_BUFFER_BIT; | |
| if (framebufferObject->getColorbufferType() != GL_NONE) | |
| { | |
| finalMask |= GL_COLOR_BUFFER_BIT; | |
| } | |
| } | |
| if (mask & GL_DEPTH_BUFFER_BIT) | |
| { | |
| mask &= ~GL_DEPTH_BUFFER_BIT; | |
| if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE) | |
| { | |
| finalMask |= GL_DEPTH_BUFFER_BIT; | |
| } | |
| } | |
| if (mask & GL_STENCIL_BUFFER_BIT) | |
| { | |
| mask &= ~GL_STENCIL_BUFFER_BIT; | |
| if (framebufferObject->getStencilbufferType() != GL_NONE) | |
| { | |
| rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil(); | |
| if (!depthStencil) | |
| { | |
| ERR("Depth stencil pointer unexpectedly null."); | |
| return; | |
| } | |
| if (GetStencilSize(depthStencil->getActualFormat()) > 0) | |
| { | |
| finalMask |= GL_STENCIL_BUFFER_BIT; | |
| } | |
| } | |
| } | |
| if (mask != 0) | |
| { | |
| return gl::error(GL_INVALID_VALUE); | |
| } | |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport | |
| { | |
| return; | |
| } | |
| ClearParameters clearParams; | |
| clearParams.mask = finalMask; | |
| clearParams.colorClearValue = mState.colorClearValue; | |
| clearParams.colorMaskRed = mState.blend.colorMaskRed; | |
| clearParams.colorMaskGreen = mState.blend.colorMaskGreen; | |
| clearParams.colorMaskBlue = mState.blend.colorMaskBlue; | |
| clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha; | |
| clearParams.depthClearValue = mState.depthClearValue; | |
| clearParams.stencilClearValue = mState.stencilClearValue; | |
| clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask; | |
| mRenderer->clear(clearParams, framebufferObject); | |
| } | |
| void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances) | |
| { | |
| if (!mState.currentProgram) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| if (!mRenderer->applyPrimitiveType(mode, count)) | |
| { | |
| return; | |
| } | |
| if (!applyRenderTarget(mode, false)) | |
| { | |
| return; | |
| } | |
| applyState(mode); | |
| ProgramBinary *programBinary = getCurrentProgramBinary(); | |
| GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, first, count, instances); | |
| if (err != GL_NO_ERROR) | |
| { | |
| return gl::error(err); | |
| } | |
| applyShaders(); | |
| applyTextures(); | |
| if (!programBinary->validateSamplers(NULL)) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| if (!skipDraw(mode)) | |
| { | |
| mRenderer->drawArrays(mode, count, instances); | |
| } | |
| } | |
| void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances) | |
| { | |
| if (!mState.currentProgram) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| if (!indices && !mState.elementArrayBuffer) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| if (!mRenderer->applyPrimitiveType(mode, count)) | |
| { | |
| return; | |
| } | |
| if (!applyRenderTarget(mode, false)) | |
| { | |
| return; | |
| } | |
| applyState(mode); | |
| rx::TranslatedIndexData indexInfo; | |
| GLenum err = mRenderer->applyIndexBuffer(indices, mState.elementArrayBuffer.get(), count, mode, type, &indexInfo); | |
| if (err != GL_NO_ERROR) | |
| { | |
| return gl::error(err); | |
| } | |
| ProgramBinary *programBinary = getCurrentProgramBinary(); | |
| GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; | |
| err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, indexInfo.minIndex, vertexCount, instances); | |
| if (err != GL_NO_ERROR) | |
| { | |
| return gl::error(err); | |
| } | |
| applyShaders(); | |
| applyTextures(); | |
| if (!programBinary->validateSamplers(NULL)) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| if (!skipDraw(mode)) | |
| { | |
| mRenderer->drawElements(mode, count, type, indices, mState.elementArrayBuffer.get(), indexInfo, instances); | |
| } | |
| } | |
| // Implements glFlush when block is false, glFinish when block is true | |
| void Context::sync(bool block) | |
| { | |
| mRenderer->sync(block); | |
| } | |
| void Context::recordInvalidEnum() | |
| { | |
| mInvalidEnum = true; | |
| } | |
| void Context::recordInvalidValue() | |
| { | |
| mInvalidValue = true; | |
| } | |
| void Context::recordInvalidOperation() | |
| { | |
| mInvalidOperation = true; | |
| } | |
| void Context::recordOutOfMemory() | |
| { | |
| mOutOfMemory = true; | |
| } | |
| void Context::recordInvalidFramebufferOperation() | |
| { | |
| mInvalidFramebufferOperation = true; | |
| } | |
| // Get one of the recorded errors and clear its flag, if any. | |
| // [OpenGL ES 2.0.24] section 2.5 page 13. | |
| GLenum Context::getError() | |
| { | |
| if (mInvalidEnum) | |
| { | |
| mInvalidEnum = false; | |
| return GL_INVALID_ENUM; | |
| } | |
| if (mInvalidValue) | |
| { | |
| mInvalidValue = false; | |
| return GL_INVALID_VALUE; | |
| } | |
| if (mInvalidOperation) | |
| { | |
| mInvalidOperation = false; | |
| return GL_INVALID_OPERATION; | |
| } | |
| if (mOutOfMemory) | |
| { | |
| mOutOfMemory = false; | |
| return GL_OUT_OF_MEMORY; | |
| } | |
| if (mInvalidFramebufferOperation) | |
| { | |
| mInvalidFramebufferOperation = false; | |
| return GL_INVALID_FRAMEBUFFER_OPERATION; | |
| } | |
| return GL_NO_ERROR; | |
| } | |
| GLenum Context::getResetStatus() | |
| { | |
| if (mResetStatus == GL_NO_ERROR && !mContextLost) | |
| { | |
| // mResetStatus will be set by the markContextLost callback | |
| // in the case a notification is sent | |
| mRenderer->testDeviceLost(true); | |
| } | |
| GLenum status = mResetStatus; | |
| if (mResetStatus != GL_NO_ERROR) | |
| { | |
| ASSERT(mContextLost); | |
| if (mRenderer->testDeviceResettable()) | |
| { | |
| mResetStatus = GL_NO_ERROR; | |
| } | |
| } | |
| return status; | |
| } | |
| bool Context::isResetNotificationEnabled() | |
| { | |
| return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); | |
| } | |
| int Context::getMajorShaderModel() const | |
| { | |
| return mMajorShaderModel; | |
| } | |
| float Context::getMaximumPointSize() const | |
| { | |
| return mMaximumPointSize; | |
| } | |
| unsigned int Context::getMaximumCombinedTextureImageUnits() const | |
| { | |
| return mRenderer->getMaxCombinedTextureImageUnits(); | |
| } | |
| int Context::getMaxSupportedSamples() const | |
| { | |
| return mRenderer->getMaxSupportedSamples(); | |
| } | |
| bool Context::supportsEventQueries() const | |
| { | |
| return mSupportsEventQueries; | |
| } | |
| bool Context::supportsOcclusionQueries() const | |
| { | |
| return mSupportsOcclusionQueries; | |
| } | |
| bool Context::supportsBGRATextures() const | |
| { | |
| return mSupportsBGRATextures; | |
| } | |
| bool Context::supportsDXT1Textures() const | |
| { | |
| return mSupportsDXT1Textures; | |
| } | |
| bool Context::supportsDXT3Textures() const | |
| { | |
| return mSupportsDXT3Textures; | |
| } | |
| bool Context::supportsDXT5Textures() const | |
| { | |
| return mSupportsDXT5Textures; | |
| } | |
| bool Context::supportsFloat32Textures() const | |
| { | |
| return mSupportsFloat32Textures; | |
| } | |
| bool Context::supportsFloat32LinearFilter() const | |
| { | |
| return mSupportsFloat32LinearFilter; | |
| } | |
| bool Context::supportsFloat32RenderableTextures() const | |
| { | |
| return mSupportsFloat32RenderableTextures; | |
| } | |
| bool Context::supportsFloat16Textures() const | |
| { | |
| return mSupportsFloat16Textures; | |
| } | |
| bool Context::supportsFloat16LinearFilter() const | |
| { | |
| return mSupportsFloat16LinearFilter; | |
| } | |
| bool Context::supportsFloat16RenderableTextures() const | |
| { | |
| return mSupportsFloat16RenderableTextures; | |
| } | |
| int Context::getMaximumRenderbufferDimension() const | |
| { | |
| return mMaxRenderbufferDimension; | |
| } | |
| int Context::getMaximumTextureDimension() const | |
| { | |
| return mMaxTextureDimension; | |
| } | |
| int Context::getMaximumCubeTextureDimension() const | |
| { | |
| return mMaxCubeTextureDimension; | |
| } | |
| int Context::getMaximumTextureLevel() const | |
| { | |
| return mMaxTextureLevel; | |
| } | |
| bool Context::supportsLuminanceTextures() const | |
| { | |
| return mSupportsLuminanceTextures; | |
| } | |
| bool Context::supportsLuminanceAlphaTextures() const | |
| { | |
| return mSupportsLuminanceAlphaTextures; | |
| } | |
| bool Context::supportsDepthTextures() const | |
| { | |
| return mSupportsDepthTextures; | |
| } | |
| bool Context::supports32bitIndices() const | |
| { | |
| return mSupports32bitIndices; | |
| } | |
| bool Context::supportsNonPower2Texture() const | |
| { | |
| return mSupportsNonPower2Texture; | |
| } | |
| bool Context::supportsInstancing() const | |
| { | |
| return mSupportsInstancing; | |
| } | |
| bool Context::supportsTextureFilterAnisotropy() const | |
| { | |
| return mSupportsTextureFilterAnisotropy; | |
| } | |
| float Context::getTextureMaxAnisotropy() const | |
| { | |
| return mMaxTextureAnisotropy; | |
| } | |
| bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type) | |
| { | |
| Framebuffer *framebuffer = getReadFramebuffer(); | |
| if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| return gl::error(GL_INVALID_OPERATION, false); | |
| } | |
| Renderbuffer *renderbuffer = framebuffer->getColorbuffer(); | |
| if (!renderbuffer) | |
| { | |
| return gl::error(GL_INVALID_OPERATION, false); | |
| } | |
| *format = gl::ExtractFormat(renderbuffer->getActualFormat()); | |
| *type = gl::ExtractType(renderbuffer->getActualFormat()); | |
| return true; | |
| } | |
| void Context::detachBuffer(GLuint buffer) | |
| { | |
| // [OpenGL ES 2.0.24] section 2.9 page 22: | |
| // If a buffer object is deleted while it is bound, all bindings to that object in the current context | |
| // (i.e. in the thread that called Delete-Buffers) are reset to zero. | |
| if (mState.arrayBuffer.id() == buffer) | |
| { | |
| mState.arrayBuffer.set(NULL); | |
| } | |
| if (mState.elementArrayBuffer.id() == buffer) | |
| { | |
| mState.elementArrayBuffer.set(NULL); | |
| } | |
| for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) | |
| { | |
| if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer) | |
| { | |
| mState.vertexAttribute[attribute].mBoundBuffer.set(NULL); | |
| } | |
| } | |
| } | |
| void Context::detachTexture(GLuint texture) | |
| { | |
| // [OpenGL ES 2.0.24] section 3.8 page 84: | |
| // If a texture object is deleted, it is as if all texture units which are bound to that texture object are | |
| // rebound to texture object zero | |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) | |
| { | |
| for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) | |
| { | |
| if (mState.samplerTexture[type][sampler].id() == texture) | |
| { | |
| mState.samplerTexture[type][sampler].set(NULL); | |
| } | |
| } | |
| } | |
| // [OpenGL ES 2.0.24] section 4.4 page 112: | |
| // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is | |
| // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this | |
| // image was attached in the currently bound framebuffer. | |
| Framebuffer *readFramebuffer = getReadFramebuffer(); | |
| Framebuffer *drawFramebuffer = getDrawFramebuffer(); | |
| if (readFramebuffer) | |
| { | |
| readFramebuffer->detachTexture(texture); | |
| } | |
| if (drawFramebuffer && drawFramebuffer != readFramebuffer) | |
| { | |
| drawFramebuffer->detachTexture(texture); | |
| } | |
| } | |
| void Context::detachFramebuffer(GLuint framebuffer) | |
| { | |
| // [OpenGL ES 2.0.24] section 4.4 page 107: | |
| // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though | |
| // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. | |
| if (mState.readFramebuffer == framebuffer) | |
| { | |
| bindReadFramebuffer(0); | |
| } | |
| if (mState.drawFramebuffer == framebuffer) | |
| { | |
| bindDrawFramebuffer(0); | |
| } | |
| } | |
| void Context::detachRenderbuffer(GLuint renderbuffer) | |
| { | |
| // [OpenGL ES 2.0.24] section 4.4 page 109: | |
| // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer | |
| // had been executed with the target RENDERBUFFER and name of zero. | |
| if (mState.renderbuffer.id() == renderbuffer) | |
| { | |
| bindRenderbuffer(0); | |
| } | |
| // [OpenGL ES 2.0.24] section 4.4 page 111: | |
| // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, | |
| // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment | |
| // point to which this image was attached in the currently bound framebuffer. | |
| Framebuffer *readFramebuffer = getReadFramebuffer(); | |
| Framebuffer *drawFramebuffer = getDrawFramebuffer(); | |
| if (readFramebuffer) | |
| { | |
| readFramebuffer->detachRenderbuffer(renderbuffer); | |
| } | |
| if (drawFramebuffer && drawFramebuffer != readFramebuffer) | |
| { | |
| drawFramebuffer->detachRenderbuffer(renderbuffer); | |
| } | |
| } | |
| Texture *Context::getIncompleteTexture(TextureType type) | |
| { | |
| Texture *t = mIncompleteTextures[type].get(); | |
| if (t == NULL) | |
| { | |
| static const GLubyte color[] = { 0, 0, 0, 255 }; | |
| switch (type) | |
| { | |
| default: | |
| UNREACHABLE(); | |
| // default falls through to TEXTURE_2D | |
| case TEXTURE_2D: | |
| { | |
| Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); | |
| incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| t = incomplete2d; | |
| } | |
| break; | |
| case TEXTURE_CUBE: | |
| { | |
| TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); | |
| incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| t = incompleteCube; | |
| } | |
| break; | |
| } | |
| mIncompleteTextures[type].set(t); | |
| } | |
| return t; | |
| } | |
| bool Context::skipDraw(GLenum drawMode) | |
| { | |
| if (drawMode == GL_POINTS) | |
| { | |
| // ProgramBinary assumes non-point rendering if gl_PointSize isn't written, | |
| // which affects varying interpolation. Since the value of gl_PointSize is | |
| // undefined when not written, just skip drawing to avoid unexpected results. | |
| if (!getCurrentProgramBinary()->usesPointSize()) | |
| { | |
| // This is stictly speaking not an error, but developers should be | |
| // notified of risking undefined behavior. | |
| ERR("Point rendering without writing to gl_PointSize."); | |
| return true; | |
| } | |
| } | |
| else if (IsTriangleMode(drawMode)) | |
| { | |
| if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| void Context::setVertexAttrib(GLuint index, const GLfloat *values) | |
| { | |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); | |
| mState.vertexAttribute[index].mCurrentValue[0] = values[0]; | |
| mState.vertexAttribute[index].mCurrentValue[1] = values[1]; | |
| mState.vertexAttribute[index].mCurrentValue[2] = values[2]; | |
| mState.vertexAttribute[index].mCurrentValue[3] = values[3]; | |
| } | |
| void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) | |
| { | |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); | |
| mState.vertexAttribute[index].mDivisor = divisor; | |
| } | |
| // keep list sorted in following order | |
| // OES extensions | |
| // EXT extensions | |
| // Vendor extensions | |
| void Context::initExtensionString() | |
| { | |
| std::string extensionString = ""; | |
| // OES extensions | |
| if (supports32bitIndices()) | |
| { | |
| extensionString += "GL_OES_element_index_uint "; | |
| } | |
| extensionString += "GL_OES_packed_depth_stencil "; | |
| extensionString += "GL_OES_get_program_binary "; | |
| extensionString += "GL_OES_rgb8_rgba8 "; | |
| if (mRenderer->getDerivativeInstructionSupport()) | |
| { | |
| extensionString += "GL_OES_standard_derivatives "; | |
| } | |
| if (supportsFloat16Textures()) | |
| { | |
| extensionString += "GL_OES_texture_half_float "; | |
| } | |
| if (supportsFloat16LinearFilter()) | |
| { | |
| extensionString += "GL_OES_texture_half_float_linear "; | |
| } | |
| if (supportsFloat32Textures()) | |
| { | |
| extensionString += "GL_OES_texture_float "; | |
| } | |
| if (supportsFloat32LinearFilter()) | |
| { | |
| extensionString += "GL_OES_texture_float_linear "; | |
| } | |
| if (supportsNonPower2Texture()) | |
| { | |
| extensionString += "GL_OES_texture_npot "; | |
| } | |
| // Multi-vendor (EXT) extensions | |
| if (supportsOcclusionQueries()) | |
| { | |
| extensionString += "GL_EXT_occlusion_query_boolean "; | |
| } | |
| extensionString += "GL_EXT_read_format_bgra "; | |
| extensionString += "GL_EXT_robustness "; | |
| if (supportsDXT1Textures()) | |
| { | |
| extensionString += "GL_EXT_texture_compression_dxt1 "; | |
| } | |
| if (supportsTextureFilterAnisotropy()) | |
| { | |
| extensionString += "GL_EXT_texture_filter_anisotropic "; | |
| } | |
| if (supportsBGRATextures()) | |
| { | |
| extensionString += "GL_EXT_texture_format_BGRA8888 "; | |
| } | |
| extensionString += "GL_EXT_texture_storage "; | |
| // ANGLE-specific extensions | |
| if (supportsDepthTextures()) | |
| { | |
| extensionString += "GL_ANGLE_depth_texture "; | |
| } | |
| extensionString += "GL_ANGLE_framebuffer_blit "; | |
| if (getMaxSupportedSamples() != 0) | |
| { | |
| extensionString += "GL_ANGLE_framebuffer_multisample "; | |
| } | |
| if (supportsInstancing()) | |
| { | |
| extensionString += "GL_ANGLE_instanced_arrays "; | |
| } | |
| extensionString += "GL_ANGLE_pack_reverse_row_order "; | |
| if (supportsDXT3Textures()) | |
| { | |
| extensionString += "GL_ANGLE_texture_compression_dxt3 "; | |
| } | |
| if (supportsDXT5Textures()) | |
| { | |
| extensionString += "GL_ANGLE_texture_compression_dxt5 "; | |
| } | |
| extensionString += "GL_ANGLE_texture_usage "; | |
| extensionString += "GL_ANGLE_translated_shader_source "; | |
| // Other vendor-specific extensions | |
| if (supportsEventQueries()) | |
| { | |
| extensionString += "GL_NV_fence "; | |
| } | |
| std::string::size_type end = extensionString.find_last_not_of(' '); | |
| if (end != std::string::npos) | |
| { | |
| extensionString.resize(end+1); | |
| } | |
| mExtensionString = makeStaticString(extensionString); | |
| } | |
| const char *Context::getExtensionString() const | |
| { | |
| return mExtensionString; | |
| } | |
| void Context::initRendererString() | |
| { | |
| std::ostringstream rendererString; | |
| rendererString << "ANGLE ("; | |
| rendererString << mRenderer->getRendererDescription(); | |
| rendererString << ")"; | |
| mRendererString = makeStaticString(rendererString.str()); | |
| } | |
| const char *Context::getRendererString() const | |
| { | |
| return mRendererString; | |
| } | |
| void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, | |
| GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, | |
| GLbitfield mask) | |
| { | |
| Framebuffer *readFramebuffer = getReadFramebuffer(); | |
| Framebuffer *drawFramebuffer = getDrawFramebuffer(); | |
| if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE || | |
| !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); | |
| } | |
| if (drawFramebuffer->getSamples() != 0) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth(); | |
| int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight(); | |
| int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth(); | |
| int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight(); | |
| Rectangle sourceRect; | |
| Rectangle destRect; | |
| if (srcX0 < srcX1) | |
| { | |
| sourceRect.x = srcX0; | |
| destRect.x = dstX0; | |
| sourceRect.width = srcX1 - srcX0; | |
| destRect.width = dstX1 - dstX0; | |
| } | |
| else | |
| { | |
| sourceRect.x = srcX1; | |
| destRect.x = dstX1; | |
| sourceRect.width = srcX0 - srcX1; | |
| destRect.width = dstX0 - dstX1; | |
| } | |
| if (srcY0 < srcY1) | |
| { | |
| sourceRect.height = srcY1 - srcY0; | |
| destRect.height = dstY1 - dstY0; | |
| sourceRect.y = srcY0; | |
| destRect.y = dstY0; | |
| } | |
| else | |
| { | |
| sourceRect.height = srcY0 - srcY1; | |
| destRect.height = dstY0 - srcY1; | |
| sourceRect.y = srcY1; | |
| destRect.y = dstY1; | |
| } | |
| Rectangle sourceScissoredRect = sourceRect; | |
| Rectangle destScissoredRect = destRect; | |
| if (mState.scissorTest) | |
| { | |
| // Only write to parts of the destination framebuffer which pass the scissor test. | |
| if (destRect.x < mState.scissor.x) | |
| { | |
| int xDiff = mState.scissor.x - destRect.x; | |
| destScissoredRect.x = mState.scissor.x; | |
| destScissoredRect.width -= xDiff; | |
| sourceScissoredRect.x += xDiff; | |
| sourceScissoredRect.width -= xDiff; | |
| } | |
| if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width) | |
| { | |
| int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width); | |
| destScissoredRect.width -= xDiff; | |
| sourceScissoredRect.width -= xDiff; | |
| } | |
| if (destRect.y < mState.scissor.y) | |
| { | |
| int yDiff = mState.scissor.y - destRect.y; | |
| destScissoredRect.y = mState.scissor.y; | |
| destScissoredRect.height -= yDiff; | |
| sourceScissoredRect.y += yDiff; | |
| sourceScissoredRect.height -= yDiff; | |
| } | |
| if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height) | |
| { | |
| int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height); | |
| destScissoredRect.height -= yDiff; | |
| sourceScissoredRect.height -= yDiff; | |
| } | |
| } | |
| bool blitRenderTarget = false; | |
| bool blitDepthStencil = false; | |
| Rectangle sourceTrimmedRect = sourceScissoredRect; | |
| Rectangle destTrimmedRect = destScissoredRect; | |
| // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of | |
| // the actual draw and read surfaces. | |
| if (sourceTrimmedRect.x < 0) | |
| { | |
| int xDiff = 0 - sourceTrimmedRect.x; | |
| sourceTrimmedRect.x = 0; | |
| sourceTrimmedRect.width -= xDiff; | |
| destTrimmedRect.x += xDiff; | |
| destTrimmedRect.width -= xDiff; | |
| } | |
| if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth) | |
| { | |
| int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth; | |
| sourceTrimmedRect.width -= xDiff; | |
| destTrimmedRect.width -= xDiff; | |
| } | |
| if (sourceTrimmedRect.y < 0) | |
| { | |
| int yDiff = 0 - sourceTrimmedRect.y; | |
| sourceTrimmedRect.y = 0; | |
| sourceTrimmedRect.height -= yDiff; | |
| destTrimmedRect.y += yDiff; | |
| destTrimmedRect.height -= yDiff; | |
| } | |
| if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight) | |
| { | |
| int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight; | |
| sourceTrimmedRect.height -= yDiff; | |
| destTrimmedRect.height -= yDiff; | |
| } | |
| if (destTrimmedRect.x < 0) | |
| { | |
| int xDiff = 0 - destTrimmedRect.x; | |
| destTrimmedRect.x = 0; | |
| destTrimmedRect.width -= xDiff; | |
| sourceTrimmedRect.x += xDiff; | |
| sourceTrimmedRect.width -= xDiff; | |
| } | |
| if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth) | |
| { | |
| int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth; | |
| destTrimmedRect.width -= xDiff; | |
| sourceTrimmedRect.width -= xDiff; | |
| } | |
| if (destTrimmedRect.y < 0) | |
| { | |
| int yDiff = 0 - destTrimmedRect.y; | |
| destTrimmedRect.y = 0; | |
| destTrimmedRect.height -= yDiff; | |
| sourceTrimmedRect.y += yDiff; | |
| sourceTrimmedRect.height -= yDiff; | |
| } | |
| if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight) | |
| { | |
| int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight; | |
| destTrimmedRect.height -= yDiff; | |
| sourceTrimmedRect.height -= yDiff; | |
| } | |
| bool partialBufferCopy = false; | |
| if (sourceTrimmedRect.height < readBufferHeight || | |
| sourceTrimmedRect.width < readBufferWidth || | |
| destTrimmedRect.height < drawBufferHeight || | |
| destTrimmedRect.width < drawBufferWidth || | |
| sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0) | |
| { | |
| partialBufferCopy = true; | |
| } | |
| if (mask & GL_COLOR_BUFFER_BIT) | |
| { | |
| const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D || | |
| readFramebuffer->getColorbufferType() == GL_RENDERBUFFER; | |
| const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D || | |
| drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER; | |
| if (!validReadType || !validDrawType || | |
| readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat()) | |
| { | |
| ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation"); | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| if (partialBufferCopy && readFramebuffer->getSamples() != 0) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| blitRenderTarget = true; | |
| } | |
| if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) | |
| { | |
| Renderbuffer *readDSBuffer = NULL; | |
| Renderbuffer *drawDSBuffer = NULL; | |
| // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have | |
| // both a depth and stencil buffer, it will be the same buffer. | |
| if (mask & GL_DEPTH_BUFFER_BIT) | |
| { | |
| if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) | |
| { | |
| if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() || | |
| readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat()) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| blitDepthStencil = true; | |
| readDSBuffer = readFramebuffer->getDepthbuffer(); | |
| drawDSBuffer = drawFramebuffer->getDepthbuffer(); | |
| } | |
| } | |
| if (mask & GL_STENCIL_BUFFER_BIT) | |
| { | |
| if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) | |
| { | |
| if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() || | |
| readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat()) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| blitDepthStencil = true; | |
| readDSBuffer = readFramebuffer->getStencilbuffer(); | |
| drawDSBuffer = drawFramebuffer->getStencilbuffer(); | |
| } | |
| } | |
| if (partialBufferCopy) | |
| { | |
| ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); | |
| return gl::error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted | |
| } | |
| if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) || | |
| (readDSBuffer && readDSBuffer->getSamples() != 0)) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| } | |
| if (blitRenderTarget || blitDepthStencil) | |
| { | |
| mRenderer->blitRect(readFramebuffer, sourceTrimmedRect, drawFramebuffer, destTrimmedRect, blitRenderTarget, blitDepthStencil); | |
| } | |
| } | |
| } | |
| extern "C" | |
| { | |
| gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) | |
| { | |
| return new gl::Context(shareContext, renderer, notifyResets, robustAccess); | |
| } | |
| void glDestroyContext(gl::Context *context) | |
| { | |
| delete context; | |
| if (context == gl::getContext()) | |
| { | |
| gl::makeCurrent(NULL, NULL, NULL); | |
| } | |
| } | |
| void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface) | |
| { | |
| gl::makeCurrent(context, display, surface); | |
| } | |
| gl::Context *glGetCurrentContext() | |
| { | |
| return gl::getContext(); | |
| } | |
| } |