| // |
| // 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 "Context.h" |
| |
| #include <algorithm> |
| |
| #include "main.h" |
| #include "Display.h" |
| #include "Buffer.h" |
| #include "Shader.h" |
| #include "Program.h" |
| #include "Texture.h" |
| #include "FrameBuffer.h" |
| #include "RenderBuffer.h" |
| #include "mathutil.h" |
| #include "utilities.h" |
| #include "geometry/backend.h" |
| #include "geometry/VertexDataManager.h" |
| #include "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; |
| sampleAlphaToCoverage = false; |
| sampleCoverage = false; |
| sampleCoverageValue = 1.0f; |
| sampleCoverageInvert = GL_FALSE; |
| scissorTest = false; |
| dither = true; |
| generateMipmapHint = GL_DONT_CARE; |
| |
| 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(); |
| mTextureCubeMapZero = new TextureCubeMap(); |
| |
| 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; |
| |
| mInvalidEnum = false; |
| mInvalidValue = false; |
| mInvalidOperation = false; |
| mOutOfMemory = false; |
| mInvalidFramebufferOperation = 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; |
| |
| 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); |
| } |
| |
| // 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); |
| |
| defaultRenderTarget->Release(); |
| |
| if (depthStencil) |
| { |
| depthStencil->Release(); |
| } |
| } |
| |
| 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(); |
| } |
| else if (type == GL_FRAGMENT_SHADER) |
| { |
| mShaderMap[handle] = new FragmentShader(); |
| } |
| 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) |
| { |
| if (texture != 0) |
| { |
| mTextureMap[texture] = new Texture2D(); |
| } |
| else // Special case: 0 refers to different initial textures based on the target |
| { |
| mTextureMap[0] = mTexture2DZero; |
| } |
| } |
| |
| texture2D = texture; |
| |
| samplerTexture[SAMPLER_2D][activeSampler] = texture; |
| } |
| |
| void Context::bindTextureCubeMap(GLuint texture) |
| { |
| if (!getTexture(texture) || texture == 0) |
| { |
| if (texture != 0) |
| { |
| mTextureMap[texture] = new TextureCubeMap(); |
| } |
| else // Special case: 0 refers to different initial textures based on the target |
| { |
| mTextureMap[0] = mTextureCubeMapZero; |
| } |
| } |
| |
| 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(); |
| |
| if (programObject && programObject->isFlaggedForDeletion()) |
| { |
| deleteProgram(currentProgram); |
| } |
| |
| currentProgram = program; |
| } |
| |
| 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) |
| { |
| 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) |
| { |
| return getTexture(samplerTexture[type][sampler]); |
| } |
| |
| Framebuffer *Context::getFramebuffer() |
| { |
| return getFramebuffer(framebuffer); |
| } |
| |
| // 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) |
| { |
| D3DSURFACE_DESC description; |
| renderTarget->GetDesc(&description); |
| Program *programObject = getCurrentProgram(); |
| |
| GLint halfPixelSize = programObject->getUniformLocation("gl_HalfPixelSize"); |
| GLfloat xy[2] = {1.0f / description.Width, 1.0f / description.Height}; |
| programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy); |
| |
| GLint window = programObject->getUniformLocation("gl_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("gl_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() |
| { |
| IDirect3DDevice9 *device = getDevice(); |
| Program *programObject = getCurrentProgram(); |
| |
| GLint frontCCW = programObject->getUniformLocation("__frontCCW"); |
| GLint ccw = (frontFace == GL_CCW); |
| programObject->setUniform1iv(frontCCW, 1, &ccw); |
| |
| 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) |
| { |
| UNIMPLEMENTED(); // FIXME |
| } |
| |
| 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 programAttribute 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].programAttribute = getCurrentProgram()->getInputMapping(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->preDraw(translated); |
| } |
| |
| void Context::applyVertexBuffer(GLsizei count, const void *indices, GLenum indexType) |
| { |
| TranslatedAttribute translated[MAX_VERTEX_ATTRIBS]; |
| |
| mVertexDataManager->preRenderValidate(adjustIndexPointer(indices), count, translated); |
| |
| lookupAttributeMapping(translated); |
| |
| mBufferBackEnd->preDraw(translated); |
| } |
| |
| // Applies the indices and element array bindings to the Direct3D 9 device |
| void Context::applyIndexBuffer(const void *indices, GLsizei count) |
| { |
| GLsizei length = count * sizeof(Index); |
| |
| IDirect3DDevice9 *device = getDevice(); |
| |
| IDirect3DIndexBuffer9 *indexBuffer = NULL; |
| void *data; |
| |
| HRESULT result = device->CreateIndexBuffer(length, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &indexBuffer, NULL); |
| |
| if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) |
| { |
| return error(GL_OUT_OF_MEMORY); |
| } |
| |
| ASSERT(SUCCEEDED(result)); |
| |
| if (indexBuffer) |
| { |
| indexBuffer->Lock(0, length, &data, 0); |
| memcpy(data, adjustIndexPointer(indices), length); |
| indexBuffer->Unlock(); |
| |
| device->SetIndices(indexBuffer); |
| indexBuffer->Release(); // Will only effectively be deleted when no longer in use |
| } |
| |
| startIndex = 0; |
| } |
| |
| // 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; |
| |
| 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 IMPLEMENTATION_COLOR_READ_FORMAT: |
| switch (type) |
| { |
| case IMPLEMENTATION_COLOR_READ_TYPE: |
| 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(); |
| applyVertexBuffer(first, count); |
| applyShaders(); |
| applyTextures(); |
| |
| device->BeginScene(); |
| device->DrawPrimitive(primitiveType, first, 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(); |
| applyVertexBuffer(count, indices, type); |
| applyIndexBuffer(indices, count); |
| applyShaders(); |
| applyTextures(); |
| |
| device->BeginScene(); |
| device->DrawIndexedPrimitive(primitiveType, 0, 0, count, startIndex, 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; |
| } |
| |
| 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; |
| incomplete2d->setImage(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); |
| t = incomplete2d; |
| } |
| break; |
| |
| case SAMPLER_CUBE: |
| { |
| TextureCubeMap *incompleteCube = new TextureCubeMap; |
| |
| 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; |
| } |
| } |
| |
| 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(); |
| } |
| } |