| #include "precompiled.h" | |
| // | |
| // Copyright (c) 2002-2014 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 "common/utilities.h" | |
| #include "libGLESv2/formatutils.h" | |
| #include "libGLESv2/Buffer.h" | |
| #include "libGLESv2/Fence.h" | |
| #include "libGLESv2/Framebuffer.h" | |
| #include "libGLESv2/FramebufferAttachment.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/d3d/IndexDataManager.h" | |
| #include "libGLESv2/renderer/RenderTarget.h" | |
| #include "libGLESv2/renderer/Renderer.h" | |
| #include "libGLESv2/VertexArray.h" | |
| #include "libGLESv2/Sampler.h" | |
| #include "libGLESv2/validationES.h" | |
| #include "libGLESv2/TransformFeedback.h" | |
| #include "libEGL/Surface.h" | |
| #undef near | |
| #undef far | |
| namespace gl | |
| { | |
| Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer) | |
| { | |
| ASSERT(robustAccess == false); // Unimplemented | |
| mFenceNVHandleAllocator.setBaseHandle(0); | |
| setClearColor(0.0f, 0.0f, 0.0f, 0.0f); | |
| mCaps = mRenderer->getRendererCaps(); | |
| mTextureCaps = mRenderer->getRendererTextureCaps(); | |
| mExtensions = mRenderer->getRendererExtensions(); | |
| mClientVersion = clientVersion; | |
| mState.depthClearValue = 1.0f; | |
| mState.stencilClearValue = 0; | |
| mState.rasterizer.rasterizerDiscard = false; | |
| 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.rasterizer.multiSample = 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; | |
| const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f }; | |
| for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++) | |
| { | |
| mState.vertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues); | |
| } | |
| 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)); | |
| mTexture3DZero.set(new Texture3D(mRenderer, 0)); | |
| mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0)); | |
| for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++) | |
| { | |
| mState.samplers[textureUnit] = 0; | |
| } | |
| mState.activeSampler = 0; | |
| bindVertexArray(0); | |
| bindArrayBuffer(0); | |
| bindElementArrayBuffer(0); | |
| bindTextureCubeMap(0); | |
| bindTexture2D(0); | |
| bindReadFramebuffer(0); | |
| bindDrawFramebuffer(0); | |
| bindRenderbuffer(0); | |
| mState.activeQueries[GL_ANY_SAMPLES_PASSED].set(NULL); | |
| mState.activeQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL); | |
| mState.activeQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL); | |
| bindGenericUniformBuffer(0); | |
| for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++) | |
| { | |
| bindIndexedUniformBuffer(0, i, 0, -1); | |
| } | |
| bindGenericTransformFeedbackBuffer(0); | |
| for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) | |
| { | |
| bindIndexedTransformFeedbackBuffer(0, i, 0, -1); | |
| } | |
| bindCopyReadBuffer(0); | |
| bindCopyWriteBuffer(0); | |
| bindPixelPackBuffer(0); | |
| bindPixelUnpackBuffer(0); | |
| // [OpenGL ES 3.0.2] section 2.14.1 pg 85: | |
| // In the initial state, a default transform feedback object is bound and treated as | |
| // a transform feedback object with a name of zero. That object is bound any time | |
| // BindTransformFeedback is called with id of zero | |
| mTransformFeedbackZero.set(new TransformFeedback(0)); | |
| bindTransformFeedback(0); | |
| mState.currentProgram = 0; | |
| mCurrentProgramBinary.set(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; | |
| 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 (!mFenceNVMap.empty()) | |
| { | |
| deleteFenceNV(mFenceNVMap.begin()->first); | |
| } | |
| while (!mQueryMap.empty()) | |
| { | |
| deleteQuery(mQueryMap.begin()->first); | |
| } | |
| while (!mVertexArrayMap.empty()) | |
| { | |
| deleteVertexArray(mVertexArrayMap.begin()->first); | |
| } | |
| mTransformFeedbackZero.set(NULL); | |
| while (!mTransformFeedbackMap.empty()) | |
| { | |
| deleteTransformFeedback(mTransformFeedbackMap.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); | |
| } | |
| const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f }; | |
| for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++) | |
| { | |
| mState.vertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues); | |
| } | |
| mState.arrayBuffer.set(NULL); | |
| mState.renderbuffer.set(NULL); | |
| mState.transformFeedback.set(NULL); | |
| mTexture2DZero.set(NULL); | |
| mTextureCubeMapZero.set(NULL); | |
| mTexture3DZero.set(NULL); | |
| mTexture2DArrayZero.set(NULL); | |
| for (State::ActiveQueryMap::iterator i = mState.activeQueries.begin(); i != mState.activeQueries.end(); i++) | |
| { | |
| i->second.set(NULL); | |
| } | |
| mState.genericUniformBuffer.set(NULL); | |
| for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++) | |
| { | |
| mState.uniformBuffers[i].set(NULL); | |
| } | |
| mState.genericTransformFeedbackBuffer.set(NULL); | |
| for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) | |
| { | |
| mState.transformFeedbackBuffers[i].set(NULL); | |
| } | |
| mState.copyReadBuffer.set(NULL); | |
| mState.copyWriteBuffer.set(NULL); | |
| mState.pack.pixelBuffer.set(NULL); | |
| mState.unpack.pixelBuffer.set(NULL); | |
| mResourceManager->release(); | |
| } | |
| void Context::makeCurrent(egl::Surface *surface) | |
| { | |
| if (!mHasBeenCurrent) | |
| { | |
| mMajorShaderModel = mRenderer->getMajorShaderModel(); | |
| mSupportsVertexTexture = mRenderer->getVertexTextureSupport(); | |
| mNumCompressedTextureFormats = 0; | |
| if (mExtensions.textureCompressionDXT1) | |
| { | |
| mNumCompressedTextureFormats += 2; | |
| } | |
| if (mExtensions.textureCompressionDXT3) | |
| { | |
| mNumCompressedTextureFormats += 1; | |
| } | |
| if (mExtensions.textureCompressionDXT5) | |
| { | |
| mNumCompressedTextureFormats += 1; | |
| } | |
| initRendererString(); | |
| initExtensionStrings(); | |
| 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); | |
| // Store the current client version in the renderer | |
| mRenderer->setCurrentClientVersion(mClientVersion); | |
| } | |
| // 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::setCap(GLenum cap, bool enabled) | |
| { | |
| switch (cap) | |
| { | |
| case GL_CULL_FACE: setCullFace(enabled); break; | |
| case GL_POLYGON_OFFSET_FILL: setPolygonOffsetFill(enabled); break; | |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: setSampleAlphaToCoverage(enabled); break; | |
| case GL_SAMPLE_COVERAGE: setSampleCoverage(enabled); break; | |
| case GL_SCISSOR_TEST: setScissorTest(enabled); break; | |
| case GL_STENCIL_TEST: setStencilTest(enabled); break; | |
| case GL_DEPTH_TEST: setDepthTest(enabled); break; | |
| case GL_BLEND: setBlend(enabled); break; | |
| case GL_DITHER: setDither(enabled); break; | |
| case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); break; | |
| case GL_RASTERIZER_DISCARD: setRasterizerDiscard(enabled); break; | |
| default: UNREACHABLE(); | |
| } | |
| } | |
| bool Context::getCap(GLenum cap) | |
| { | |
| switch (cap) | |
| { | |
| case GL_CULL_FACE: return isCullFaceEnabled(); | |
| case GL_POLYGON_OFFSET_FILL: return isPolygonOffsetFillEnabled(); | |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: return isSampleAlphaToCoverageEnabled(); | |
| case GL_SAMPLE_COVERAGE: return isSampleCoverageEnabled(); | |
| case GL_SCISSOR_TEST: return isScissorTestEnabled(); | |
| case GL_STENCIL_TEST: return isStencilTestEnabled(); | |
| case GL_DEPTH_TEST: return isDepthTestEnabled(); | |
| case GL_BLEND: return isBlendEnabled(); | |
| case GL_DITHER: return isDitherEnabled(); | |
| case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); return false; | |
| case GL_RASTERIZER_DISCARD: return isRasterizerDiscardEnabled(); | |
| default: UNREACHABLE(); return false; | |
| } | |
| } | |
| 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::setRasterizerDiscard(bool enabled) | |
| { | |
| mState.rasterizer.rasterizerDiscard = enabled; | |
| } | |
| bool Context::isRasterizerDiscardEnabled() const | |
| { | |
| return mState.rasterizer.rasterizerDiscard; | |
| } | |
| 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; | |
| } | |
| const gl::DepthStencilState &Context::getDepthStencilState() const | |
| { | |
| return mState.depthStencil; | |
| } | |
| GLint Context::getStencilRef() const | |
| { | |
| return mState.stencilRef; | |
| } | |
| GLint Context::getStencilBackRef() const | |
| { | |
| return mState.stencilBackRef; | |
| } | |
| 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::getScissorParams(GLint *x, GLint *y, GLsizei *width, GLsizei *height) | |
| { | |
| *x = mState.scissor.x; | |
| *y = mState.scissor.y; | |
| *width = mState.scissor.width; | |
| *height = mState.scissor.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::getVertexArrayHandle() const | |
| { | |
| return mState.vertexArray; | |
| } | |
| GLuint Context::getSamplerHandle(GLuint textureUnit) const | |
| { | |
| ASSERT(textureUnit < ArraySize(mState.samplers)); | |
| return mState.samplers[textureUnit]; | |
| } | |
| unsigned int Context::getActiveSampler() const | |
| { | |
| return mState.activeSampler; | |
| } | |
| GLuint Context::getArrayBufferHandle() const | |
| { | |
| return mState.arrayBuffer.id(); | |
| } | |
| bool Context::isQueryActive() const | |
| { | |
| for (State::ActiveQueryMap::const_iterator i = mState.activeQueries.begin(); | |
| i != mState.activeQueries.end(); i++) | |
| { | |
| if (i->second.get() != NULL) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| const Query *Context::getActiveQuery(GLenum target) const | |
| { | |
| // All query types should already exist in the activeQueries map | |
| ASSERT(mState.activeQueries.find(target) != mState.activeQueries.end()); | |
| return mState.activeQueries.at(target).get(); | |
| } | |
| GLuint Context::getActiveQueryId(GLenum target) const | |
| { | |
| const Query *query = getActiveQuery(target); | |
| return (query ? query->id() : 0u); | |
| } | |
| void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) | |
| { | |
| getCurrentVertexArray()->enableAttribute(attribNum, enabled); | |
| } | |
| const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const | |
| { | |
| return getCurrentVertexArray()->getVertexAttribute(attribNum); | |
| } | |
| const VertexAttribCurrentValueData &Context::getVertexAttribCurrentValue(unsigned int attribNum) const | |
| { | |
| ASSERT(attribNum < MAX_VERTEX_ATTRIBS); | |
| return mState.vertexAttribCurrentValues[attribNum]; | |
| } | |
| void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, | |
| bool pureInteger, GLsizei stride, const void *pointer) | |
| { | |
| getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer); | |
| } | |
| const void *Context::getVertexAttribPointer(unsigned int attribNum) const | |
| { | |
| return getCurrentVertexArray()->getVertexAttribute(attribNum).pointer; | |
| } | |
| void Context::setPackAlignment(GLint alignment) | |
| { | |
| mState.pack.alignment = alignment; | |
| } | |
| GLint Context::getPackAlignment() const | |
| { | |
| return mState.pack.alignment; | |
| } | |
| void Context::setUnpackAlignment(GLint alignment) | |
| { | |
| mState.unpack.alignment = alignment; | |
| } | |
| GLint Context::getUnpackAlignment() const | |
| { | |
| return mState.unpack.alignment; | |
| } | |
| void Context::setPackReverseRowOrder(bool reverseRowOrder) | |
| { | |
| mState.pack.reverseRowOrder = reverseRowOrder; | |
| } | |
| bool Context::getPackReverseRowOrder() const | |
| { | |
| return mState.pack.reverseRowOrder; | |
| } | |
| const PixelUnpackState &Context::getUnpackState() const | |
| { | |
| return mState.unpack; | |
| } | |
| const PixelPackState &Context::getPackState() const | |
| { | |
| return mState.pack; | |
| } | |
| 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(); | |
| } | |
| GLsync Context::createFenceSync(GLenum condition) | |
| { | |
| GLuint handle = mResourceManager->createFenceSync(); | |
| gl::FenceSync *fenceSync = mResourceManager->getFenceSync(handle); | |
| ASSERT(fenceSync); | |
| fenceSync->set(condition); | |
| return reinterpret_cast<GLsync>(handle); | |
| } | |
| GLuint Context::createVertexArray() | |
| { | |
| GLuint handle = mVertexArrayHandleAllocator.allocate(); | |
| // Although the spec states VAO state is not initialized until the object is bound, | |
| // we create it immediately. The resulting behaviour is transparent to the application, | |
| // since it's not currently possible to access the state until the object is bound. | |
| mVertexArrayMap[handle] = new VertexArray(mRenderer->createVertexArray(), handle, MAX_VERTEX_ATTRIBS); | |
| return handle; | |
| } | |
| GLuint Context::createSampler() | |
| { | |
| return mResourceManager->createSampler(); | |
| } | |
| GLuint Context::createTransformFeedback() | |
| { | |
| GLuint handle = mTransformFeedbackAllocator.allocate(); | |
| TransformFeedback *transformFeedback = new TransformFeedback(handle); | |
| transformFeedback->addRef(); | |
| mTransformFeedbackMap[handle] = transformFeedback; | |
| return handle; | |
| } | |
| // Returns an unused framebuffer name | |
| GLuint Context::createFramebuffer() | |
| { | |
| GLuint handle = mFramebufferHandleAllocator.allocate(); | |
| mFramebufferMap[handle] = NULL; | |
| return handle; | |
| } | |
| GLuint Context::createFenceNV() | |
| { | |
| GLuint handle = mFenceNVHandleAllocator.allocate(); | |
| mFenceNVMap[handle] = new FenceNV(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::deleteFenceSync(GLsync fenceSync) | |
| { | |
| // The spec specifies the underlying Fence object is not deleted until all current | |
| // wait commands finish. However, since the name becomes invalid, we cannot query the fence, | |
| // and since our API is currently designed for being called from a single thread, we can delete | |
| // the fence immediately. | |
| mResourceManager->deleteFenceSync(reinterpret_cast<GLuint>(fenceSync)); | |
| } | |
| void Context::deleteVertexArray(GLuint vertexArray) | |
| { | |
| auto vertexArrayObject = mVertexArrayMap.find(vertexArray); | |
| if (vertexArrayObject != mVertexArrayMap.end()) | |
| { | |
| detachVertexArray(vertexArray); | |
| mVertexArrayHandleAllocator.release(vertexArrayObject->first); | |
| delete vertexArrayObject->second; | |
| mVertexArrayMap.erase(vertexArrayObject); | |
| } | |
| } | |
| void Context::deleteSampler(GLuint sampler) | |
| { | |
| if (mResourceManager->getSampler(sampler)) | |
| { | |
| detachSampler(sampler); | |
| } | |
| mResourceManager->deleteSampler(sampler); | |
| } | |
| void Context::deleteTransformFeedback(GLuint transformFeedback) | |
| { | |
| TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(transformFeedback); | |
| if (iter != mTransformFeedbackMap.end()) | |
| { | |
| detachTransformFeedback(transformFeedback); | |
| mTransformFeedbackAllocator.release(transformFeedback); | |
| iter->second->release(); | |
| mTransformFeedbackMap.erase(iter); | |
| } | |
| } | |
| 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::deleteFenceNV(GLuint fence) | |
| { | |
| FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence); | |
| if (fenceObject != mFenceNVMap.end()) | |
| { | |
| mFenceNVHandleAllocator.release(fenceObject->first); | |
| delete fenceObject->second; | |
| mFenceNVMap.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) const | |
| { | |
| return mResourceManager->getShader(handle); | |
| } | |
| Program *Context::getProgram(GLuint handle) const | |
| { | |
| return mResourceManager->getProgram(handle); | |
| } | |
| Texture *Context::getTexture(GLuint handle) const | |
| { | |
| return mResourceManager->getTexture(handle); | |
| } | |
| Renderbuffer *Context::getRenderbuffer(GLuint handle) | |
| { | |
| return mResourceManager->getRenderbuffer(handle); | |
| } | |
| FenceSync *Context::getFenceSync(GLsync handle) const | |
| { | |
| return mResourceManager->getFenceSync(reinterpret_cast<GLuint>(handle)); | |
| } | |
| VertexArray *Context::getVertexArray(GLuint handle) const | |
| { | |
| auto vertexArray = mVertexArrayMap.find(handle); | |
| if (vertexArray == mVertexArrayMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return vertexArray->second; | |
| } | |
| } | |
| Sampler *Context::getSampler(GLuint handle) const | |
| { | |
| return mResourceManager->getSampler(handle); | |
| } | |
| TransformFeedback *Context::getTransformFeedback(GLuint handle) const | |
| { | |
| if (handle == 0) | |
| { | |
| return mTransformFeedbackZero.get(); | |
| } | |
| else | |
| { | |
| TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(handle); | |
| return (iter != mTransformFeedbackMap.end()) ? iter->second : NULL; | |
| } | |
| } | |
| Framebuffer *Context::getReadFramebuffer() const | |
| { | |
| return getFramebuffer(mState.readFramebuffer); | |
| } | |
| Framebuffer *Context::getDrawFramebuffer() | |
| { | |
| return mBoundDrawFramebuffer; | |
| } | |
| const Framebuffer *Context::getDrawFramebuffer() const | |
| { | |
| return mBoundDrawFramebuffer; | |
| } | |
| VertexArray *Context::getCurrentVertexArray() const | |
| { | |
| VertexArray *vao = getVertexArray(mState.vertexArray); | |
| ASSERT(vao != NULL); | |
| return vao; | |
| } | |
| TransformFeedback *Context::getCurrentTransformFeedback() const | |
| { | |
| return mState.transformFeedback.get(); | |
| } | |
| bool Context::isSampler(GLuint samplerName) const | |
| { | |
| return mResourceManager->isSampler(samplerName); | |
| } | |
| void Context::bindArrayBuffer(unsigned int buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.arrayBuffer.set(getBuffer(buffer)); | |
| } | |
| void Context::bindElementArrayBuffer(unsigned int buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| getCurrentVertexArray()->setElementArrayBuffer(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::bindTexture3D(GLuint texture) | |
| { | |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); | |
| mState.samplerTexture[TEXTURE_3D][mState.activeSampler].set(getTexture(texture)); | |
| } | |
| void Context::bindTexture2DArray(GLuint texture) | |
| { | |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); | |
| mState.samplerTexture[TEXTURE_2D_ARRAY][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::bindVertexArray(GLuint vertexArray) | |
| { | |
| if (!getVertexArray(vertexArray)) | |
| { | |
| mVertexArrayMap[vertexArray] = new VertexArray(mRenderer->createVertexArray(), vertexArray, MAX_VERTEX_ATTRIBS); | |
| } | |
| mState.vertexArray = vertexArray; | |
| } | |
| void Context::bindSampler(GLuint textureUnit, GLuint sampler) | |
| { | |
| ASSERT(textureUnit < ArraySize(mState.samplers)); | |
| mResourceManager->checkSamplerAllocation(sampler); | |
| mState.samplers[textureUnit] = sampler; | |
| } | |
| void Context::bindGenericUniformBuffer(GLuint buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.genericUniformBuffer.set(getBuffer(buffer)); | |
| } | |
| void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.uniformBuffers[index].set(getBuffer(buffer), offset, size); | |
| } | |
| void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.genericTransformFeedbackBuffer.set(getBuffer(buffer)); | |
| } | |
| void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.transformFeedbackBuffers[index].set(getBuffer(buffer), offset, size); | |
| } | |
| void Context::bindCopyReadBuffer(GLuint buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.copyReadBuffer.set(getBuffer(buffer)); | |
| } | |
| void Context::bindCopyWriteBuffer(GLuint buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.copyWriteBuffer.set(getBuffer(buffer)); | |
| } | |
| void Context::bindPixelPackBuffer(GLuint buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.pack.pixelBuffer.set(getBuffer(buffer)); | |
| } | |
| void Context::bindPixelUnpackBuffer(GLuint buffer) | |
| { | |
| mResourceManager->checkBufferAllocation(buffer); | |
| mState.unpack.pixelBuffer.set(getBuffer(buffer)); | |
| } | |
| 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::bindTransformFeedback(GLuint transformFeedback) | |
| { | |
| TransformFeedback *transformFeedbackObject = getTransformFeedback(transformFeedback); | |
| mState.transformFeedback.set(transformFeedbackObject); | |
| } | |
| void Context::beginQuery(GLenum target, GLuint query) | |
| { | |
| Query *queryObject = getQuery(query, true, target); | |
| ASSERT(queryObject); | |
| // set query as active for specified target | |
| mState.activeQueries[target].set(queryObject); | |
| // begin query | |
| queryObject->begin(); | |
| } | |
| void Context::endQuery(GLenum target) | |
| { | |
| Query *queryObject = mState.activeQueries[target].get(); | |
| ASSERT(queryObject); | |
| queryObject->end(); | |
| mState.activeQueries[target].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) | |
| { | |
| const TextureCaps &formatCaps = getTextureCaps().get(internalformat); | |
| RenderbufferStorage *renderbuffer = NULL; | |
| if (formatCaps.colorRendering) | |
| { | |
| renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples); | |
| } | |
| else if (formatCaps.depthRendering && formatCaps.stencilRendering) | |
| { | |
| renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples); | |
| } | |
| else if (formatCaps.depthRendering) | |
| { | |
| renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples); | |
| } | |
| else if (formatCaps.stencilRendering) | |
| { | |
| renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples); | |
| } | |
| else | |
| { | |
| UNREACHABLE(); | |
| return; | |
| } | |
| Renderbuffer *renderbufferObject = mState.renderbuffer.get(); | |
| renderbufferObject->setStorage(renderbuffer); | |
| } | |
| Framebuffer *Context::getFramebuffer(unsigned int handle) const | |
| { | |
| FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); | |
| if (framebuffer == mFramebufferMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return framebuffer->second; | |
| } | |
| } | |
| FenceNV *Context::getFenceNV(unsigned int handle) | |
| { | |
| FenceNVMap::iterator fence = mFenceNVMap.find(handle); | |
| if (fence == mFenceNVMap.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::getTargetBuffer(GLenum target) const | |
| { | |
| switch (target) | |
| { | |
| case GL_ARRAY_BUFFER: return mState.arrayBuffer.get(); | |
| case GL_COPY_READ_BUFFER: return mState.copyReadBuffer.get(); | |
| case GL_COPY_WRITE_BUFFER: return mState.copyWriteBuffer.get(); | |
| case GL_ELEMENT_ARRAY_BUFFER: return getCurrentVertexArray()->getElementArrayBuffer(); | |
| case GL_PIXEL_PACK_BUFFER: return mState.pack.pixelBuffer.get(); | |
| case GL_PIXEL_UNPACK_BUFFER: return mState.unpack.pixelBuffer.get(); | |
| case GL_TRANSFORM_FEEDBACK_BUFFER: return mState.genericTransformFeedbackBuffer.get(); | |
| case GL_UNIFORM_BUFFER: return mState.genericUniformBuffer.get(); | |
| default: UNREACHABLE(); return NULL; | |
| } | |
| } | |
| Buffer *Context::getArrayBuffer() | |
| { | |
| return mState.arrayBuffer.get(); | |
| } | |
| Buffer *Context::getElementArrayBuffer() const | |
| { | |
| return getCurrentVertexArray()->getElementArrayBuffer(); | |
| } | |
| ProgramBinary *Context::getCurrentProgramBinary() | |
| { | |
| return mCurrentProgramBinary.get(); | |
| } | |
| Texture *Context::getTargetTexture(GLenum target) const | |
| { | |
| if (!ValidTextureTarget(this, target)) | |
| { | |
| return NULL; | |
| } | |
| switch (target) | |
| { | |
| case GL_TEXTURE_2D: return getTexture2D(); | |
| case GL_TEXTURE_CUBE_MAP: return getTextureCubeMap(); | |
| case GL_TEXTURE_3D: return getTexture3D(); | |
| case GL_TEXTURE_2D_ARRAY: return getTexture2DArray(); | |
| default: return NULL; | |
| } | |
| } | |
| GLuint Context::getTargetFramebufferHandle(GLenum target) const | |
| { | |
| if (!ValidFramebufferTarget(target)) | |
| { | |
| return GL_INVALID_INDEX; | |
| } | |
| if (target == GL_READ_FRAMEBUFFER_ANGLE) | |
| { | |
| return mState.readFramebuffer; | |
| } | |
| else | |
| { | |
| return mState.drawFramebuffer; | |
| } | |
| } | |
| Framebuffer *Context::getTargetFramebuffer(GLenum target) const | |
| { | |
| GLuint framebufferHandle = getTargetFramebufferHandle(target); | |
| return (framebufferHandle == GL_INVALID_INDEX ? NULL : getFramebuffer(framebufferHandle)); | |
| } | |
| Texture2D *Context::getTexture2D() const | |
| { | |
| return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); | |
| } | |
| TextureCubeMap *Context::getTextureCubeMap() const | |
| { | |
| return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); | |
| } | |
| Texture3D *Context::getTexture3D() const | |
| { | |
| return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); | |
| } | |
| Texture2DArray *Context::getTexture2DArray() const | |
| { | |
| return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); | |
| } | |
| Buffer *Context::getGenericUniformBuffer() | |
| { | |
| return mState.genericUniformBuffer.get(); | |
| } | |
| Buffer *Context::getGenericTransformFeedbackBuffer() | |
| { | |
| return mState.genericTransformFeedbackBuffer.get(); | |
| } | |
| Buffer *Context::getCopyReadBuffer() | |
| { | |
| return mState.copyReadBuffer.get(); | |
| } | |
| Buffer *Context::getCopyWriteBuffer() | |
| { | |
| return mState.copyWriteBuffer.get(); | |
| } | |
| Buffer *Context::getPixelPackBuffer() | |
| { | |
| return mState.pack.pixelBuffer.get(); | |
| } | |
| Buffer *Context::getPixelUnpackBuffer() | |
| { | |
| return mState.unpack.pixelBuffer.get(); | |
| } | |
| Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const | |
| { | |
| 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(); | |
| case TEXTURE_3D: return mTexture3DZero.get(); | |
| case TEXTURE_2D_ARRAY: return mTexture2DArrayZero.get(); | |
| } | |
| } | |
| return mState.samplerTexture[type][sampler].get(); | |
| } | |
| void 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; | |
| case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isStarted(); break; | |
| case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused(); break; | |
| default: | |
| UNREACHABLE(); | |
| break; | |
| } | |
| } | |
| void 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] = mCaps.minAliasedLineWidth; | |
| params[1] = mCaps.maxAliasedLineWidth; | |
| break; | |
| case GL_ALIASED_POINT_SIZE_RANGE: | |
| params[0] = mCaps.minAliasedPointSize; | |
| params[1] = mCaps.maxAliasedPointSize; | |
| 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: | |
| ASSERT(mExtensions.textureFilterAnisotropic); | |
| *params = mExtensions.maxTextureAnisotropy; | |
| break; | |
| default: | |
| UNREACHABLE(); | |
| break; | |
| } | |
| } | |
| void Context::getIntegerv(GLenum pname, GLint *params) | |
| { | |
| if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) | |
| { | |
| unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT); | |
| ASSERT(colorAttachment < mCaps.maxDrawBuffers); | |
| Framebuffer *framebuffer = getDrawFramebuffer(); | |
| *params = framebuffer->getDrawBufferState(colorAttachment); | |
| return; | |
| } | |
| // 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_VERTEX_UNIFORM_COMPONENTS: *params = mRenderer->getMaxVertexUniformVectors() * 4; break; | |
| case GL_MAX_VARYING_VECTORS: *params = mRenderer->getMaxVaryingVectors(); break; | |
| case GL_MAX_VARYING_COMPONENTS: *params = mRenderer->getMaxVaryingVectors() * 4; 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_FRAGMENT_UNIFORM_COMPONENTS: *params = mRenderer->getMaxFragmentUniformVectors() * 4; break; | |
| case GL_MAX_RENDERBUFFER_SIZE: *params = mCaps.maxRenderbufferSize; break; | |
| case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mCaps.maxColorAttachments; break; | |
| case GL_MAX_DRAW_BUFFERS_EXT: *params = mCaps.maxDrawBuffers; 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 = getCurrentVertexArray()->getElementArrayBufferId(); 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_VERTEX_ARRAY_BINDING: *params = mState.vertexArray; break; | |
| case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; | |
| case GL_PACK_ALIGNMENT: *params = mState.pack.alignment; break; | |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.pack.reverseRowOrder; break; | |
| case GL_UNPACK_ALIGNMENT: *params = mState.unpack.alignment; 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 = clampToInt(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 = clampToInt(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 = clampToInt(mState.depthStencil.stencilWritemask); break; | |
| case GL_STENCIL_BACK_WRITEMASK: *params = clampToInt(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 = mCaps.max2DTextureSize; break; | |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = mCaps.maxCubeMapTextureSize; break; | |
| case GL_MAX_3D_TEXTURE_SIZE: *params = mCaps.max3DTextureSize; break; | |
| case GL_MAX_ARRAY_TEXTURE_LAYERS: *params = mCaps.maxArrayTextureLayers; break; | |
| case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: *params = getUniformBufferOffsetAlignment(); break; | |
| case GL_MAX_UNIFORM_BUFFER_BINDINGS: *params = getMaximumCombinedUniformBufferBindings(); break; | |
| case GL_MAX_VERTEX_UNIFORM_BLOCKS: *params = mRenderer->getMaxVertexShaderUniformBuffers(); break; | |
| case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: *params = mRenderer->getMaxFragmentShaderUniformBuffers(); break; | |
| case GL_MAX_COMBINED_UNIFORM_BLOCKS: *params = getMaximumCombinedUniformBufferBindings(); break; | |
| case GL_MAJOR_VERSION: *params = mClientVersion; break; | |
| case GL_MINOR_VERSION: *params = 0; break; | |
| case GL_MAX_ELEMENTS_INDICES: *params = mRenderer->getMaxRecommendedElementsIndices(); break; | |
| case GL_MAX_ELEMENTS_VERTICES: *params = mRenderer->getMaxRecommendedElementsVertices(); break; | |
| case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackInterleavedComponents(); break; | |
| case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = mRenderer->getMaxTransformFeedbackBuffers(); break; | |
| case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackSeparateComponents(); break; | |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: | |
| params[0] = mNumCompressedTextureFormats; | |
| break; | |
| case GL_MAX_SAMPLES_ANGLE: | |
| *params = static_cast<GLint>(getMaxSupportedSamples()); | |
| 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 internalFormat, format, type; | |
| getCurrentReadFormatType(&internalFormat, &format, &type); | |
| if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT) | |
| *params = format; | |
| else | |
| *params = type; | |
| } | |
| break; | |
| case GL_MAX_VIEWPORT_DIMS: | |
| { | |
| params[0] = mCaps.maxViewportWidth; | |
| params[1] = mCaps.maxViewportHeight; | |
| } | |
| break; | |
| case GL_COMPRESSED_TEXTURE_FORMATS: | |
| { | |
| if (mExtensions.textureCompressionDXT1) | |
| { | |
| *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; | |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; | |
| } | |
| if (mExtensions.textureCompressionDXT3) | |
| { | |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; | |
| } | |
| if (mExtensions.textureCompressionDXT5) | |
| { | |
| *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::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer(); | |
| 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::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer(); | |
| if (depthbuffer) | |
| { | |
| *params = depthbuffer->getDepthSize(); | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_STENCIL_BITS: | |
| { | |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); | |
| gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer(); | |
| if (stencilbuffer) | |
| { | |
| *params = stencilbuffer->getStencilSize(); | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_TEXTURE_BINDING_2D: | |
| ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits()); | |
| *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id(); | |
| break; | |
| case GL_TEXTURE_BINDING_CUBE_MAP: | |
| ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits()); | |
| *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id(); | |
| break; | |
| case GL_TEXTURE_BINDING_3D: | |
| ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits()); | |
| *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].id(); | |
| break; | |
| case GL_TEXTURE_BINDING_2D_ARRAY: | |
| ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits()); | |
| *params = mState.samplerTexture[TEXTURE_2D_ARRAY][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; | |
| case GL_UNIFORM_BUFFER_BINDING: | |
| *params = mState.genericUniformBuffer.id(); | |
| break; | |
| case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: | |
| *params = mState.genericTransformFeedbackBuffer.id(); | |
| break; | |
| case GL_COPY_READ_BUFFER_BINDING: | |
| *params = mState.copyReadBuffer.id(); | |
| break; | |
| case GL_COPY_WRITE_BUFFER_BINDING: | |
| *params = mState.copyWriteBuffer.id(); | |
| break; | |
| case GL_PIXEL_PACK_BUFFER_BINDING: | |
| *params = mState.pack.pixelBuffer.id(); | |
| break; | |
| case GL_PIXEL_UNPACK_BUFFER_BINDING: | |
| *params = mState.unpack.pixelBuffer.id(); | |
| break; | |
| case GL_NUM_EXTENSIONS: | |
| *params = static_cast<GLint>(mExtensionStrings.size()); | |
| break; | |
| default: | |
| UNREACHABLE(); | |
| break; | |
| } | |
| } | |
| void Context::getInteger64v(GLenum pname, GLint64 *params) | |
| { | |
| switch (pname) | |
| { | |
| case GL_MAX_ELEMENT_INDEX: | |
| *params = mCaps.maxElementIndex; | |
| break; | |
| case GL_MAX_UNIFORM_BLOCK_SIZE: | |
| *params = static_cast<GLint64>(mRenderer->getMaxUniformBufferSize()); | |
| break; | |
| case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: | |
| { | |
| GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4); | |
| GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4); | |
| *params = uniformBufferComponents + defaultBufferComponents; | |
| } | |
| break; | |
| case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: | |
| { | |
| GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxFragmentShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4); | |
| GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4); | |
| *params = uniformBufferComponents + defaultBufferComponents; | |
| } | |
| break; | |
| case GL_MAX_SERVER_WAIT_TIMEOUT: | |
| // We do not wait for server fence objects internally, so report a max timeout of zero. | |
| *params = 0; | |
| break; | |
| default: | |
| UNREACHABLE(); | |
| break; | |
| } | |
| } | |
| bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data) | |
| { | |
| switch (target) | |
| { | |
| case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: | |
| if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS) | |
| { | |
| *data = mState.transformFeedbackBuffers[index].id(); | |
| } | |
| break; | |
| case GL_UNIFORM_BUFFER_BINDING: | |
| if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS) | |
| { | |
| *data = mState.uniformBuffers[index].id(); | |
| } | |
| break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data) | |
| { | |
| switch (target) | |
| { | |
| case GL_TRANSFORM_FEEDBACK_BUFFER_START: | |
| if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS) | |
| { | |
| *data = mState.transformFeedbackBuffers[index].getOffset(); | |
| } | |
| break; | |
| case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: | |
| if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS) | |
| { | |
| *data = mState.transformFeedbackBuffers[index].getSize(); | |
| } | |
| break; | |
| case GL_UNIFORM_BUFFER_START: | |
| if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS) | |
| { | |
| *data = mState.uniformBuffers[index].getOffset(); | |
| } | |
| break; | |
| case GL_UNIFORM_BUFFER_SIZE: | |
| if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS) | |
| { | |
| *data = mState.uniformBuffers[index].getSize(); | |
| } | |
| break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) | |
| { | |
| if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) | |
| { | |
| *type = GL_INT; | |
| *numParams = 1; | |
| return true; | |
| } | |
| // 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; | |
| } | |
| return true; | |
| case GL_SHADER_BINARY_FORMATS: | |
| { | |
| *type = GL_INT; | |
| *numParams = 0; | |
| } | |
| return true; | |
| 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_MAX_COLOR_ATTACHMENTS_EXT: | |
| case GL_MAX_DRAW_BUFFERS_EXT: | |
| case GL_NUM_SHADER_BINARY_FORMATS: | |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: | |
| case GL_ARRAY_BUFFER_BINDING: | |
| //case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE | |
| case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: | |
| case GL_READ_FRAMEBUFFER_BINDING_ANGLE: | |
| 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; | |
| } | |
| return true; | |
| case GL_MAX_SAMPLES_ANGLE: | |
| { | |
| if (mExtensions.framebufferMultisample) | |
| { | |
| *type = GL_INT; | |
| *numParams = 1; | |
| } | |
| else | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| case GL_PIXEL_PACK_BUFFER_BINDING: | |
| case GL_PIXEL_UNPACK_BUFFER_BINDING: | |
| { | |
| if (mExtensions.pixelBufferObject) | |
| { | |
| *type = GL_INT; | |
| *numParams = 1; | |
| } | |
| else | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| case GL_MAX_VIEWPORT_DIMS: | |
| { | |
| *type = GL_INT; | |
| *numParams = 2; | |
| } | |
| return true; | |
| case GL_VIEWPORT: | |
| case GL_SCISSOR_BOX: | |
| { | |
| *type = GL_INT; | |
| *numParams = 4; | |
| } | |
| return true; | |
| 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; | |
| } | |
| return true; | |
| case GL_COLOR_WRITEMASK: | |
| { | |
| *type = GL_BOOL; | |
| *numParams = 4; | |
| } | |
| return true; | |
| 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; | |
| } | |
| return true; | |
| case GL_ALIASED_LINE_WIDTH_RANGE: | |
| case GL_ALIASED_POINT_SIZE_RANGE: | |
| case GL_DEPTH_RANGE: | |
| { | |
| *type = GL_FLOAT; | |
| *numParams = 2; | |
| } | |
| return true; | |
| case GL_COLOR_CLEAR_VALUE: | |
| case GL_BLEND_COLOR: | |
| { | |
| *type = GL_FLOAT; | |
| *numParams = 4; | |
| } | |
| return true; | |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | |
| if (!mExtensions.maxTextureAnisotropy) | |
| { | |
| return false; | |
| } | |
| *type = GL_FLOAT; | |
| *numParams = 1; | |
| return true; | |
| } | |
| if (mClientVersion < 3) | |
| { | |
| return false; | |
| } | |
| // Check for ES3.0+ parameter names | |
| switch (pname) | |
| { | |
| case GL_MAX_UNIFORM_BUFFER_BINDINGS: | |
| case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: | |
| case GL_UNIFORM_BUFFER_BINDING: | |
| case GL_TRANSFORM_FEEDBACK_BINDING: | |
| case GL_COPY_READ_BUFFER_BINDING: | |
| case GL_COPY_WRITE_BUFFER_BINDING: | |
| case GL_TEXTURE_BINDING_3D: | |
| case GL_TEXTURE_BINDING_2D_ARRAY: | |
| case GL_MAX_3D_TEXTURE_SIZE: | |
| case GL_MAX_ARRAY_TEXTURE_LAYERS: | |
| case GL_MAX_VERTEX_UNIFORM_BLOCKS: | |
| case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: | |
| case GL_MAX_COMBINED_UNIFORM_BLOCKS: | |
| case GL_MAX_VARYING_COMPONENTS: | |
| case GL_VERTEX_ARRAY_BINDING: | |
| case GL_MAX_VERTEX_UNIFORM_COMPONENTS: | |
| case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: | |
| case GL_NUM_EXTENSIONS: | |
| case GL_MAJOR_VERSION: | |
| case GL_MINOR_VERSION: | |
| case GL_MAX_ELEMENTS_INDICES: | |
| case GL_MAX_ELEMENTS_VERTICES: | |
| case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: | |
| case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: | |
| case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: | |
| { | |
| *type = GL_INT; | |
| *numParams = 1; | |
| } | |
| return true; | |
| case GL_MAX_ELEMENT_INDEX: | |
| case GL_MAX_UNIFORM_BLOCK_SIZE: | |
| case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: | |
| case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: | |
| case GL_MAX_SERVER_WAIT_TIMEOUT: | |
| { | |
| *type = GL_INT_64_ANGLEX; | |
| *numParams = 1; | |
| } | |
| return true; | |
| case GL_TRANSFORM_FEEDBACK_ACTIVE: | |
| case GL_TRANSFORM_FEEDBACK_PAUSED: | |
| { | |
| *type = GL_BOOL; | |
| *numParams = 1; | |
| } | |
| return true; | |
| } | |
| return false; | |
| } | |
| bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams) | |
| { | |
| if (mClientVersion < 3) | |
| { | |
| return false; | |
| } | |
| switch (target) | |
| { | |
| case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: | |
| case GL_UNIFORM_BUFFER_BINDING: | |
| { | |
| *type = GL_INT; | |
| *numParams = 1; | |
| } | |
| return true; | |
| case GL_TRANSFORM_FEEDBACK_BUFFER_START: | |
| case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: | |
| case GL_UNIFORM_BUFFER_START: | |
| case GL_UNIFORM_BUFFER_SIZE: | |
| { | |
| *type = GL_INT_64_ANGLEX; | |
| *numParams = 1; | |
| } | |
| } | |
| return false; | |
| } | |
| // 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(); | |
| ASSERT(framebufferObject && framebufferObject->completeness() == GL_FRAMEBUFFER_COMPLETE); | |
| 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) | |
| { | |
| Framebuffer *framebufferObject = getDrawFramebuffer(); | |
| int samples = framebufferObject->getSamples(); | |
| mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS); | |
| mState.rasterizer.multiSample = (samples != 0); | |
| mRenderer->setRasterizerState(mState.rasterizer); | |
| unsigned int mask = 0; | |
| if (mState.sampleCoverage) | |
| { | |
| if (mState.sampleCoverageValue != 0) | |
| { | |
| float threshold = 0.5f; | |
| for (int i = 0; i < samples; ++i) | |
| { | |
| mask <<= 1; | |
| if ((i + 1) * mState.sampleCoverageValue >= threshold) | |
| { | |
| threshold += 1.0f; | |
| mask |= 1; | |
| } | |
| } | |
| } | |
| if (mState.sampleCoverageInvert) | |
| { | |
| mask = ~mask; | |
| } | |
| } | |
| else | |
| { | |
| mask = 0xFFFFFFFF; | |
| } | |
| mRenderer->setBlendState(framebufferObject, 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, bool transformFeedbackActive) | |
| { | |
| const VertexAttribute *vertexAttributes = getCurrentVertexArray()->getVertexAttributes(); | |
| VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS]; | |
| VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.vertexAttribCurrentValues); | |
| const Framebuffer *fbo = getDrawFramebuffer(); | |
| mRenderer->applyShaders(programBinary, inputLayout, fbo, mState.rasterizer.rasterizerDiscard, transformFeedbackActive); | |
| programBinary->applyUniforms(); | |
| } | |
| size_t Context::getCurrentTexturesAndSamplerStates(ProgramBinary *programBinary, SamplerType type, Texture **outTextures, | |
| TextureType *outTextureTypes, SamplerState *outSamplers) | |
| { | |
| size_t samplerRange = programBinary->getUsedSamplerRange(type); | |
| for (size_t i = 0; i < samplerRange; i++) | |
| { | |
| outTextureTypes[i] = programBinary->getSamplerTextureType(type, i); | |
| GLint textureUnit = programBinary->getSamplerMapping(type, i); // OpenGL texture image unit index | |
| if (textureUnit != -1) | |
| { | |
| outTextures[i] = getSamplerTexture(textureUnit, outTextureTypes[i]); | |
| outTextures[i]->getSamplerStateWithNativeOffset(&outSamplers[i]); | |
| if (mState.samplers[textureUnit] != 0) | |
| { | |
| Sampler *samplerObject = getSampler(mState.samplers[textureUnit]); | |
| samplerObject->getState(&outSamplers[i]); | |
| } | |
| } | |
| else | |
| { | |
| outTextures[i] = NULL; | |
| } | |
| } | |
| return samplerRange; | |
| } | |
| void Context::generateSwizzles(Texture *textures[], size_t count) | |
| { | |
| for (size_t i = 0; i < count; i++) | |
| { | |
| if (textures[i] && textures[i]->getSamplerState().swizzleRequired()) | |
| { | |
| mRenderer->generateSwizzle(textures[i]); | |
| } | |
| } | |
| } | |
| // For each Direct3D 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 shaderType, Texture *textures[], TextureType *textureTypes, SamplerState *samplers, | |
| size_t textureCount, const FramebufferTextureSerialArray& framebufferSerials, | |
| size_t framebufferSerialCount) | |
| { | |
| // Range of Direct3D samplers of given sampler type | |
| size_t samplerCount = (shaderType == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS | |
| : mRenderer->getMaxVertexTextureImageUnits(); | |
| for (size_t samplerIndex = 0; samplerIndex < textureCount; samplerIndex++) | |
| { | |
| Texture *texture = textures[samplerIndex]; | |
| const SamplerState &sampler = samplers[samplerIndex]; | |
| TextureType textureType = textureTypes[samplerIndex]; | |
| if (texture) | |
| { | |
| // TODO: std::binary_search may become unavailable using older versions of GCC | |
| if (texture->isSamplerComplete(sampler) && | |
| !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial())) | |
| { | |
| mRenderer->setSamplerState(shaderType, samplerIndex, sampler); | |
| mRenderer->setTexture(shaderType, samplerIndex, texture); | |
| texture->resetDirty(); | |
| } | |
| else | |
| { | |
| Texture *incompleteTexture = getIncompleteTexture(textureType); | |
| mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture); | |
| incompleteTexture->resetDirty(); | |
| } | |
| } | |
| else | |
| { | |
| mRenderer->setTexture(shaderType, samplerIndex, NULL); | |
| } | |
| } | |
| for (size_t samplerIndex = textureCount; samplerIndex < samplerCount; samplerIndex++) | |
| { | |
| mRenderer->setTexture(shaderType, samplerIndex, NULL); | |
| } | |
| } | |
| bool Context::applyUniformBuffers() | |
| { | |
| Program *programObject = getProgram(mState.currentProgram); | |
| ProgramBinary *programBinary = programObject->getProgramBinary(); | |
| std::vector<gl::Buffer*> boundBuffers; | |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++) | |
| { | |
| GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex); | |
| const OffsetBindingPointer<Buffer>& boundBuffer = mState.uniformBuffers[blockBinding]; | |
| if (boundBuffer.id() == 0) | |
| { | |
| // undefined behaviour | |
| return false; | |
| } | |
| else | |
| { | |
| gl::Buffer *uniformBuffer = boundBuffer.get(); | |
| ASSERT(uniformBuffer); | |
| boundBuffers.push_back(uniformBuffer); | |
| } | |
| } | |
| return programBinary->applyUniformBuffers(boundBuffers); | |
| } | |
| bool Context::applyTransformFeedbackBuffers() | |
| { | |
| TransformFeedback *curTransformFeedback = getCurrentTransformFeedback(); | |
| if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused()) | |
| { | |
| Buffer *transformFeedbackBuffers[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; | |
| GLintptr transformFeedbackOffsets[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; | |
| for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) | |
| { | |
| transformFeedbackBuffers[i] = mState.transformFeedbackBuffers[i].get(); | |
| transformFeedbackOffsets[i] = mState.transformFeedbackBuffers[i].getOffset(); | |
| } | |
| mRenderer->applyTransformFeedbackBuffers(transformFeedbackBuffers, transformFeedbackOffsets); | |
| return true; | |
| } | |
| else | |
| { | |
| return false; | |
| } | |
| } | |
| void Context::markTransformFeedbackUsage() | |
| { | |
| for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) | |
| { | |
| Buffer *buffer = mState.transformFeedbackBuffers[i].get(); | |
| if (buffer) | |
| { | |
| buffer->markTransformFeedbackUsage(); | |
| } | |
| } | |
| } | |
| void Context::clear(GLbitfield mask) | |
| { | |
| if (isRasterizerDiscardEnabled()) | |
| { | |
| return; | |
| } | |
| ClearParameters clearParams = { 0 }; | |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) | |
| { | |
| clearParams.clearColor[i] = false; | |
| } | |
| clearParams.colorFClearValue = mState.colorClearValue; | |
| clearParams.colorClearType = GL_FLOAT; | |
| clearParams.colorMaskRed = mState.blend.colorMaskRed; | |
| clearParams.colorMaskGreen = mState.blend.colorMaskGreen; | |
| clearParams.colorMaskBlue = mState.blend.colorMaskBlue; | |
| clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha; | |
| clearParams.clearDepth = false; | |
| clearParams.depthClearValue = mState.depthClearValue; | |
| clearParams.clearStencil = false; | |
| clearParams.stencilClearValue = mState.stencilClearValue; | |
| clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask; | |
| clearParams.scissorEnabled = mState.scissorTest; | |
| clearParams.scissor = mState.scissor; | |
| Framebuffer *framebufferObject = getDrawFramebuffer(); | |
| if (mask & GL_COLOR_BUFFER_BIT) | |
| { | |
| if (framebufferObject->hasEnabledColorAttachment()) | |
| { | |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) | |
| { | |
| clearParams.clearColor[i] = true; | |
| } | |
| } | |
| } | |
| if (mask & GL_DEPTH_BUFFER_BIT) | |
| { | |
| if (mState.depthStencil.depthMask && framebufferObject->getDepthbuffer() != NULL) | |
| { | |
| clearParams.clearDepth = true; | |
| } | |
| } | |
| if (mask & GL_STENCIL_BUFFER_BIT) | |
| { | |
| if (framebufferObject->getStencilbuffer() != NULL) | |
| { | |
| rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil(); | |
| if (!depthStencil) | |
| { | |
| ERR("Depth stencil pointer unexpectedly null."); | |
| return; | |
| } | |
| if (gl::GetStencilBits(depthStencil->getActualFormat()) > 0) | |
| { | |
| clearParams.clearStencil = true; | |
| } | |
| } | |
| } | |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport | |
| { | |
| return; | |
| } | |
| mRenderer->clear(clearParams, framebufferObject); | |
| } | |
| void Context::clearBufferfv(GLenum buffer, int drawbuffer, const float *values) | |
| { | |
| if (isRasterizerDiscardEnabled()) | |
| { | |
| return; | |
| } | |
| // glClearBufferfv can be called to clear the color buffer or depth buffer | |
| ClearParameters clearParams = { 0 }; | |
| if (buffer == GL_COLOR) | |
| { | |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) | |
| { | |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); | |
| } | |
| clearParams.colorFClearValue = ColorF(values[0], values[1], values[2], values[3]); | |
| clearParams.colorClearType = GL_FLOAT; | |
| } | |
| else | |
| { | |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) | |
| { | |
| clearParams.clearColor[i] = false; | |
| } | |
| clearParams.colorFClearValue = mState.colorClearValue; | |
| clearParams.colorClearType = GL_FLOAT; | |
| } | |
| clearParams.colorMaskRed = mState.blend.colorMaskRed; | |
| clearParams.colorMaskGreen = mState.blend.colorMaskGreen; | |
| clearParams.colorMaskBlue = mState.blend.colorMaskBlue; | |
| clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha; | |
| if (buffer == GL_DEPTH) | |
| { | |
| clearParams.clearDepth = true; | |
| clearParams.depthClearValue = values[0]; | |
| } | |
| else | |
| { | |
| clearParams.clearDepth = false; | |
| clearParams.depthClearValue = mState.depthClearValue; | |
| } | |
| clearParams.clearStencil = false; | |
| clearParams.stencilClearValue = mState.stencilClearValue; | |
| clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask; | |
| clearParams.scissorEnabled = mState.scissorTest; | |
| clearParams.scissor = mState.scissor; | |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport | |
| { | |
| return; | |
| } | |
| mRenderer->clear(clearParams, getDrawFramebuffer()); | |
| } | |
| void Context::clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values) | |
| { | |
| if (isRasterizerDiscardEnabled()) | |
| { | |
| return; | |
| } | |
| // glClearBufferuv can only be called to clear a color buffer | |
| ClearParameters clearParams = { 0 }; | |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) | |
| { | |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); | |
| } | |
| clearParams.colorUIClearValue = ColorUI(values[0], values[1], values[2], values[3]); | |
| clearParams.colorClearType = GL_UNSIGNED_INT; | |
| clearParams.colorMaskRed = mState.blend.colorMaskRed; | |
| clearParams.colorMaskGreen = mState.blend.colorMaskGreen; | |
| clearParams.colorMaskBlue = mState.blend.colorMaskBlue; | |
| clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha; | |
| clearParams.clearDepth = false; | |
| clearParams.depthClearValue = mState.depthClearValue; | |
| clearParams.clearStencil = false; | |
| clearParams.stencilClearValue = mState.stencilClearValue; | |
| clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask; | |
| clearParams.scissorEnabled = mState.scissorTest; | |
| clearParams.scissor = mState.scissor; | |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport | |
| { | |
| return; | |
| } | |
| mRenderer->clear(clearParams, getDrawFramebuffer()); | |
| } | |
| void Context::clearBufferiv(GLenum buffer, int drawbuffer, const int *values) | |
| { | |
| if (isRasterizerDiscardEnabled()) | |
| { | |
| return; | |
| } | |
| // glClearBufferfv can be called to clear the color buffer or stencil buffer | |
| ClearParameters clearParams = { 0 }; | |
| if (buffer == GL_COLOR) | |
| { | |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) | |
| { | |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); | |
| } | |
| clearParams.colorIClearValue = ColorI(values[0], values[1], values[2], values[3]); | |
| clearParams.colorClearType = GL_INT; | |
| } | |
| else | |
| { | |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) | |
| { | |
| clearParams.clearColor[i] = false; | |
| } | |
| clearParams.colorFClearValue = mState.colorClearValue; | |
| clearParams.colorClearType = GL_FLOAT; | |
| } | |
| clearParams.colorMaskRed = mState.blend.colorMaskRed; | |
| clearParams.colorMaskGreen = mState.blend.colorMaskGreen; | |
| clearParams.colorMaskBlue = mState.blend.colorMaskBlue; | |
| clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha; | |
| clearParams.clearDepth = false; | |
| clearParams.depthClearValue = mState.depthClearValue; | |
| if (buffer == GL_STENCIL) | |
| { | |
| clearParams.clearStencil = true; | |
| clearParams.stencilClearValue = values[1]; | |
| } | |
| else | |
| { | |
| clearParams.clearStencil = false; | |
| clearParams.stencilClearValue = mState.stencilClearValue; | |
| } | |
| clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask; | |
| clearParams.scissorEnabled = mState.scissorTest; | |
| clearParams.scissor = mState.scissor; | |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport | |
| { | |
| return; | |
| } | |
| mRenderer->clear(clearParams, getDrawFramebuffer()); | |
| } | |
| void Context::clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil) | |
| { | |
| if (isRasterizerDiscardEnabled()) | |
| { | |
| return; | |
| } | |
| // glClearBufferfi can only be called to clear a depth stencil buffer | |
| ClearParameters clearParams = { 0 }; | |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) | |
| { | |
| clearParams.clearColor[i] = false; | |
| } | |
| clearParams.colorFClearValue = mState.colorClearValue; | |
| clearParams.colorClearType = GL_FLOAT; | |
| clearParams.colorMaskRed = mState.blend.colorMaskRed; | |
| clearParams.colorMaskGreen = mState.blend.colorMaskGreen; | |
| clearParams.colorMaskBlue = mState.blend.colorMaskBlue; | |
| clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha; | |
| clearParams.clearDepth = true; | |
| clearParams.depthClearValue = depth; | |
| clearParams.clearStencil = true; | |
| clearParams.stencilClearValue = stencil; | |
| clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask; | |
| clearParams.scissorEnabled = mState.scissorTest; | |
| clearParams.scissor = mState.scissor; | |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport | |
| { | |
| return; | |
| } | |
| mRenderer->clear(clearParams, getDrawFramebuffer()); | |
| } | |
| void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, | |
| GLenum format, GLenum type, GLsizei *bufSize, void* pixels) | |
| { | |
| gl::Framebuffer *framebuffer = getReadFramebuffer(); | |
| bool isSized = IsSizedInternalFormat(format); | |
| GLenum sizedInternalFormat = (isSized ? format : GetSizedInternalFormat(format, type)); | |
| GLuint outputPitch = GetRowPitch(sizedInternalFormat, type, width, mState.pack.alignment); | |
| mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.pack, pixels); | |
| } | |
| void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances) | |
| { | |
| if (!mState.currentProgram) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| ProgramBinary *programBinary = getCurrentProgramBinary(); | |
| programBinary->applyUniforms(); | |
| Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; | |
| TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; | |
| SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; | |
| size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers); | |
| Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS]; | |
| TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS]; | |
| SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS]; | |
| size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers); | |
| generateSwizzles(vsTextures, vsTextureCount); | |
| generateSwizzles(psTextures, psTextureCount); | |
| if (!mRenderer->applyPrimitiveType(mode, count)) | |
| { | |
| return; | |
| } | |
| if (!applyRenderTarget(mode, false)) | |
| { | |
| return; | |
| } | |
| applyState(mode); | |
| GLenum err = mRenderer->applyVertexBuffer(programBinary, getCurrentVertexArray()->getVertexAttributes(), mState.vertexAttribCurrentValues, first, count, instances); | |
| if (err != GL_NO_ERROR) | |
| { | |
| return gl::error(err); | |
| } | |
| bool transformFeedbackActive = applyTransformFeedbackBuffers(); | |
| applyShaders(programBinary, transformFeedbackActive); | |
| FramebufferTextureSerialArray frameBufferSerials; | |
| size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials); | |
| applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount); | |
| applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount); | |
| if (!applyUniformBuffers()) | |
| { | |
| return; | |
| } | |
| if (!programBinary->validateSamplers(NULL)) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| if (!skipDraw(mode)) | |
| { | |
| mRenderer->drawArrays(mode, count, instances, transformFeedbackActive); | |
| if (transformFeedbackActive) | |
| { | |
| markTransformFeedbackUsage(); | |
| } | |
| } | |
| } | |
| void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances) | |
| { | |
| if (!mState.currentProgram) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| VertexArray *vao = getCurrentVertexArray(); | |
| if (!indices && !vao->getElementArrayBuffer()) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| ProgramBinary *programBinary = getCurrentProgramBinary(); | |
| programBinary->applyUniforms(); | |
| Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; | |
| TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; | |
| SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; | |
| size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers); | |
| Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS]; | |
| TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS]; | |
| SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS]; | |
| size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers); | |
| generateSwizzles(vsTextures, vsTextureCount); | |
| generateSwizzles(psTextures, psTextureCount); | |
| if (!mRenderer->applyPrimitiveType(mode, count)) | |
| { | |
| return; | |
| } | |
| if (!applyRenderTarget(mode, false)) | |
| { | |
| return; | |
| } | |
| applyState(mode); | |
| rx::TranslatedIndexData indexInfo; | |
| GLenum err = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo); | |
| if (err != GL_NO_ERROR) | |
| { | |
| return gl::error(err); | |
| } | |
| GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; | |
| err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(), mState.vertexAttribCurrentValues, indexInfo.minIndex, vertexCount, instances); | |
| if (err != GL_NO_ERROR) | |
| { | |
| return gl::error(err); | |
| } | |
| bool transformFeedbackActive = applyTransformFeedbackBuffers(); | |
| // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation | |
| // layer. | |
| ASSERT(!transformFeedbackActive); | |
| applyShaders(programBinary, transformFeedbackActive); | |
| FramebufferTextureSerialArray frameBufferSerials; | |
| size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials); | |
| applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount); | |
| applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount); | |
| if (!applyUniformBuffers()) | |
| { | |
| return; | |
| } | |
| if (!programBinary->validateSamplers(NULL)) | |
| { | |
| return gl::error(GL_INVALID_OPERATION); | |
| } | |
| if (!skipDraw(mode)) | |
| { | |
| mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), 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::getClientVersion() const | |
| { | |
| return mClientVersion; | |
| } | |
| const Caps &Context::getCaps() const | |
| { | |
| return mCaps; | |
| } | |
| const TextureCapsMap &Context::getTextureCaps() const | |
| { | |
| return mTextureCaps; | |
| } | |
| const Extensions &Context::getExtensions() const | |
| { | |
| return mExtensions; | |
| } | |
| int Context::getMajorShaderModel() const | |
| { | |
| return mMajorShaderModel; | |
| } | |
| unsigned int Context::getMaximumCombinedTextureImageUnits() const | |
| { | |
| return mRenderer->getMaxCombinedTextureImageUnits(); | |
| } | |
| unsigned int Context::getMaximumCombinedUniformBufferBindings() const | |
| { | |
| return mRenderer->getMaxVertexShaderUniformBuffers() + | |
| mRenderer->getMaxFragmentShaderUniformBuffers(); | |
| } | |
| int Context::getMaxSupportedSamples() const | |
| { | |
| return mRenderer->getMaxSupportedSamples(); | |
| } | |
| GLsizei Context::getMaxSupportedFormatSamples(GLenum internalFormat) const | |
| { | |
| return mRenderer->getMaxSupportedFormatSamples(internalFormat); | |
| } | |
| GLsizei Context::getNumSampleCounts(GLenum internalFormat) const | |
| { | |
| return mRenderer->getNumSampleCounts(internalFormat); | |
| } | |
| void Context::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const | |
| { | |
| mRenderer->getSampleCounts(internalFormat, bufSize, params); | |
| } | |
| unsigned int Context::getMaxTransformFeedbackBufferBindings() const | |
| { | |
| return mRenderer->getMaxTransformFeedbackBuffers(); | |
| } | |
| GLintptr Context::getUniformBufferOffsetAlignment() const | |
| { | |
| // setting a large alignment forces uniform buffers to bind with zero offset | |
| return static_cast<GLintptr>(std::numeric_limits<GLint>::max()); | |
| } | |
| void Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type) | |
| { | |
| Framebuffer *framebuffer = getReadFramebuffer(); | |
| ASSERT(framebuffer && framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE); | |
| FramebufferAttachment *attachment = framebuffer->getReadColorbuffer(); | |
| ASSERT(attachment); | |
| *internalFormat = attachment->getActualFormat(); | |
| *format = gl::GetFormat(attachment->getActualFormat()); | |
| *type = gl::GetType(attachment->getActualFormat()); | |
| } | |
| 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); | |
| } | |
| // mark as freed among the vertex array objects | |
| for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) | |
| { | |
| vaoIt->second->detachBuffer(buffer); | |
| } | |
| } | |
| 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 Texture2DAttachment 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); | |
| } | |
| } | |
| void Context::detachVertexArray(GLuint vertexArray) | |
| { | |
| // [OpenGL ES 3.0.2] section 2.10 page 43: | |
| // If a vertex array object that is currently bound is deleted, the binding | |
| // for that object reverts to zero and the default vertex array becomes current. | |
| if (mState.vertexArray == vertexArray) | |
| { | |
| bindVertexArray(0); | |
| } | |
| } | |
| void Context::detachTransformFeedback(GLuint transformFeedback) | |
| { | |
| if (mState.transformFeedback.id() == transformFeedback) | |
| { | |
| bindTransformFeedback(0); | |
| } | |
| } | |
| void Context::detachSampler(GLuint sampler) | |
| { | |
| // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: | |
| // If a sampler object that is currently bound to one or more texture units is | |
| // deleted, it is as though BindSampler is called once for each texture unit to | |
| // which the sampler is bound, with unit set to the texture unit and sampler set to zero. | |
| for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++) | |
| { | |
| if (mState.samplers[textureUnit] == sampler) | |
| { | |
| mState.samplers[textureUnit] = 0; | |
| } | |
| } | |
| } | |
| Texture *Context::getIncompleteTexture(TextureType type) | |
| { | |
| Texture *t = mIncompleteTextures[type].get(); | |
| if (t == NULL) | |
| { | |
| const GLubyte color[] = { 0, 0, 0, 255 }; | |
| const PixelUnpackState incompleteUnpackState(1); | |
| 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_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| t = incomplete2d; | |
| } | |
| break; | |
| case TEXTURE_CUBE: | |
| { | |
| TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); | |
| incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| t = incompleteCube; | |
| } | |
| break; | |
| case TEXTURE_3D: | |
| { | |
| Texture3D *incomplete3d = new Texture3D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); | |
| incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| t = incomplete3d; | |
| } | |
| break; | |
| case TEXTURE_2D_ARRAY: | |
| { | |
| Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); | |
| incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); | |
| t = incomplete2darray; | |
| } | |
| 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::setVertexAttribf(GLuint index, const GLfloat values[4]) | |
| { | |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); | |
| mState.vertexAttribCurrentValues[index].setFloatValues(values); | |
| } | |
| void Context::setVertexAttribu(GLuint index, const GLuint values[4]) | |
| { | |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); | |
| mState.vertexAttribCurrentValues[index].setUnsignedIntValues(values); | |
| } | |
| void Context::setVertexAttribi(GLuint index, const GLint values[4]) | |
| { | |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); | |
| mState.vertexAttribCurrentValues[index].setIntValues(values); | |
| } | |
| void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) | |
| { | |
| getCurrentVertexArray()->setVertexAttribDivisor(index, divisor); | |
| } | |
| void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) | |
| { | |
| mResourceManager->checkSamplerAllocation(sampler); | |
| Sampler *samplerObject = getSampler(sampler); | |
| ASSERT(samplerObject); | |
| switch (pname) | |
| { | |
| case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; | |
| case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; | |
| case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; | |
| case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; | |
| case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; | |
| case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; | |
| case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; | |
| case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; | |
| case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; | |
| default: UNREACHABLE(); break; | |
| } | |
| } | |
| void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) | |
| { | |
| mResourceManager->checkSamplerAllocation(sampler); | |
| Sampler *samplerObject = getSampler(sampler); | |
| ASSERT(samplerObject); | |
| switch (pname) | |
| { | |
| case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(uiround<GLenum>(param)); break; | |
| case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(uiround<GLenum>(param)); break; | |
| case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(uiround<GLenum>(param)); break; | |
| case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(uiround<GLenum>(param)); break; | |
| case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(uiround<GLenum>(param)); break; | |
| case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; | |
| case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; | |
| case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(uiround<GLenum>(param)); break; | |
| case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(uiround<GLenum>(param)); break; | |
| default: UNREACHABLE(); break; | |
| } | |
| } | |
| GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) | |
| { | |
| mResourceManager->checkSamplerAllocation(sampler); | |
| Sampler *samplerObject = getSampler(sampler); | |
| ASSERT(samplerObject); | |
| switch (pname) | |
| { | |
| case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); | |
| case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); | |
| case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); | |
| case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); | |
| case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); | |
| case GL_TEXTURE_MIN_LOD: return uiround<GLint>(samplerObject->getMinLod()); | |
| case GL_TEXTURE_MAX_LOD: return uiround<GLint>(samplerObject->getMaxLod()); | |
| case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); | |
| case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); | |
| default: UNREACHABLE(); return 0; | |
| } | |
| } | |
| GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) | |
| { | |
| mResourceManager->checkSamplerAllocation(sampler); | |
| Sampler *samplerObject = getSampler(sampler); | |
| ASSERT(samplerObject); | |
| switch (pname) | |
| { | |
| case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); | |
| case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); | |
| case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); | |
| case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); | |
| case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); | |
| case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); | |
| case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); | |
| case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); | |
| case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); | |
| default: UNREACHABLE(); return 0; | |
| } | |
| } | |
| void Context::initRendererString() | |
| { | |
| std::ostringstream rendererString; | |
| rendererString << "ANGLE ("; | |
| rendererString << mRenderer->getRendererDescription(); | |
| rendererString << ")"; | |
| mRendererString = MakeStaticString(rendererString.str()); | |
| } | |
| const std::string &Context::getRendererString() const | |
| { | |
| return mRendererString; | |
| } | |
| void Context::initExtensionStrings() | |
| { | |
| mExtensionStrings = mExtensions.getStrings(mClientVersion); | |
| std::ostringstream combinedStringStream; | |
| std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator<std::string>(combinedStringStream, " ")); | |
| mExtensionString = combinedStringStream.str(); | |
| } | |
| const std::string &Context::getExtensionString() const | |
| { | |
| return mExtensionString; | |
| } | |
| const std::string &Context::getExtensionString(size_t idx) const | |
| { | |
| return mExtensionStrings[idx]; | |
| } | |
| size_t Context::getExtensionStringCount() const | |
| { | |
| return mExtensionStrings.size(); | |
| } | |
| size_t Context::getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray) | |
| { | |
| size_t serialCount = 0; | |
| Framebuffer *drawFramebuffer = getDrawFramebuffer(); | |
| for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++) | |
| { | |
| FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i); | |
| if (attachment && attachment->isTexture()) | |
| { | |
| (*outSerialArray)[serialCount++] = attachment->getTextureSerial(); | |
| } | |
| } | |
| FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer(); | |
| if (depthStencilAttachment && depthStencilAttachment->isTexture()) | |
| { | |
| (*outSerialArray)[serialCount++] = depthStencilAttachment->getTextureSerial(); | |
| } | |
| std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount); | |
| return serialCount; | |
| } | |
| void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, | |
| GLbitfield mask, GLenum filter) | |
| { | |
| Framebuffer *readFramebuffer = getReadFramebuffer(); | |
| Framebuffer *drawFramebuffer = getDrawFramebuffer(); | |
| bool blitRenderTarget = false; | |
| bool blitDepth = false; | |
| bool blitStencil = false; | |
| if ((mask & GL_COLOR_BUFFER_BIT) && readFramebuffer->getReadColorbuffer() && drawFramebuffer->getFirstColorbuffer()) | |
| { | |
| blitRenderTarget = true; | |
| } | |
| if ((mask & GL_STENCIL_BUFFER_BIT) && readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) | |
| { | |
| blitStencil = true; | |
| } | |
| if ((mask & GL_DEPTH_BUFFER_BIT) && readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) | |
| { | |
| blitDepth = true; | |
| } | |
| gl::Rectangle srcRect(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0); | |
| gl::Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0); | |
| if (blitRenderTarget || blitDepth || blitStencil) | |
| { | |
| const gl::Rectangle *scissor = mState.scissorTest ? &mState.scissor : NULL; | |
| mRenderer->blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor, | |
| blitRenderTarget, blitDepth, blitStencil, filter); | |
| } | |
| } | |
| void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments, | |
| GLint x, GLint y, GLsizei width, GLsizei height) | |
| { | |
| Framebuffer *frameBuffer = NULL; | |
| switch (target) | |
| { | |
| case GL_FRAMEBUFFER: | |
| case GL_DRAW_FRAMEBUFFER: | |
| frameBuffer = getDrawFramebuffer(); | |
| break; | |
| case GL_READ_FRAMEBUFFER: | |
| frameBuffer = getReadFramebuffer(); | |
| break; | |
| default: | |
| UNREACHABLE(); | |
| } | |
| if (frameBuffer && frameBuffer->completeness() == GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| for (int i = 0; i < numAttachments; ++i) | |
| { | |
| rx::RenderTarget *renderTarget = NULL; | |
| if (attachments[i] >= GL_COLOR_ATTACHMENT0 && attachments[i] <= GL_COLOR_ATTACHMENT15) | |
| { | |
| gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(attachments[i] - GL_COLOR_ATTACHMENT0); | |
| if (attachment) | |
| { | |
| renderTarget = attachment->getRenderTarget(); | |
| } | |
| } | |
| else if (attachments[i] == GL_COLOR) | |
| { | |
| gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(0); | |
| if (attachment) | |
| { | |
| renderTarget = attachment->getRenderTarget(); | |
| } | |
| } | |
| else | |
| { | |
| gl::FramebufferAttachment *attachment = NULL; | |
| switch (attachments[i]) | |
| { | |
| case GL_DEPTH_ATTACHMENT: | |
| case GL_DEPTH: | |
| attachment = frameBuffer->getDepthbuffer(); | |
| break; | |
| case GL_STENCIL_ATTACHMENT: | |
| case GL_STENCIL: | |
| attachment = frameBuffer->getStencilbuffer(); | |
| break; | |
| case GL_DEPTH_STENCIL_ATTACHMENT: | |
| attachment = frameBuffer->getDepthOrStencilbuffer(); | |
| break; | |
| default: | |
| UNREACHABLE(); | |
| } | |
| if (attachment) | |
| { | |
| renderTarget = attachment->getDepthStencil(); | |
| } | |
| } | |
| if (renderTarget) | |
| { | |
| renderTarget->invalidate(x, y, width, height); | |
| } | |
| } | |
| } | |
| } | |
| bool Context::hasMappedBuffer(GLenum target) const | |
| { | |
| if (target == GL_ARRAY_BUFFER) | |
| { | |
| for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++) | |
| { | |
| const gl::VertexAttribute &vertexAttrib = getVertexAttribState(attribIndex); | |
| gl::Buffer *boundBuffer = vertexAttrib.buffer.get(); | |
| if (vertexAttrib.enabled && boundBuffer && boundBuffer->isMapped()) | |
| { | |
| return true; | |
| } | |
| } | |
| } | |
| else if (target == GL_ELEMENT_ARRAY_BUFFER) | |
| { | |
| Buffer *elementBuffer = getElementArrayBuffer(); | |
| return (elementBuffer && elementBuffer->isMapped()); | |
| } | |
| else if (target == GL_TRANSFORM_FEEDBACK_BUFFER) | |
| { | |
| UNIMPLEMENTED(); | |
| } | |
| else UNREACHABLE(); | |
| return false; | |
| } | |
| } | |
| extern "C" | |
| { | |
| gl::Context *glCreateContext(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) | |
| { | |
| return new gl::Context(clientVersion, 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(); | |
| } | |
| } |