| // | |
| // Copyright (c) 2002-2010 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 <algorithm> | |
| #include "libEGL/Display.h" | |
| #include "libGLESv2/main.h" | |
| #include "libGLESv2/mathutil.h" | |
| #include "libGLESv2/utilities.h" | |
| #include "libGLESv2/Blit.h" | |
| #include "libGLESv2/Buffer.h" | |
| #include "libGLESv2/FrameBuffer.h" | |
| #include "libGLESv2/Program.h" | |
| #include "libGLESv2/RenderBuffer.h" | |
| #include "libGLESv2/Shader.h" | |
| #include "libGLESv2/Texture.h" | |
| #include "libGLESv2/geometry/backend.h" | |
| #include "libGLESv2/geometry/VertexDataManager.h" | |
| #include "libGLESv2/geometry/IndexDataManager.h" | |
| #include "libGLESv2/geometry/dx9.h" | |
| #undef near | |
| #undef far | |
| namespace gl | |
| { | |
| Context::Context(const egl::Config *config) | |
| : mConfig(config) | |
| { | |
| setClearColor(0.0f, 0.0f, 0.0f, 0.0f); | |
| depthClearValue = 1.0f; | |
| stencilClearValue = 0; | |
| cullFace = false; | |
| cullMode = GL_BACK; | |
| frontFace = GL_CCW; | |
| depthTest = false; | |
| depthFunc = GL_LESS; | |
| blend = false; | |
| sourceBlendRGB = GL_ONE; | |
| sourceBlendAlpha = GL_ONE; | |
| destBlendRGB = GL_ZERO; | |
| destBlendAlpha = GL_ZERO; | |
| blendEquationRGB = GL_FUNC_ADD; | |
| blendEquationAlpha = GL_FUNC_ADD; | |
| blendColor.red = 0; | |
| blendColor.green = 0; | |
| blendColor.blue = 0; | |
| blendColor.alpha = 0; | |
| stencilTest = false; | |
| stencilFunc = GL_ALWAYS; | |
| stencilRef = 0; | |
| stencilMask = -1; | |
| stencilWritemask = -1; | |
| stencilBackFunc = GL_ALWAYS; | |
| stencilBackRef = 0; | |
| stencilBackMask = - 1; | |
| stencilBackWritemask = -1; | |
| stencilFail = GL_KEEP; | |
| stencilPassDepthFail = GL_KEEP; | |
| stencilPassDepthPass = GL_KEEP; | |
| stencilBackFail = GL_KEEP; | |
| stencilBackPassDepthFail = GL_KEEP; | |
| stencilBackPassDepthPass = GL_KEEP; | |
| polygonOffsetFill = false; | |
| polygonOffsetFactor = 0.0f; | |
| polygonOffsetUnits = 0.0f; | |
| sampleAlphaToCoverage = false; | |
| sampleCoverage = false; | |
| sampleCoverageValue = 1.0f; | |
| sampleCoverageInvert = GL_FALSE; | |
| scissorTest = false; | |
| dither = true; | |
| generateMipmapHint = GL_DONT_CARE; | |
| lineWidth = 1.0f; | |
| viewportX = 0; | |
| viewportY = 0; | |
| viewportWidth = config->mDisplayMode.Width; | |
| viewportHeight = config->mDisplayMode.Height; | |
| zNear = 0.0f; | |
| zFar = 1.0f; | |
| scissorX = 0; | |
| scissorY = 0; | |
| scissorWidth = config->mDisplayMode.Width; | |
| scissorHeight = config->mDisplayMode.Height; | |
| colorMaskRed = true; | |
| colorMaskGreen = true; | |
| colorMaskBlue = true; | |
| colorMaskAlpha = true; | |
| depthMask = true; | |
| // [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 = new Texture2D(this); | |
| mTextureCubeMapZero = new TextureCubeMap(this); | |
| mColorbufferZero = NULL; | |
| mDepthbufferZero = NULL; | |
| mStencilbufferZero = NULL; | |
| activeSampler = 0; | |
| arrayBuffer = 0; | |
| elementArrayBuffer = 0; | |
| bindTextureCubeMap(0); | |
| bindTexture2D(0); | |
| bindFramebuffer(0); | |
| bindRenderbuffer(0); | |
| for (int type = 0; type < SAMPLER_TYPE_COUNT; type++) | |
| { | |
| for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++) | |
| { | |
| samplerTexture[type][sampler] = 0; | |
| } | |
| } | |
| for (int type = 0; type < SAMPLER_TYPE_COUNT; type++) | |
| { | |
| mIncompleteTextures[type] = NULL; | |
| } | |
| currentProgram = 0; | |
| packAlignment = 4; | |
| unpackAlignment = 4; | |
| mBufferBackEnd = NULL; | |
| mVertexDataManager = NULL; | |
| mIndexDataManager = NULL; | |
| mBlit = NULL; | |
| mInvalidEnum = false; | |
| mInvalidValue = false; | |
| mInvalidOperation = false; | |
| mOutOfMemory = false; | |
| mInvalidFramebufferOperation = false; | |
| mHasBeenCurrent = false; | |
| } | |
| Context::~Context() | |
| { | |
| currentProgram = 0; | |
| for (int type = 0; type < SAMPLER_TYPE_COUNT; type++) | |
| { | |
| delete mIncompleteTextures[type]; | |
| } | |
| delete mTexture2DZero; | |
| delete mTextureCubeMapZero; | |
| delete mColorbufferZero; | |
| delete mDepthbufferZero; | |
| delete mStencilbufferZero; | |
| delete mBufferBackEnd; | |
| delete mVertexDataManager; | |
| delete mIndexDataManager; | |
| delete mBlit; | |
| while (!mBufferMap.empty()) | |
| { | |
| deleteBuffer(mBufferMap.begin()->first); | |
| } | |
| while (!mProgramMap.empty()) | |
| { | |
| deleteProgram(mProgramMap.begin()->first); | |
| } | |
| while (!mShaderMap.empty()) | |
| { | |
| deleteShader(mShaderMap.begin()->first); | |
| } | |
| while (!mFramebufferMap.empty()) | |
| { | |
| deleteFramebuffer(mFramebufferMap.begin()->first); | |
| } | |
| while (!mRenderbufferMap.empty()) | |
| { | |
| deleteRenderbuffer(mRenderbufferMap.begin()->first); | |
| } | |
| while (!mTextureMap.empty()) | |
| { | |
| deleteTexture(mTextureMap.begin()->first); | |
| } | |
| } | |
| void Context::makeCurrent(egl::Display *display, egl::Surface *surface) | |
| { | |
| IDirect3DDevice9 *device = display->getDevice(); | |
| if (!mBufferBackEnd) | |
| { | |
| mBufferBackEnd = new Dx9BackEnd(device); | |
| mVertexDataManager = new VertexDataManager(this, mBufferBackEnd); | |
| mIndexDataManager = new IndexDataManager(this, mBufferBackEnd); | |
| mBlit = new Blit(this); | |
| } | |
| // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names | |
| IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget(); | |
| IDirect3DSurface9 *depthStencil = surface->getDepthStencil(); | |
| Framebuffer *framebufferZero = new Framebuffer(); | |
| Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); | |
| Depthbuffer *depthbufferZero = new Depthbuffer(depthStencil); | |
| Stencilbuffer *stencilbufferZero = new Stencilbuffer(depthStencil); | |
| setFramebufferZero(framebufferZero); | |
| setColorbufferZero(colorbufferZero); | |
| setDepthbufferZero(depthbufferZero); | |
| setStencilbufferZero(stencilbufferZero); | |
| framebufferZero->setColorbuffer(GL_RENDERBUFFER, 0); | |
| framebufferZero->setDepthbuffer(GL_RENDERBUFFER, 0); | |
| framebufferZero->setStencilbuffer(GL_RENDERBUFFER, 0); | |
| if(!mHasBeenCurrent) | |
| { | |
| viewportX = 0; | |
| viewportY = 0; | |
| viewportWidth = surface->getWidth(); | |
| viewportHeight = surface->getHeight(); | |
| scissorX = 0; | |
| scissorY = 0; | |
| scissorWidth = surface->getWidth(); | |
| scissorHeight = surface->getHeight(); | |
| mHasBeenCurrent = true; | |
| } | |
| defaultRenderTarget->Release(); | |
| if (depthStencil) | |
| { | |
| depthStencil->Release(); | |
| } | |
| D3DCAPS9 capabilities; | |
| device->GetDeviceCaps(&capabilities); | |
| if (capabilities.PixelShaderVersion == D3DPS_VERSION(3, 0)) | |
| { | |
| mPsProfile = "ps_3_0"; | |
| mVsProfile = "vs_3_0"; | |
| } | |
| else // egl::Display guarantees support for at least 2.0 | |
| { | |
| mPsProfile = "ps_2_0"; | |
| mVsProfile = "vs_2_0"; | |
| } | |
| } | |
| void Context::setClearColor(float red, float green, float blue, float alpha) | |
| { | |
| colorClearValue.red = red; | |
| colorClearValue.green = green; | |
| colorClearValue.blue = blue; | |
| colorClearValue.alpha = alpha; | |
| } | |
| void Context::setClearDepth(float depth) | |
| { | |
| depthClearValue = depth; | |
| } | |
| void Context::setClearStencil(int stencil) | |
| { | |
| stencilClearValue = stencil; | |
| } | |
| // Returns an unused buffer name | |
| GLuint Context::createBuffer() | |
| { | |
| unsigned int handle = 1; | |
| while (mBufferMap.find(handle) != mBufferMap.end()) | |
| { | |
| handle++; | |
| } | |
| mBufferMap[handle] = NULL; | |
| return handle; | |
| } | |
| // Returns an unused shader/program name | |
| GLuint Context::createShader(GLenum type) | |
| { | |
| unsigned int handle = 1; | |
| while (mShaderMap.find(handle) != mShaderMap.end() || mProgramMap.find(handle) != mProgramMap.end()) // Shared name space | |
| { | |
| handle++; | |
| } | |
| if (type == GL_VERTEX_SHADER) | |
| { | |
| mShaderMap[handle] = new VertexShader(handle); | |
| } | |
| else if (type == GL_FRAGMENT_SHADER) | |
| { | |
| mShaderMap[handle] = new FragmentShader(handle); | |
| } | |
| else UNREACHABLE(); | |
| return handle; | |
| } | |
| // Returns an unused program/shader name | |
| GLuint Context::createProgram() | |
| { | |
| unsigned int handle = 1; | |
| while (mProgramMap.find(handle) != mProgramMap.end() || mShaderMap.find(handle) != mShaderMap.end()) // Shared name space | |
| { | |
| handle++; | |
| } | |
| mProgramMap[handle] = new Program(); | |
| return handle; | |
| } | |
| // Returns an unused texture name | |
| GLuint Context::createTexture() | |
| { | |
| unsigned int handle = 1; | |
| while (mTextureMap.find(handle) != mTextureMap.end()) | |
| { | |
| handle++; | |
| } | |
| mTextureMap[handle] = NULL; | |
| return handle; | |
| } | |
| // Returns an unused framebuffer name | |
| GLuint Context::createFramebuffer() | |
| { | |
| unsigned int handle = 1; | |
| while (mFramebufferMap.find(handle) != mFramebufferMap.end()) | |
| { | |
| handle++; | |
| } | |
| mFramebufferMap[handle] = NULL; | |
| return handle; | |
| } | |
| // Returns an unused renderbuffer name | |
| GLuint Context::createRenderbuffer() | |
| { | |
| unsigned int handle = 1; | |
| while (mRenderbufferMap.find(handle) != mRenderbufferMap.end()) | |
| { | |
| handle++; | |
| } | |
| mRenderbufferMap[handle] = NULL; | |
| return handle; | |
| } | |
| void Context::deleteBuffer(GLuint buffer) | |
| { | |
| BufferMap::iterator bufferObject = mBufferMap.find(buffer); | |
| if (bufferObject != mBufferMap.end()) | |
| { | |
| detachBuffer(buffer); | |
| delete bufferObject->second; | |
| mBufferMap.erase(bufferObject); | |
| } | |
| } | |
| void Context::deleteShader(GLuint shader) | |
| { | |
| ShaderMap::iterator shaderObject = mShaderMap.find(shader); | |
| if (shaderObject != mShaderMap.end()) | |
| { | |
| if (!shaderObject->second->isAttached()) | |
| { | |
| delete shaderObject->second; | |
| mShaderMap.erase(shaderObject); | |
| } | |
| else | |
| { | |
| shaderObject->second->flagForDeletion(); | |
| } | |
| } | |
| } | |
| void Context::deleteProgram(GLuint program) | |
| { | |
| ProgramMap::iterator programObject = mProgramMap.find(program); | |
| if (programObject != mProgramMap.end()) | |
| { | |
| if (program != currentProgram) | |
| { | |
| delete programObject->second; | |
| mProgramMap.erase(programObject); | |
| } | |
| else | |
| { | |
| programObject->second->flagForDeletion(); | |
| } | |
| } | |
| } | |
| void Context::deleteTexture(GLuint texture) | |
| { | |
| TextureMap::iterator textureObject = mTextureMap.find(texture); | |
| if (textureObject != mTextureMap.end()) | |
| { | |
| detachTexture(texture); | |
| if (texture != 0) | |
| { | |
| delete textureObject->second; | |
| } | |
| mTextureMap.erase(textureObject); | |
| } | |
| } | |
| void Context::deleteFramebuffer(GLuint framebuffer) | |
| { | |
| FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); | |
| if (framebufferObject != mFramebufferMap.end()) | |
| { | |
| detachFramebuffer(framebuffer); | |
| delete framebufferObject->second; | |
| mFramebufferMap.erase(framebufferObject); | |
| } | |
| } | |
| void Context::deleteRenderbuffer(GLuint renderbuffer) | |
| { | |
| RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer); | |
| if (renderbufferObject != mRenderbufferMap.end()) | |
| { | |
| detachRenderbuffer(renderbuffer); | |
| delete renderbufferObject->second; | |
| mRenderbufferMap.erase(renderbufferObject); | |
| } | |
| } | |
| void Context::bindArrayBuffer(unsigned int buffer) | |
| { | |
| if (buffer != 0 && !getBuffer(buffer)) | |
| { | |
| mBufferMap[buffer] = new Buffer(mBufferBackEnd); | |
| } | |
| arrayBuffer = buffer; | |
| } | |
| void Context::bindElementArrayBuffer(unsigned int buffer) | |
| { | |
| if (buffer != 0 && !getBuffer(buffer)) | |
| { | |
| mBufferMap[buffer] = new Buffer(mBufferBackEnd); | |
| } | |
| elementArrayBuffer = buffer; | |
| } | |
| void Context::bindTexture2D(GLuint texture) | |
| { | |
| if (!getTexture(texture) && texture != 0) | |
| { | |
| mTextureMap[texture] = new Texture2D(this); | |
| } | |
| texture2D = texture; | |
| samplerTexture[SAMPLER_2D][activeSampler] = texture; | |
| } | |
| void Context::bindTextureCubeMap(GLuint texture) | |
| { | |
| if (!getTexture(texture) && texture != 0) | |
| { | |
| mTextureMap[texture] = new TextureCubeMap(this); | |
| } | |
| textureCubeMap = texture; | |
| samplerTexture[SAMPLER_CUBE][activeSampler] = texture; | |
| } | |
| void Context::bindFramebuffer(GLuint framebuffer) | |
| { | |
| if (!getFramebuffer(framebuffer)) | |
| { | |
| mFramebufferMap[framebuffer] = new Framebuffer(); | |
| } | |
| this->framebuffer = framebuffer; | |
| } | |
| void Context::bindRenderbuffer(GLuint renderbuffer) | |
| { | |
| if (renderbuffer != 0 && !getRenderbuffer(renderbuffer)) | |
| { | |
| mRenderbufferMap[renderbuffer] = new Renderbuffer(); | |
| } | |
| this->renderbuffer = renderbuffer; | |
| } | |
| void Context::useProgram(GLuint program) | |
| { | |
| Program *programObject = getCurrentProgram(); | |
| GLuint priorProgram = currentProgram; | |
| currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. | |
| if (programObject && programObject->isFlaggedForDeletion()) | |
| { | |
| deleteProgram(priorProgram); | |
| } | |
| } | |
| void Context::setFramebufferZero(Framebuffer *buffer) | |
| { | |
| delete mFramebufferMap[0]; | |
| mFramebufferMap[0] = buffer; | |
| } | |
| void Context::setColorbufferZero(Colorbuffer *buffer) | |
| { | |
| delete mColorbufferZero; | |
| mColorbufferZero = buffer; | |
| } | |
| void Context::setDepthbufferZero(Depthbuffer *buffer) | |
| { | |
| delete mDepthbufferZero; | |
| mDepthbufferZero = buffer; | |
| } | |
| void Context::setStencilbufferZero(Stencilbuffer *buffer) | |
| { | |
| delete mStencilbufferZero; | |
| mStencilbufferZero = buffer; | |
| } | |
| void Context::setRenderbuffer(Renderbuffer *buffer) | |
| { | |
| delete mRenderbufferMap[renderbuffer]; | |
| mRenderbufferMap[renderbuffer] = buffer; | |
| } | |
| Buffer *Context::getBuffer(unsigned int handle) | |
| { | |
| BufferMap::iterator buffer = mBufferMap.find(handle); | |
| if (buffer == mBufferMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return buffer->second; | |
| } | |
| } | |
| Shader *Context::getShader(unsigned int handle) | |
| { | |
| ShaderMap::iterator shader = mShaderMap.find(handle); | |
| if (shader == mShaderMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return shader->second; | |
| } | |
| } | |
| Program *Context::getProgram(unsigned int handle) | |
| { | |
| ProgramMap::iterator program = mProgramMap.find(handle); | |
| if (program == mProgramMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return program->second; | |
| } | |
| } | |
| Texture *Context::getTexture(unsigned int handle) | |
| { | |
| if (handle == 0) return NULL; | |
| TextureMap::iterator texture = mTextureMap.find(handle); | |
| if (texture == mTextureMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return texture->second; | |
| } | |
| } | |
| Framebuffer *Context::getFramebuffer(unsigned int handle) | |
| { | |
| FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle); | |
| if (framebuffer == mFramebufferMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return framebuffer->second; | |
| } | |
| } | |
| Renderbuffer *Context::getRenderbuffer(unsigned int handle) | |
| { | |
| RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle); | |
| if (renderbuffer == mRenderbufferMap.end()) | |
| { | |
| return NULL; | |
| } | |
| else | |
| { | |
| return renderbuffer->second; | |
| } | |
| } | |
| Colorbuffer *Context::getColorbuffer(GLuint handle) | |
| { | |
| if (handle != 0) | |
| { | |
| Renderbuffer *renderbuffer = getRenderbuffer(handle); | |
| if (renderbuffer && renderbuffer->isColorbuffer()) | |
| { | |
| return static_cast<Colorbuffer*>(renderbuffer); | |
| } | |
| } | |
| else // Special case: 0 refers to different initial render targets based on the attachment type | |
| { | |
| return mColorbufferZero; | |
| } | |
| return NULL; | |
| } | |
| Depthbuffer *Context::getDepthbuffer(GLuint handle) | |
| { | |
| if (handle != 0) | |
| { | |
| Renderbuffer *renderbuffer = getRenderbuffer(handle); | |
| if (renderbuffer && renderbuffer->isDepthbuffer()) | |
| { | |
| return static_cast<Depthbuffer*>(renderbuffer); | |
| } | |
| } | |
| else // Special case: 0 refers to different initial render targets based on the attachment type | |
| { | |
| return mDepthbufferZero; | |
| } | |
| return NULL; | |
| } | |
| Stencilbuffer *Context::getStencilbuffer(GLuint handle) | |
| { | |
| if (handle != 0) | |
| { | |
| Renderbuffer *renderbuffer = getRenderbuffer(handle); | |
| if (renderbuffer && renderbuffer->isStencilbuffer()) | |
| { | |
| return static_cast<Stencilbuffer*>(renderbuffer); | |
| } | |
| } | |
| else | |
| { | |
| return mStencilbufferZero; | |
| } | |
| return NULL; | |
| } | |
| Buffer *Context::getArrayBuffer() | |
| { | |
| return getBuffer(arrayBuffer); | |
| } | |
| Buffer *Context::getElementArrayBuffer() | |
| { | |
| return getBuffer(elementArrayBuffer); | |
| } | |
| Program *Context::getCurrentProgram() | |
| { | |
| return getProgram(currentProgram); | |
| } | |
| Texture2D *Context::getTexture2D() | |
| { | |
| if (texture2D == 0) // Special case: 0 refers to different initial textures based on the target | |
| { | |
| return mTexture2DZero; | |
| } | |
| return (Texture2D*)getTexture(texture2D); | |
| } | |
| TextureCubeMap *Context::getTextureCubeMap() | |
| { | |
| if (textureCubeMap == 0) // Special case: 0 refers to different initial textures based on the target | |
| { | |
| return mTextureCubeMapZero; | |
| } | |
| return (TextureCubeMap*)getTexture(textureCubeMap); | |
| } | |
| Texture *Context::getSamplerTexture(unsigned int sampler, SamplerType type) | |
| { | |
| GLuint texid = samplerTexture[type][sampler]; | |
| if (texid == 0) | |
| { | |
| switch (type) | |
| { | |
| default: UNREACHABLE(); | |
| case SAMPLER_2D: return mTexture2DZero; | |
| case SAMPLER_CUBE: return mTextureCubeMapZero; | |
| } | |
| } | |
| return getTexture(texid); | |
| } | |
| Framebuffer *Context::getFramebuffer() | |
| { | |
| return getFramebuffer(framebuffer); | |
| } | |
| bool Context::getBooleanv(GLenum pname, GLboolean *params) | |
| { | |
| switch (pname) | |
| { | |
| case GL_SHADER_COMPILER: *params = GL_TRUE; break; | |
| case GL_SAMPLE_COVERAGE_INVERT: *params = sampleCoverageInvert; break; | |
| case GL_DEPTH_WRITEMASK: *params = depthMask; break; | |
| case GL_COLOR_WRITEMASK: | |
| params[0] = colorMaskRed; | |
| params[1] = colorMaskGreen; | |
| params[2] = colorMaskBlue; | |
| params[3] = colorMaskAlpha; | |
| break; | |
| case GL_CULL_FACE: *params = cullFace; | |
| case GL_POLYGON_OFFSET_FILL: *params = polygonOffsetFill; | |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = sampleAlphaToCoverage; | |
| case GL_SAMPLE_COVERAGE: *params = sampleCoverage; | |
| case GL_SCISSOR_TEST: *params = scissorTest; | |
| case GL_STENCIL_TEST: *params = stencilTest; | |
| case GL_DEPTH_TEST: *params = depthTest; | |
| case GL_BLEND: *params = blend; | |
| case GL_DITHER: *params = dither; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Context::getFloatv(GLenum pname, GLfloat *params) | |
| { | |
| // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation | |
| // because it is stored as a float, despite the fact that the GL ES 2.0 spec names | |
| // GetIntegerv as its native query function. As it would require conversion in any | |
| // case, this should make no difference to the calling application. | |
| switch (pname) | |
| { | |
| case GL_LINE_WIDTH: *params = lineWidth; break; | |
| case GL_SAMPLE_COVERAGE_VALUE: *params = sampleCoverageValue; break; | |
| case GL_DEPTH_CLEAR_VALUE: *params = depthClearValue; break; | |
| case GL_POLYGON_OFFSET_FACTOR: *params = polygonOffsetFactor; break; | |
| case GL_POLYGON_OFFSET_UNITS: *params = polygonOffsetUnits; break; | |
| case GL_ALIASED_LINE_WIDTH_RANGE: | |
| params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN; | |
| params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX; | |
| break; | |
| case GL_ALIASED_POINT_SIZE_RANGE: | |
| params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN; | |
| params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX; | |
| break; | |
| case GL_DEPTH_RANGE: | |
| params[0] = zNear; | |
| params[1] = zFar; | |
| break; | |
| case GL_COLOR_CLEAR_VALUE: | |
| params[0] = colorClearValue.red; | |
| params[1] = colorClearValue.green; | |
| params[2] = colorClearValue.blue; | |
| params[3] = colorClearValue.alpha; | |
| break; | |
| case GL_BLEND_COLOR: | |
| params[0] = blendColor.red; | |
| params[1] = blendColor.green; | |
| params[2] = blendColor.blue; | |
| params[3] = blendColor.alpha; | |
| break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Context::getIntegerv(GLenum pname, GLint *params) | |
| { | |
| // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation | |
| // because it is stored as a float, despite the fact that the GL ES 2.0 spec names | |
| // GetIntegerv as its native query function. As it would require conversion in any | |
| // case, this should make no difference to the calling application. You may find it in | |
| // Context::getFloatv. | |
| switch (pname) | |
| { | |
| case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break; | |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break; | |
| case GL_MAX_VARYING_VECTORS: *params = gl::MAX_VARYING_VECTORS; break; | |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; | |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; | |
| case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break; | |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break; | |
| case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break; | |
| case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; | |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break; | |
| case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break; | |
| case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; | |
| case GL_ARRAY_BUFFER_BINDING: *params = arrayBuffer; break; | |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = elementArrayBuffer; break; | |
| case GL_FRAMEBUFFER_BINDING: *params = framebuffer; break; | |
| case GL_RENDERBUFFER_BINDING: *params = renderbuffer; break; | |
| case GL_CURRENT_PROGRAM: *params = currentProgram; break; | |
| case GL_PACK_ALIGNMENT: *params = packAlignment; break; | |
| case GL_UNPACK_ALIGNMENT: *params = unpackAlignment; break; | |
| case GL_GENERATE_MIPMAP_HINT: *params = generateMipmapHint; break; | |
| case GL_ACTIVE_TEXTURE: *params = activeSampler; break; | |
| case GL_STENCIL_FUNC: *params = stencilFunc; break; | |
| case GL_STENCIL_REF: *params = stencilRef; break; | |
| case GL_STENCIL_VALUE_MASK: *params = stencilMask; break; | |
| case GL_STENCIL_BACK_FUNC: *params = stencilBackFunc; break; | |
| case GL_STENCIL_BACK_REF: *params = stencilBackRef; break; | |
| case GL_STENCIL_BACK_VALUE_MASK: *params = stencilBackMask; break; | |
| case GL_STENCIL_FAIL: *params = stencilFail; break; | |
| case GL_STENCIL_PASS_DEPTH_FAIL: *params = stencilPassDepthFail; break; | |
| case GL_STENCIL_PASS_DEPTH_PASS: *params = stencilPassDepthPass; break; | |
| case GL_STENCIL_BACK_FAIL: *params = stencilBackFail; break; | |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = stencilBackPassDepthFail; break; | |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = stencilBackPassDepthPass; break; | |
| case GL_DEPTH_FUNC: *params = depthFunc; break; | |
| case GL_BLEND_SRC_RGB: *params = sourceBlendRGB; break; | |
| case GL_BLEND_SRC_ALPHA: *params = sourceBlendAlpha; break; | |
| case GL_BLEND_DST_RGB: *params = destBlendRGB; break; | |
| case GL_BLEND_DST_ALPHA: *params = destBlendAlpha; break; | |
| case GL_BLEND_EQUATION_RGB: *params = blendEquationRGB; break; | |
| case GL_BLEND_EQUATION_ALPHA: *params = blendEquationAlpha; break; | |
| case GL_STENCIL_WRITEMASK: *params = stencilWritemask; break; | |
| case GL_STENCIL_BACK_WRITEMASK: *params = stencilBackWritemask; break; | |
| case GL_STENCIL_CLEAR_VALUE: *params = stencilClearValue; break; | |
| case GL_SUBPIXEL_BITS: *params = 4; break; | |
| case GL_MAX_TEXTURE_SIZE: *params = gl::MAX_TEXTURE_SIZE; break; | |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = gl::MAX_CUBE_MAP_TEXTURE_SIZE; break; | |
| case GL_SAMPLE_BUFFERS: *params = 0; break; | |
| case GL_SAMPLES: *params = 0; break; | |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break; | |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break; | |
| case GL_MAX_VIEWPORT_DIMS: | |
| { | |
| int maxDimension = std::max((int)gl::MAX_RENDERBUFFER_SIZE, (int)gl::MAX_TEXTURE_SIZE); | |
| params[0] = maxDimension; | |
| params[1] = maxDimension; | |
| } | |
| break; | |
| case GL_VIEWPORT: | |
| params[0] = viewportX; | |
| params[1] = viewportY; | |
| params[2] = viewportWidth; | |
| params[3] = viewportHeight; | |
| break; | |
| case GL_SCISSOR_BOX: | |
| params[0] = scissorX; | |
| params[1] = scissorY; | |
| params[2] = scissorWidth; | |
| params[3] = scissorHeight; | |
| break; | |
| case GL_CULL_FACE_MODE: *params = cullMode; break; | |
| case GL_FRONT_FACE: *params = frontFace; break; | |
| case GL_RED_BITS: | |
| case GL_GREEN_BITS: | |
| case GL_BLUE_BITS: | |
| case GL_ALPHA_BITS: | |
| { | |
| gl::Framebuffer *framebuffer = getFramebuffer(); | |
| gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer(); | |
| if (colorbuffer) | |
| { | |
| switch (pname) | |
| { | |
| case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; | |
| case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; | |
| case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; | |
| case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; | |
| } | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_DEPTH_BITS: | |
| { | |
| gl::Framebuffer *framebuffer = getFramebuffer(); | |
| gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer(); | |
| if (depthbuffer) | |
| { | |
| *params = depthbuffer->getDepthSize(); | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_STENCIL_BITS: | |
| { | |
| gl::Framebuffer *framebuffer = getFramebuffer(); | |
| gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer(); | |
| if (stencilbuffer) | |
| { | |
| *params = stencilbuffer->getStencilSize(); | |
| } | |
| else | |
| { | |
| *params = 0; | |
| } | |
| } | |
| break; | |
| case GL_TEXTURE_BINDING_2D: | |
| { | |
| if (activeSampler < 0 || activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1) | |
| { | |
| error(GL_INVALID_OPERATION); | |
| return false; | |
| } | |
| *params = samplerTexture[SAMPLER_2D][activeSampler]; | |
| } | |
| break; | |
| case GL_TEXTURE_BINDING_CUBE_MAP: | |
| { | |
| if (activeSampler < 0 || activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1) | |
| { | |
| error(GL_INVALID_OPERATION); | |
| return false; | |
| } | |
| *params = samplerTexture[SAMPLER_CUBE][activeSampler]; | |
| } | |
| break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) | |
| { | |
| // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation | |
| // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due | |
| // to the fact that it is stored internally as a float, and so would require conversion | |
| // if returned from Context::getIntegerv. Since this conversion is already implemented | |
| // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we | |
| // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling | |
| // application. | |
| switch (pname) | |
| { | |
| case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ | |
| case GL_SHADER_BINARY_FORMATS: | |
| { | |
| *type = GL_INT; | |
| *numParams = 0; | |
| } | |
| break; | |
| case GL_MAX_VERTEX_ATTRIBS: | |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: | |
| case GL_MAX_VARYING_VECTORS: | |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: | |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: | |
| case GL_MAX_TEXTURE_IMAGE_UNITS: | |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: | |
| case GL_MAX_RENDERBUFFER_SIZE: | |
| case GL_NUM_SHADER_BINARY_FORMATS: | |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: | |
| case GL_ARRAY_BUFFER_BINDING: | |
| case GL_FRAMEBUFFER_BINDING: | |
| case GL_RENDERBUFFER_BINDING: | |
| case GL_CURRENT_PROGRAM: | |
| case GL_PACK_ALIGNMENT: | |
| case GL_UNPACK_ALIGNMENT: | |
| case GL_GENERATE_MIPMAP_HINT: | |
| 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: | |
| { | |
| *type = GL_INT; | |
| *numParams = 1; | |
| } | |
| break; | |
| case GL_MAX_VIEWPORT_DIMS: | |
| { | |
| *type = GL_INT; | |
| *numParams = 2; | |
| } | |
| break; | |
| case GL_VIEWPORT: | |
| case GL_SCISSOR_BOX: | |
| { | |
| *type = GL_INT; | |
| *numParams = 4; | |
| } | |
| break; | |
| case GL_SHADER_COMPILER: | |
| case GL_SAMPLE_COVERAGE_INVERT: | |
| case GL_DEPTH_WRITEMASK: | |
| case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, | |
| case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. | |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural | |
| case GL_SAMPLE_COVERAGE: | |
| case GL_SCISSOR_TEST: | |
| case GL_STENCIL_TEST: | |
| case GL_DEPTH_TEST: | |
| case GL_BLEND: | |
| case GL_DITHER: | |
| { | |
| *type = GL_BOOL; | |
| *numParams = 1; | |
| } | |
| break; | |
| case GL_COLOR_WRITEMASK: | |
| { | |
| *type = GL_BOOL; | |
| *numParams = 4; | |
| } | |
| break; | |
| case GL_POLYGON_OFFSET_FACTOR: | |
| case GL_POLYGON_OFFSET_UNITS: | |
| case GL_SAMPLE_COVERAGE_VALUE: | |
| case GL_DEPTH_CLEAR_VALUE: | |
| case GL_LINE_WIDTH: | |
| { | |
| *type = GL_FLOAT; | |
| *numParams = 1; | |
| } | |
| break; | |
| case GL_ALIASED_LINE_WIDTH_RANGE: | |
| case GL_ALIASED_POINT_SIZE_RANGE: | |
| case GL_DEPTH_RANGE: | |
| { | |
| *type = GL_FLOAT; | |
| *numParams = 2; | |
| } | |
| break; | |
| case GL_COLOR_CLEAR_VALUE: | |
| case GL_BLEND_COLOR: | |
| { | |
| *type = GL_FLOAT; | |
| *numParams = 4; | |
| } | |
| break; | |
| default: | |
| return false; | |
| } | |
| return true; | |
| } | |
| // Applies the render target surface, depth stencil surface, viewport rectangle and | |
| // scissor rectangle to the Direct3D 9 device | |
| bool Context::applyRenderTarget(bool ignoreViewport) | |
| { | |
| IDirect3DDevice9 *device = getDevice(); | |
| Framebuffer *framebufferObject = getFramebuffer(); | |
| if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) | |
| { | |
| return false; | |
| } | |
| IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget(); | |
| IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil(); | |
| device->SetRenderTarget(0, renderTarget); | |
| device->SetDepthStencilSurface(depthStencil); | |
| D3DVIEWPORT9 viewport; | |
| D3DSURFACE_DESC desc; | |
| renderTarget->GetDesc(&desc); | |
| if (ignoreViewport) | |
| { | |
| viewport.X = 0; | |
| viewport.Y = 0; | |
| viewport.Width = desc.Width; | |
| viewport.Height = desc.Height; | |
| viewport.MinZ = 0.0f; | |
| viewport.MaxZ = 1.0f; | |
| } | |
| else | |
| { | |
| viewport.X = std::max(viewportX, 0); | |
| viewport.Y = std::max(viewportY, 0); | |
| viewport.Width = std::min(viewportWidth, (int)desc.Width - (int)viewport.X); | |
| viewport.Height = std::min(viewportHeight, (int)desc.Height - (int)viewport.Y); | |
| viewport.MinZ = clamp01(zNear); | |
| viewport.MaxZ = clamp01(zFar); | |
| } | |
| device->SetViewport(&viewport); | |
| if (scissorTest) | |
| { | |
| RECT rect = {scissorX, | |
| scissorY, | |
| scissorX + scissorWidth, | |
| scissorY + scissorHeight}; | |
| device->SetScissorRect(&rect); | |
| device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); | |
| } | |
| if (currentProgram) | |
| { | |
| Program *programObject = getCurrentProgram(); | |
| GLint halfPixelSize = programObject->getUniformLocation("dx_HalfPixelSize"); | |
| GLfloat xy[2] = {1.0f / viewport.Width, 1.0f / viewport.Height}; | |
| programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy); | |
| GLint window = programObject->getUniformLocation("dx_Window"); | |
| GLfloat whxy[4] = {viewportWidth / 2.0f, viewportHeight / 2.0f, (float)viewportX + viewportWidth / 2.0f, (float)viewportY + viewportHeight / 2.0f}; | |
| programObject->setUniform4fv(window, 1, (GLfloat*)&whxy); | |
| GLint depth = programObject->getUniformLocation("dx_Depth"); | |
| GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f}; | |
| programObject->setUniform2fv(depth, 1, (GLfloat*)&dz); | |
| GLint near = programObject->getUniformLocation("gl_DepthRange.near"); | |
| programObject->setUniform1fv(near, 1, &zNear); | |
| GLint far = programObject->getUniformLocation("gl_DepthRange.far"); | |
| programObject->setUniform1fv(far, 1, &zFar); | |
| GLint diff = programObject->getUniformLocation("gl_DepthRange.diff"); | |
| GLfloat zDiff = zFar - zNear; | |
| programObject->setUniform1fv(diff, 1, &zDiff); | |
| } | |
| return true; | |
| } | |
| // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device | |
| void Context::applyState(GLenum drawMode) | |
| { | |
| IDirect3DDevice9 *device = getDevice(); | |
| Program *programObject = getCurrentProgram(); | |
| GLint frontCCW = programObject->getUniformLocation("dx_FrontCCW"); | |
| GLint ccw = (frontFace == GL_CCW); | |
| programObject->setUniform1iv(frontCCW, 1, &ccw); | |
| GLint pointsOrLines = programObject->getUniformLocation("dx_PointsOrLines"); | |
| GLint alwaysFront = !isTriangleMode(drawMode); | |
| programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront); | |
| if (cullFace) | |
| { | |
| device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(cullMode, frontFace)); | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); | |
| } | |
| if (depthTest) | |
| { | |
| device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); | |
| device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(depthFunc)); | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); | |
| } | |
| if (blend) | |
| { | |
| device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); | |
| if (sourceBlendRGB != GL_CONSTANT_ALPHA && sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && | |
| destBlendRGB != GL_CONSTANT_ALPHA && destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) | |
| { | |
| device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(blendColor)); | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(blendColor.alpha), | |
| unorm<8>(blendColor.alpha), | |
| unorm<8>(blendColor.alpha), | |
| unorm<8>(blendColor.alpha))); | |
| } | |
| device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(sourceBlendRGB)); | |
| device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(destBlendRGB)); | |
| device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(blendEquationRGB)); | |
| if (sourceBlendRGB != sourceBlendAlpha || destBlendRGB != destBlendAlpha || blendEquationRGB != blendEquationAlpha) | |
| { | |
| device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); | |
| device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(sourceBlendAlpha)); | |
| device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(destBlendAlpha)); | |
| device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(blendEquationAlpha)); | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); | |
| } | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); | |
| } | |
| if (stencilTest) | |
| { | |
| device->SetRenderState(D3DRS_STENCILENABLE, TRUE); | |
| device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE); | |
| // FIXME: Unsupported by D3D9 | |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF; | |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK; | |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK; | |
| if(stencilWritemask != stencilBackWritemask || stencilRef != stencilBackRef || stencilMask != stencilBackMask) | |
| { | |
| ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL."); | |
| return error(GL_INVALID_OPERATION); | |
| } | |
| device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilWritemask); | |
| device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilFunc)); | |
| device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilRef); // FIXME: Clamp to range | |
| device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilMask); | |
| device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilFail)); | |
| device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilPassDepthFail)); | |
| device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilPassDepthPass)); | |
| device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilBackWritemask); | |
| device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilBackFunc)); | |
| device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilBackRef); // FIXME: Clamp to range | |
| device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilBackMask); | |
| device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilBackFail)); | |
| device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilBackPassDepthFail)); | |
| device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilBackPassDepthPass)); | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_STENCILENABLE, FALSE); | |
| } | |
| device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(colorMaskRed, colorMaskGreen, colorMaskBlue, colorMaskAlpha)); | |
| device->SetRenderState(D3DRS_ZWRITEENABLE, depthMask ? TRUE : FALSE); | |
| if (polygonOffsetFill) | |
| { | |
| gl::Depthbuffer *depthbuffer = getFramebuffer()->getDepthbuffer(); | |
| if (depthbuffer) | |
| { | |
| device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&polygonOffsetFactor)); | |
| float depthBias = ldexp(polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); | |
| device->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias)); | |
| } | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0); | |
| device->SetRenderState(D3DRS_DEPTHBIAS, 0); | |
| } | |
| if (sampleAlphaToCoverage) | |
| { | |
| UNIMPLEMENTED(); // FIXME | |
| } | |
| if (sampleCoverage) | |
| { | |
| UNIMPLEMENTED(); // FIXME: Ignore when SAMPLE_BUFFERS is not one | |
| } | |
| device->SetRenderState(D3DRS_DITHERENABLE, dither ? TRUE : FALSE); | |
| } | |
| // Fill in the semanticIndex field of the array of TranslatedAttributes based on the active GLSL program. | |
| void Context::lookupAttributeMapping(TranslatedAttribute *attributes) | |
| { | |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | |
| { | |
| if (attributes[i].enabled) | |
| { | |
| attributes[i].semanticIndex = getCurrentProgram()->getSemanticIndex(i); | |
| } | |
| } | |
| } | |
| // The indices parameter to glDrawElements can have two interpretations: | |
| // - as a pointer into client memory | |
| // - as an offset into the current GL_ELEMENT_ARRAY_BUFFER buffer | |
| // Handle these cases here and return a pointer to the index data. | |
| const Index *Context::adjustIndexPointer(const void *indices) | |
| { | |
| if (elementArrayBuffer) | |
| { | |
| Buffer *buffer = getBuffer(elementArrayBuffer); | |
| return reinterpret_cast<const Index*>(static_cast<unsigned char*>(buffer->data()) + reinterpret_cast<GLsizei>(indices)); | |
| } | |
| else | |
| { | |
| return static_cast<const Index*>(indices); | |
| } | |
| } | |
| void Context::applyVertexBuffer(GLint first, GLsizei count) | |
| { | |
| TranslatedAttribute translated[MAX_VERTEX_ATTRIBS]; | |
| mVertexDataManager->preRenderValidate(first, count, translated); | |
| lookupAttributeMapping(translated); | |
| mBufferBackEnd->setupAttributesPreDraw(translated); | |
| } | |
| void Context::applyVertexBuffer(const TranslatedIndexData &indexInfo) | |
| { | |
| TranslatedAttribute translated[MAX_VERTEX_ATTRIBS]; | |
| mVertexDataManager->preRenderValidate(indexInfo, translated); | |
| lookupAttributeMapping(translated); | |
| mBufferBackEnd->setupAttributesPreDraw(translated); | |
| } | |
| // Applies the indices and element array bindings to the Direct3D 9 device | |
| TranslatedIndexData Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type) | |
| { | |
| TranslatedIndexData indexInfo = mIndexDataManager->preRenderValidate(mode, type, count, getBuffer(elementArrayBuffer), indices); | |
| mBufferBackEnd->setupIndicesPreDraw(indexInfo); | |
| return indexInfo; | |
| } | |
| // Applies the shaders and shader constants to the Direct3D 9 device | |
| void Context::applyShaders() | |
| { | |
| IDirect3DDevice9 *device = getDevice(); | |
| Program *programObject = getCurrentProgram(); | |
| IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader(); | |
| IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader(); | |
| device->SetVertexShader(vertexShader); | |
| device->SetPixelShader(pixelShader); | |
| programObject->applyUniforms(); | |
| } | |
| // Applies the textures and sampler states to the Direct3D 9 device | |
| void Context::applyTextures() | |
| { | |
| IDirect3DDevice9 *device = getDevice(); | |
| Program *programObject = getCurrentProgram(); | |
| for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++) | |
| { | |
| int textureUnit = programObject->getSamplerMapping(sampler); | |
| if (textureUnit != -1) | |
| { | |
| SamplerType textureType = programObject->getSamplerType(sampler); | |
| Texture *texture = getSamplerTexture(textureUnit, textureType); | |
| if (texture->isComplete()) | |
| { | |
| GLenum wrapS = texture->getWrapS(); | |
| GLenum wrapT = texture->getWrapT(); | |
| GLenum minFilter = texture->getMinFilter(); | |
| GLenum magFilter = texture->getMagFilter(); | |
| device->SetSamplerState(sampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS)); | |
| device->SetSamplerState(sampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT)); | |
| device->SetSamplerState(sampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter)); | |
| D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter; | |
| es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter); | |
| device->SetSamplerState(sampler, D3DSAMP_MINFILTER, d3dMinFilter); | |
| device->SetSamplerState(sampler, D3DSAMP_MIPFILTER, d3dMipFilter); | |
| device->SetTexture(sampler, texture->getTexture()); | |
| } | |
| else | |
| { | |
| device->SetTexture(sampler, getIncompleteTexture(textureType)->getTexture()); | |
| } | |
| } | |
| else | |
| { | |
| device->SetTexture(sampler, NULL); | |
| } | |
| } | |
| } | |
| void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) | |
| { | |
| Framebuffer *framebuffer = getFramebuffer(); | |
| IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget(); | |
| IDirect3DDevice9 *device = getDevice(); | |
| D3DSURFACE_DESC desc; | |
| renderTarget->GetDesc(&desc); | |
| IDirect3DSurface9 *systemSurface; | |
| HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &systemSurface, NULL); | |
| if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) | |
| { | |
| return error(GL_OUT_OF_MEMORY); | |
| } | |
| ASSERT(SUCCEEDED(result)); | |
| if (desc.MultiSampleType != D3DMULTISAMPLE_NONE) | |
| { | |
| UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target | |
| } | |
| result = device->GetRenderTargetData(renderTarget, systemSurface); | |
| if (result == D3DERR_DRIVERINTERNALERROR) | |
| { | |
| systemSurface->Release(); | |
| return error(GL_OUT_OF_MEMORY); | |
| } | |
| if (FAILED(result)) | |
| { | |
| UNREACHABLE(); | |
| systemSurface->Release(); | |
| return; // No sensible error to generate | |
| } | |
| D3DLOCKED_RECT lock; | |
| RECT rect = {std::max(x, 0), | |
| std::max(y, 0), | |
| std::min(x + width, (int)desc.Width), | |
| std::min(y + height, (int)desc.Height)}; | |
| result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY); | |
| if (FAILED(result)) | |
| { | |
| UNREACHABLE(); | |
| systemSurface->Release(); | |
| return; // No sensible error to generate | |
| } | |
| unsigned char *source = (unsigned char*)lock.pBits; | |
| unsigned char *dest = (unsigned char*)pixels; | |
| unsigned short *dest16 = (unsigned short*)pixels; | |
| for (int j = 0; j < rect.bottom - rect.top; j++) | |
| { | |
| for (int i = 0; i < rect.right - rect.left; i++) | |
| { | |
| float r; | |
| float g; | |
| float b; | |
| float a; | |
| switch (desc.Format) | |
| { | |
| case D3DFMT_R5G6B5: | |
| { | |
| unsigned short rgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch); | |
| a = 1.0f; | |
| b = (rgb & 0x001F) * (1.0f / 0x001F); | |
| g = (rgb & 0x07E0) * (1.0f / 0x07E0); | |
| r = (rgb & 0xF800) * (1.0f / 0xF800); | |
| } | |
| break; | |
| case D3DFMT_X1R5G5B5: | |
| { | |
| unsigned short xrgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch); | |
| a = 1.0f; | |
| b = (xrgb & 0x001F) * (1.0f / 0x001F); | |
| g = (xrgb & 0x03E0) * (1.0f / 0x03E0); | |
| r = (xrgb & 0x7C00) * (1.0f / 0x7C00); | |
| } | |
| break; | |
| case D3DFMT_A1R5G5B5: | |
| { | |
| unsigned short argb = *(unsigned short*)(source + 2 * i + j * lock.Pitch); | |
| a = (argb & 0x8000) ? 1.0f : 0.0f; | |
| b = (argb & 0x001F) * (1.0f / 0x001F); | |
| g = (argb & 0x03E0) * (1.0f / 0x03E0); | |
| r = (argb & 0x7C00) * (1.0f / 0x7C00); | |
| } | |
| break; | |
| case D3DFMT_A8R8G8B8: | |
| { | |
| unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch); | |
| a = (argb & 0xFF000000) * (1.0f / 0xFF000000); | |
| b = (argb & 0x000000FF) * (1.0f / 0x000000FF); | |
| g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); | |
| r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); | |
| } | |
| break; | |
| case D3DFMT_X8R8G8B8: | |
| { | |
| unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * lock.Pitch); | |
| a = 1.0f; | |
| b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); | |
| g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); | |
| r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); | |
| } | |
| break; | |
| case D3DFMT_A2R10G10B10: | |
| { | |
| unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch); | |
| a = (argb & 0xC0000000) * (1.0f / 0xC0000000); | |
| b = (argb & 0x000003FF) * (1.0f / 0x000003FF); | |
| g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); | |
| r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); | |
| } | |
| break; | |
| default: | |
| UNIMPLEMENTED(); // FIXME | |
| UNREACHABLE(); | |
| } | |
| switch (format) | |
| { | |
| case GL_RGBA: | |
| switch (type) | |
| { | |
| case GL_UNSIGNED_BYTE: | |
| dest[4 * (i + j * width) + 0] = (unsigned char)(255 * r + 0.5f); | |
| dest[4 * (i + j * width) + 1] = (unsigned char)(255 * g + 0.5f); | |
| dest[4 * (i + j * width) + 2] = (unsigned char)(255 * b + 0.5f); | |
| dest[4 * (i + j * width) + 3] = (unsigned char)(255 * a + 0.5f); | |
| break; | |
| default: UNREACHABLE(); | |
| } | |
| break; | |
| case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT | |
| switch (type) | |
| { | |
| case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE | |
| dest16[i + j * width] = ((unsigned short)(31 * b + 0.5f) << 0) | | |
| ((unsigned short)(63 * g + 0.5f) << 5) | | |
| ((unsigned short)(31 * r + 0.5f) << 11); | |
| break; | |
| default: UNREACHABLE(); | |
| } | |
| break; | |
| default: UNREACHABLE(); | |
| } | |
| } | |
| } | |
| systemSurface->UnlockRect(); | |
| systemSurface->Release(); | |
| } | |
| void Context::clear(GLbitfield mask) | |
| { | |
| IDirect3DDevice9 *device = getDevice(); | |
| DWORD flags = 0; | |
| if (mask & GL_COLOR_BUFFER_BIT) | |
| { | |
| mask &= ~GL_COLOR_BUFFER_BIT; | |
| flags |= D3DCLEAR_TARGET; | |
| } | |
| if (mask & GL_DEPTH_BUFFER_BIT) | |
| { | |
| mask &= ~GL_DEPTH_BUFFER_BIT; | |
| if (depthMask) | |
| { | |
| flags |= D3DCLEAR_ZBUFFER; | |
| } | |
| } | |
| Framebuffer *framebufferObject = getFramebuffer(); | |
| IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil(); | |
| GLuint stencilUnmasked = 0x0; | |
| if ((mask & GL_STENCIL_BUFFER_BIT) && depthStencil) | |
| { | |
| D3DSURFACE_DESC desc; | |
| depthStencil->GetDesc(&desc); | |
| mask &= ~GL_STENCIL_BUFFER_BIT; | |
| unsigned int stencilSize = es2dx::GetStencilSize(desc.Format); | |
| stencilUnmasked = (0x1 << stencilSize) - 1; | |
| if (stencilUnmasked != 0x0) | |
| { | |
| flags |= D3DCLEAR_STENCIL; | |
| } | |
| } | |
| if (mask != 0) | |
| { | |
| return error(GL_INVALID_VALUE); | |
| } | |
| applyRenderTarget(true); // Clips the clear to the scissor rectangle but not the viewport | |
| D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(colorClearValue.alpha), unorm<8>(colorClearValue.red), unorm<8>(colorClearValue.green), unorm<8>(colorClearValue.blue)); | |
| float depth = clamp01(depthClearValue); | |
| int stencil = stencilClearValue & 0x000000FF; | |
| IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget(); | |
| D3DSURFACE_DESC desc; | |
| renderTarget->GetDesc(&desc); | |
| bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || colorMaskAlpha; | |
| const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) && | |
| (stencilWritemask & stencilUnmasked) != stencilUnmasked; | |
| const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) && | |
| !(colorMaskRed && colorMaskGreen && | |
| colorMaskBlue && alphaUnmasked); | |
| if (needMaskedColorClear || needMaskedStencilClear) | |
| { | |
| device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); | |
| device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); | |
| device->SetRenderState(D3DRS_ZENABLE, FALSE); | |
| device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); | |
| device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); | |
| device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); | |
| device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); | |
| device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); | |
| if (flags & D3DCLEAR_TARGET) | |
| { | |
| device->SetRenderState(D3DRS_COLORWRITEENABLE, (colorMaskRed ? D3DCOLORWRITEENABLE_RED : 0) | | |
| (colorMaskGreen ? D3DCOLORWRITEENABLE_GREEN : 0) | | |
| (colorMaskBlue ? D3DCOLORWRITEENABLE_BLUE : 0) | | |
| (colorMaskAlpha ? D3DCOLORWRITEENABLE_ALPHA : 0)); | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_COLORWRITEENABLE, 0); | |
| } | |
| if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL)) | |
| { | |
| device->SetRenderState(D3DRS_STENCILENABLE, TRUE); | |
| device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE); | |
| device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); | |
| device->SetRenderState(D3DRS_STENCILREF, stencil); | |
| device->SetRenderState(D3DRS_STENCILWRITEMASK, stencilWritemask); | |
| device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE); | |
| device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE); | |
| device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); | |
| } | |
| else | |
| { | |
| device->SetRenderState(D3DRS_STENCILENABLE, FALSE); | |
| } | |
| device->SetPixelShader(NULL); | |
| device->SetVertexShader(NULL); | |
| device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE); | |
| struct Vertex | |
| { | |
| float x, y, z, w; | |
| D3DCOLOR diffuse; | |
| }; | |
| Vertex quad[4]; | |
| quad[0].x = 0.0f; | |
| quad[0].y = (float)desc.Height; | |
| quad[0].z = 0.0f; | |
| quad[0].w = 1.0f; | |
| quad[0].diffuse = color; | |
| quad[1].x = (float)desc.Width; | |
| quad[1].y = (float)desc.Height; | |
| quad[1].z = 0.0f; | |
| quad[1].w = 1.0f; | |
| quad[1].diffuse = color; | |
| quad[2].x = 0.0f; | |
| quad[2].y = 0.0f; | |
| quad[2].z = 0.0f; | |
| quad[2].w = 1.0f; | |
| quad[2].diffuse = color; | |
| quad[3].x = (float)desc.Width; | |
| quad[3].y = 0.0f; | |
| quad[3].z = 0.0f; | |
| quad[3].w = 1.0f; | |
| quad[3].diffuse = color; | |
| device->BeginScene(); | |
| device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(Vertex)); | |
| device->EndScene(); | |
| if (flags & D3DCLEAR_ZBUFFER) | |
| { | |
| device->SetRenderState(D3DRS_ZENABLE, TRUE); | |
| device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); | |
| device->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil); | |
| } | |
| } | |
| else | |
| { | |
| device->Clear(0, NULL, flags, color, depth, stencil); | |
| } | |
| } | |
| void Context::drawArrays(GLenum mode, GLint first, GLsizei count) | |
| { | |
| if (!currentProgram) | |
| { | |
| return error(GL_INVALID_OPERATION); | |
| } | |
| IDirect3DDevice9 *device = getDevice(); | |
| D3DPRIMITIVETYPE primitiveType; | |
| int primitiveCount; | |
| if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount)) | |
| return error(GL_INVALID_ENUM); | |
| if (primitiveCount <= 0) | |
| { | |
| return; | |
| } | |
| if (!applyRenderTarget(false)) | |
| { | |
| return error(GL_INVALID_FRAMEBUFFER_OPERATION); | |
| } | |
| applyState(mode); | |
| applyVertexBuffer(first, count); | |
| applyShaders(); | |
| applyTextures(); | |
| if (!getCurrentProgram()->validateSamplers()) | |
| { | |
| return error(GL_INVALID_OPERATION); | |
| } | |
| if (!cullSkipsDraw(mode)) | |
| { | |
| device->BeginScene(); | |
| device->DrawPrimitive(primitiveType, 0, primitiveCount); | |
| device->EndScene(); | |
| } | |
| } | |
| void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void* indices) | |
| { | |
| if (!currentProgram) | |
| { | |
| return error(GL_INVALID_OPERATION); | |
| } | |
| if (!indices && !elementArrayBuffer) | |
| { | |
| return error(GL_INVALID_OPERATION); | |
| } | |
| IDirect3DDevice9 *device = getDevice(); | |
| D3DPRIMITIVETYPE primitiveType; | |
| int primitiveCount; | |
| if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount)) | |
| return error(GL_INVALID_ENUM); | |
| if (primitiveCount <= 0) | |
| { | |
| return; | |
| } | |
| if (!applyRenderTarget(false)) | |
| { | |
| return error(GL_INVALID_FRAMEBUFFER_OPERATION); | |
| } | |
| applyState(mode); | |
| TranslatedIndexData indexInfo = applyIndexBuffer(indices, count, mode, type); | |
| applyVertexBuffer(indexInfo); | |
| applyShaders(); | |
| applyTextures(); | |
| if (!getCurrentProgram()->validateSamplers()) | |
| { | |
| return error(GL_INVALID_OPERATION); | |
| } | |
| if (!cullSkipsDraw(mode)) | |
| { | |
| device->BeginScene(); | |
| device->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, indexInfo.offset/sizeof(Index), primitiveCount); | |
| device->EndScene(); | |
| } | |
| } | |
| void Context::finish() | |
| { | |
| IDirect3DDevice9 *device = getDevice(); | |
| IDirect3DQuery9 *occlusionQuery = NULL; | |
| HRESULT result = device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery); | |
| if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) | |
| { | |
| return error(GL_OUT_OF_MEMORY); | |
| } | |
| ASSERT(SUCCEEDED(result)); | |
| if (occlusionQuery) | |
| { | |
| occlusionQuery->Issue(D3DISSUE_BEGIN); | |
| // Render something outside the render target | |
| device->SetPixelShader(NULL); | |
| device->SetVertexShader(NULL); | |
| device->SetFVF(D3DFVF_XYZRHW); | |
| float data[4] = {-1.0f, -1.0f, -1.0f, 1.0f}; | |
| device->BeginScene(); | |
| device->DrawPrimitiveUP(D3DPT_POINTLIST, 1, data, sizeof(data)); | |
| device->EndScene(); | |
| occlusionQuery->Issue(D3DISSUE_END); | |
| while (occlusionQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE) | |
| { | |
| // Keep polling, but allow other threads to do something useful first | |
| Sleep(0); | |
| } | |
| occlusionQuery->Release(); | |
| } | |
| } | |
| void Context::flush() | |
| { | |
| IDirect3DDevice9 *device = getDevice(); | |
| IDirect3DQuery9 *eventQuery = NULL; | |
| HRESULT result = device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery); | |
| if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) | |
| { | |
| return error(GL_OUT_OF_MEMORY); | |
| } | |
| ASSERT(SUCCEEDED(result)); | |
| if (eventQuery) | |
| { | |
| eventQuery->Issue(D3DISSUE_END); | |
| while (eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE) | |
| { | |
| // Keep polling, but allow other threads to do something useful first | |
| Sleep(0); | |
| } | |
| eventQuery->Release(); | |
| } | |
| } | |
| 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; | |
| } | |
| const char *Context::getPixelShaderProfile() | |
| { | |
| return mPsProfile; | |
| } | |
| const char *Context::getVertexShaderProfile() | |
| { | |
| return mVsProfile; | |
| } | |
| 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 (arrayBuffer == buffer) | |
| { | |
| arrayBuffer = 0; | |
| } | |
| if (elementArrayBuffer == buffer) | |
| { | |
| elementArrayBuffer = 0; | |
| } | |
| for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) | |
| { | |
| if (vertexAttribute[attribute].mBoundBuffer == buffer) | |
| { | |
| vertexAttribute[attribute].mBoundBuffer = 0; | |
| } | |
| } | |
| } | |
| 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 < SAMPLER_TYPE_COUNT; type++) | |
| { | |
| for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++) | |
| { | |
| if (samplerTexture[type][sampler] == texture) | |
| { | |
| samplerTexture[type][sampler] = 0; | |
| } | |
| } | |
| } | |
| // [OpenGL ES 2.0.24] section 4.4 page 112: | |
| // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is | |
| // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this | |
| // image was attached in the currently bound framebuffer. | |
| Framebuffer *framebuffer = getFramebuffer(); | |
| if (framebuffer) | |
| { | |
| framebuffer->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 (this->framebuffer == framebuffer) | |
| { | |
| bindFramebuffer(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 (this->renderbuffer == 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 *framebuffer = getFramebuffer(); | |
| if (framebuffer) | |
| { | |
| framebuffer->detachRenderbuffer(renderbuffer); | |
| } | |
| } | |
| Texture *Context::getIncompleteTexture(SamplerType type) | |
| { | |
| Texture *t = mIncompleteTextures[type]; | |
| if (t == NULL) | |
| { | |
| static const GLubyte color[] = { 0, 0, 0, 255 }; | |
| switch (type) | |
| { | |
| default: | |
| UNREACHABLE(); | |
| // default falls through to SAMPLER_2D | |
| case SAMPLER_2D: | |
| { | |
| Texture2D *incomplete2d = new Texture2D(this); | |
| incomplete2d->setImage(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| t = incomplete2d; | |
| } | |
| break; | |
| case SAMPLER_CUBE: | |
| { | |
| TextureCubeMap *incompleteCube = new TextureCubeMap(this); | |
| incompleteCube->setImagePosX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImageNegX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImagePosY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImageNegY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImagePosZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| incompleteCube->setImageNegZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); | |
| t = incompleteCube; | |
| } | |
| break; | |
| } | |
| mIncompleteTextures[type] = t; | |
| } | |
| return t; | |
| } | |
| bool Context::cullSkipsDraw(GLenum drawMode) | |
| { | |
| return cullFace && cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); | |
| } | |
| bool Context::isTriangleMode(GLenum drawMode) | |
| { | |
| switch (drawMode) | |
| { | |
| case GL_TRIANGLES: | |
| case GL_TRIANGLE_FAN: | |
| case GL_TRIANGLE_STRIP: | |
| return true; | |
| case GL_POINTS: | |
| case GL_LINES: | |
| case GL_LINE_LOOP: | |
| case GL_LINE_STRIP: | |
| return false; | |
| default: UNREACHABLE(); | |
| } | |
| return false; | |
| } | |
| void Context::setVertexAttrib(GLuint index, const GLfloat *values) | |
| { | |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); | |
| vertexAttribute[index].mCurrentValue[0] = values[0]; | |
| vertexAttribute[index].mCurrentValue[1] = values[1]; | |
| vertexAttribute[index].mCurrentValue[2] = values[2]; | |
| vertexAttribute[index].mCurrentValue[3] = values[3]; | |
| mVertexDataManager->dirtyCurrentValues(); | |
| } | |
| } | |
| extern "C" | |
| { | |
| gl::Context *glCreateContext(const egl::Config *config) | |
| { | |
| return new gl::Context(config); | |
| } | |
| 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(); | |
| } | |
| } |