| // |
| // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Context.cpp: Implements the gl::Context class, managing all GL state and performing |
| // rendering operations. It is the GLES2 specific implementation of EGLContext. |
| |
| #include "libGLESv2/Context.h" |
| |
| #include "libGLESv2/main.h" |
| #include "common/utilities.h" |
| #include "common/platform.h" |
| #include "libGLESv2/formatutils.h" |
| #include "libGLESv2/Buffer.h" |
| #include "libGLESv2/Fence.h" |
| #include "libGLESv2/Framebuffer.h" |
| #include "libGLESv2/FramebufferAttachment.h" |
| #include "libGLESv2/Renderbuffer.h" |
| #include "libGLESv2/Program.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/Query.h" |
| #include "libGLESv2/Texture.h" |
| #include "libGLESv2/ResourceManager.h" |
| #include "libGLESv2/renderer/d3d/IndexDataManager.h" |
| #include "libGLESv2/renderer/Renderer.h" |
| #include "libGLESv2/VertexArray.h" |
| #include "libGLESv2/Sampler.h" |
| #include "libGLESv2/validationES.h" |
| #include "libGLESv2/TransformFeedback.h" |
| |
| #include "libEGL/Surface.h" |
| |
| #include <sstream> |
| |
| namespace gl |
| { |
| |
| Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) |
| : mRenderer(renderer) |
| { |
| ASSERT(robustAccess == false); // Unimplemented |
| |
| initCaps(clientVersion); |
| |
| mClientVersion = clientVersion; |
| |
| mFenceNVHandleAllocator.setBaseHandle(0); |
| |
| if (shareContext != NULL) |
| { |
| mResourceManager = shareContext->mResourceManager; |
| mResourceManager->addRef(); |
| } |
| else |
| { |
| mResourceManager = new ResourceManager(mRenderer); |
| } |
| |
| // [OpenGL ES 2.0.24] section 3.7 page 83: |
| // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional |
| // and cube map texture state vectors respectively associated with them. |
| // In order that access to these initial textures not be lost, they are treated as texture |
| // objects all of whose names are 0. |
| |
| mTexture2DZero.set(new Texture2D(mRenderer->createTexture(GL_TEXTURE_2D), 0)); |
| mTextureCubeMapZero.set(new TextureCubeMap(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), 0)); |
| mTexture3DZero.set(new Texture3D(mRenderer->createTexture(GL_TEXTURE_3D), 0)); |
| mTexture2DArrayZero.set(new Texture2DArray(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), 0)); |
| |
| bindVertexArray(0); |
| bindArrayBuffer(0); |
| bindElementArrayBuffer(0); |
| bindTextureCubeMap(0); |
| bindTexture2D(0); |
| bindReadFramebuffer(0); |
| bindDrawFramebuffer(0); |
| bindRenderbuffer(0); |
| |
| bindGenericUniformBuffer(0); |
| for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++) |
| { |
| bindIndexedUniformBuffer(0, i, 0, -1); |
| } |
| |
| bindGenericTransformFeedbackBuffer(0); |
| for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) |
| { |
| bindIndexedTransformFeedbackBuffer(0, i, 0, -1); |
| } |
| |
| bindCopyReadBuffer(0); |
| bindCopyWriteBuffer(0); |
| bindPixelPackBuffer(0); |
| bindPixelUnpackBuffer(0); |
| |
| // [OpenGL ES 3.0.2] section 2.14.1 pg 85: |
| // In the initial state, a default transform feedback object is bound and treated as |
| // a transform feedback object with a name of zero. That object is bound any time |
| // BindTransformFeedback is called with id of zero |
| mTransformFeedbackZero.set(new TransformFeedback(mRenderer->createTransformFeedback(), 0)); |
| bindTransformFeedback(0); |
| |
| mHasBeenCurrent = false; |
| mContextLost = false; |
| mResetStatus = GL_NO_ERROR; |
| mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT); |
| mRobustAccess = robustAccess; |
| |
| mState.setContext(this); |
| } |
| |
| Context::~Context() |
| { |
| GLuint currentProgram = mState.getCurrentProgramId(); |
| if (currentProgram != 0) |
| { |
| Program *programObject = mResourceManager->getProgram(currentProgram); |
| if (programObject) |
| { |
| programObject->release(); |
| } |
| currentProgram = 0; |
| } |
| mState.setCurrentProgram(0, NULL); |
| |
| while (!mFramebufferMap.empty()) |
| { |
| deleteFramebuffer(mFramebufferMap.begin()->first); |
| } |
| |
| while (!mFenceNVMap.empty()) |
| { |
| deleteFenceNV(mFenceNVMap.begin()->first); |
| } |
| |
| while (!mQueryMap.empty()) |
| { |
| deleteQuery(mQueryMap.begin()->first); |
| } |
| |
| while (!mVertexArrayMap.empty()) |
| { |
| deleteVertexArray(mVertexArrayMap.begin()->first); |
| } |
| |
| mTransformFeedbackZero.set(NULL); |
| while (!mTransformFeedbackMap.empty()) |
| { |
| deleteTransformFeedback(mTransformFeedbackMap.begin()->first); |
| } |
| |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) |
| { |
| mIncompleteTextures[type].set(NULL); |
| } |
| |
| mTexture2DZero.set(NULL); |
| mTextureCubeMapZero.set(NULL); |
| mTexture3DZero.set(NULL); |
| mTexture2DArrayZero.set(NULL); |
| |
| mResourceManager->release(); |
| } |
| |
| void Context::makeCurrent(egl::Surface *surface) |
| { |
| if (!mHasBeenCurrent) |
| { |
| initRendererString(); |
| initExtensionStrings(); |
| |
| mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight()); |
| mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight()); |
| |
| mHasBeenCurrent = true; |
| } |
| |
| // Wrap the existing swapchain resources into GL objects and assign them to the '0' names |
| rx::SwapChain *swapchain = surface->getSwapChain(); |
| |
| Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain); |
| DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain); |
| Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero); |
| |
| setFramebufferZero(framebufferZero); |
| |
| // Store the current client version in the renderer |
| mRenderer->setCurrentClientVersion(mClientVersion); |
| } |
| |
| // NOTE: this function should not assume that this context is current! |
| void Context::markContextLost() |
| { |
| if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT) |
| mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT; |
| mContextLost = true; |
| } |
| |
| bool Context::isContextLost() |
| { |
| return mContextLost; |
| } |
| |
| GLuint Context::createBuffer() |
| { |
| return mResourceManager->createBuffer(); |
| } |
| |
| GLuint Context::createProgram() |
| { |
| return mResourceManager->createProgram(); |
| } |
| |
| GLuint Context::createShader(GLenum type) |
| { |
| return mResourceManager->createShader(type); |
| } |
| |
| GLuint Context::createTexture() |
| { |
| return mResourceManager->createTexture(); |
| } |
| |
| GLuint Context::createRenderbuffer() |
| { |
| return mResourceManager->createRenderbuffer(); |
| } |
| |
| GLsync Context::createFenceSync(GLenum condition) |
| { |
| GLuint handle = mResourceManager->createFenceSync(); |
| |
| gl::FenceSync *fenceSync = mResourceManager->getFenceSync(handle); |
| ASSERT(fenceSync); |
| |
| fenceSync->set(condition); |
| |
| return reinterpret_cast<GLsync>(handle); |
| } |
| |
| GLuint Context::createVertexArray() |
| { |
| GLuint handle = mVertexArrayHandleAllocator.allocate(); |
| |
| // Although the spec states VAO state is not initialized until the object is bound, |
| // we create it immediately. The resulting behaviour is transparent to the application, |
| // since it's not currently possible to access the state until the object is bound. |
| VertexArray *vertexArray = new VertexArray(mRenderer->createVertexArray(), handle, MAX_VERTEX_ATTRIBS); |
| mVertexArrayMap[handle] = vertexArray; |
| return handle; |
| } |
| |
| GLuint Context::createSampler() |
| { |
| return mResourceManager->createSampler(); |
| } |
| |
| GLuint Context::createTransformFeedback() |
| { |
| GLuint handle = mTransformFeedbackAllocator.allocate(); |
| TransformFeedback *transformFeedback = new TransformFeedback(mRenderer->createTransformFeedback(), handle); |
| transformFeedback->addRef(); |
| mTransformFeedbackMap[handle] = transformFeedback; |
| return handle; |
| } |
| |
| // Returns an unused framebuffer name |
| GLuint Context::createFramebuffer() |
| { |
| GLuint handle = mFramebufferHandleAllocator.allocate(); |
| |
| mFramebufferMap[handle] = NULL; |
| |
| return handle; |
| } |
| |
| GLuint Context::createFenceNV() |
| { |
| GLuint handle = mFenceNVHandleAllocator.allocate(); |
| |
| mFenceNVMap[handle] = new FenceNV(mRenderer); |
| |
| return handle; |
| } |
| |
| // Returns an unused query name |
| GLuint Context::createQuery() |
| { |
| GLuint handle = mQueryHandleAllocator.allocate(); |
| |
| mQueryMap[handle] = NULL; |
| |
| return handle; |
| } |
| |
| void Context::deleteBuffer(GLuint buffer) |
| { |
| if (mResourceManager->getBuffer(buffer)) |
| { |
| detachBuffer(buffer); |
| } |
| |
| mResourceManager->deleteBuffer(buffer); |
| } |
| |
| void Context::deleteShader(GLuint shader) |
| { |
| mResourceManager->deleteShader(shader); |
| } |
| |
| void Context::deleteProgram(GLuint program) |
| { |
| mResourceManager->deleteProgram(program); |
| } |
| |
| void Context::deleteTexture(GLuint texture) |
| { |
| if (mResourceManager->getTexture(texture)) |
| { |
| detachTexture(texture); |
| } |
| |
| mResourceManager->deleteTexture(texture); |
| } |
| |
| void Context::deleteRenderbuffer(GLuint renderbuffer) |
| { |
| if (mResourceManager->getRenderbuffer(renderbuffer)) |
| { |
| detachRenderbuffer(renderbuffer); |
| } |
| |
| mResourceManager->deleteRenderbuffer(renderbuffer); |
| } |
| |
| void Context::deleteFenceSync(GLsync fenceSync) |
| { |
| // The spec specifies the underlying Fence object is not deleted until all current |
| // wait commands finish. However, since the name becomes invalid, we cannot query the fence, |
| // and since our API is currently designed for being called from a single thread, we can delete |
| // the fence immediately. |
| mResourceManager->deleteFenceSync(reinterpret_cast<GLuint>(fenceSync)); |
| } |
| |
| void Context::deleteVertexArray(GLuint vertexArray) |
| { |
| auto vertexArrayObject = mVertexArrayMap.find(vertexArray); |
| |
| if (vertexArrayObject != mVertexArrayMap.end()) |
| { |
| detachVertexArray(vertexArray); |
| |
| mVertexArrayHandleAllocator.release(vertexArrayObject->first); |
| delete vertexArrayObject->second; |
| mVertexArrayMap.erase(vertexArrayObject); |
| } |
| } |
| |
| void Context::deleteSampler(GLuint sampler) |
| { |
| if (mResourceManager->getSampler(sampler)) |
| { |
| detachSampler(sampler); |
| } |
| |
| mResourceManager->deleteSampler(sampler); |
| } |
| |
| void Context::deleteTransformFeedback(GLuint transformFeedback) |
| { |
| TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(transformFeedback); |
| if (iter != mTransformFeedbackMap.end()) |
| { |
| detachTransformFeedback(transformFeedback); |
| mTransformFeedbackAllocator.release(transformFeedback); |
| iter->second->release(); |
| mTransformFeedbackMap.erase(iter); |
| } |
| } |
| |
| void Context::deleteFramebuffer(GLuint framebuffer) |
| { |
| FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); |
| |
| if (framebufferObject != mFramebufferMap.end()) |
| { |
| detachFramebuffer(framebuffer); |
| |
| mFramebufferHandleAllocator.release(framebufferObject->first); |
| delete framebufferObject->second; |
| mFramebufferMap.erase(framebufferObject); |
| } |
| } |
| |
| void Context::deleteFenceNV(GLuint fence) |
| { |
| FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence); |
| |
| if (fenceObject != mFenceNVMap.end()) |
| { |
| mFenceNVHandleAllocator.release(fenceObject->first); |
| delete fenceObject->second; |
| mFenceNVMap.erase(fenceObject); |
| } |
| } |
| |
| void Context::deleteQuery(GLuint query) |
| { |
| QueryMap::iterator queryObject = mQueryMap.find(query); |
| if (queryObject != mQueryMap.end()) |
| { |
| mQueryHandleAllocator.release(queryObject->first); |
| if (queryObject->second) |
| { |
| queryObject->second->release(); |
| } |
| mQueryMap.erase(queryObject); |
| } |
| } |
| |
| Buffer *Context::getBuffer(GLuint handle) |
| { |
| return mResourceManager->getBuffer(handle); |
| } |
| |
| Shader *Context::getShader(GLuint handle) const |
| { |
| return mResourceManager->getShader(handle); |
| } |
| |
| Program *Context::getProgram(GLuint handle) const |
| { |
| return mResourceManager->getProgram(handle); |
| } |
| |
| Texture *Context::getTexture(GLuint handle) const |
| { |
| return mResourceManager->getTexture(handle); |
| } |
| |
| Renderbuffer *Context::getRenderbuffer(GLuint handle) |
| { |
| return mResourceManager->getRenderbuffer(handle); |
| } |
| |
| FenceSync *Context::getFenceSync(GLsync handle) const |
| { |
| return mResourceManager->getFenceSync(reinterpret_cast<GLuint>(handle)); |
| } |
| |
| VertexArray *Context::getVertexArray(GLuint handle) const |
| { |
| auto vertexArray = mVertexArrayMap.find(handle); |
| |
| if (vertexArray == mVertexArrayMap.end()) |
| { |
| return NULL; |
| } |
| else |
| { |
| return vertexArray->second; |
| } |
| } |
| |
| Sampler *Context::getSampler(GLuint handle) const |
| { |
| return mResourceManager->getSampler(handle); |
| } |
| |
| TransformFeedback *Context::getTransformFeedback(GLuint handle) const |
| { |
| if (handle == 0) |
| { |
| return mTransformFeedbackZero.get(); |
| } |
| else |
| { |
| TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(handle); |
| return (iter != mTransformFeedbackMap.end()) ? iter->second : NULL; |
| } |
| } |
| |
| bool Context::isSampler(GLuint samplerName) const |
| { |
| return mResourceManager->isSampler(samplerName); |
| } |
| |
| void Context::bindArrayBuffer(unsigned int buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setArrayBufferBinding(getBuffer(buffer)); |
| } |
| |
| void Context::bindElementArrayBuffer(unsigned int buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer)); |
| } |
| |
| void Context::bindTexture2D(GLuint texture) |
| { |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); |
| |
| mState.setSamplerTexture(TEXTURE_2D, getTexture(texture)); |
| } |
| |
| void Context::bindTextureCubeMap(GLuint texture) |
| { |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); |
| |
| mState.setSamplerTexture(TEXTURE_CUBE, getTexture(texture)); |
| } |
| |
| void Context::bindTexture3D(GLuint texture) |
| { |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); |
| |
| mState.setSamplerTexture(TEXTURE_3D, getTexture(texture)); |
| } |
| |
| void Context::bindTexture2DArray(GLuint texture) |
| { |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); |
| |
| mState.setSamplerTexture(TEXTURE_2D_ARRAY, getTexture(texture)); |
| } |
| |
| void Context::bindReadFramebuffer(GLuint framebuffer) |
| { |
| if (!getFramebuffer(framebuffer)) |
| { |
| mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer); |
| } |
| |
| mState.setReadFramebufferBinding(getFramebuffer(framebuffer)); |
| } |
| |
| void Context::bindDrawFramebuffer(GLuint framebuffer) |
| { |
| if (!getFramebuffer(framebuffer)) |
| { |
| mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer); |
| } |
| |
| mState.setDrawFramebufferBinding(getFramebuffer(framebuffer)); |
| } |
| |
| void Context::bindRenderbuffer(GLuint renderbuffer) |
| { |
| mResourceManager->checkRenderbufferAllocation(renderbuffer); |
| |
| mState.setRenderbufferBinding(getRenderbuffer(renderbuffer)); |
| } |
| |
| void Context::bindVertexArray(GLuint vertexArray) |
| { |
| if (!getVertexArray(vertexArray)) |
| { |
| VertexArray *vertexArrayObject = new VertexArray(mRenderer->createVertexArray(), vertexArray, MAX_VERTEX_ATTRIBS); |
| mVertexArrayMap[vertexArray] = vertexArrayObject; |
| } |
| |
| mState.setVertexArrayBinding(getVertexArray(vertexArray)); |
| } |
| |
| void Context::bindSampler(GLuint textureUnit, GLuint sampler) |
| { |
| ASSERT(textureUnit < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS); // TODO: Update for backend-determined array size |
| mResourceManager->checkSamplerAllocation(sampler); |
| |
| mState.setSamplerBinding(textureUnit, getSampler(sampler)); |
| } |
| |
| void Context::bindGenericUniformBuffer(GLuint buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setGenericUniformBufferBinding(getBuffer(buffer)); |
| } |
| |
| void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setIndexedUniformBufferBinding(index, getBuffer(buffer), offset, size); |
| } |
| |
| void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setGenericTransformFeedbackBufferBinding(getBuffer(buffer)); |
| } |
| |
| void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setIndexedTransformFeedbackBufferBinding(index, getBuffer(buffer), offset, size); |
| } |
| |
| void Context::bindCopyReadBuffer(GLuint buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setCopyReadBufferBinding(getBuffer(buffer)); |
| } |
| |
| void Context::bindCopyWriteBuffer(GLuint buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setCopyWriteBufferBinding(getBuffer(buffer)); |
| } |
| |
| void Context::bindPixelPackBuffer(GLuint buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setPixelPackBufferBinding(getBuffer(buffer)); |
| } |
| |
| void Context::bindPixelUnpackBuffer(GLuint buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.setPixelUnpackBufferBinding(getBuffer(buffer)); |
| } |
| |
| void Context::useProgram(GLuint program) |
| { |
| GLuint priorProgramId = mState.getCurrentProgramId(); |
| Program *priorProgram = mResourceManager->getProgram(priorProgramId); |
| |
| if (priorProgramId != program) |
| { |
| mState.setCurrentProgram(program, mResourceManager->getProgram(program)); |
| |
| if (priorProgram) |
| { |
| priorProgram->release(); |
| } |
| } |
| } |
| |
| void Context::linkProgram(GLuint program) |
| { |
| Program *programObject = mResourceManager->getProgram(program); |
| |
| bool linked = programObject->link(getCaps()); |
| |
| // if the current program was relinked successfully we |
| // need to install the new executables |
| if (linked && program == mState.getCurrentProgramId()) |
| { |
| mState.setCurrentProgramBinary(programObject->getProgramBinary()); |
| } |
| } |
| |
| void Context::setProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLint length) |
| { |
| Program *programObject = mResourceManager->getProgram(program); |
| |
| bool loaded = programObject->setProgramBinary(binaryFormat, binary, length); |
| |
| // if the current program was reloaded successfully we |
| // need to install the new executables |
| if (loaded && program == mState.getCurrentProgramId()) |
| { |
| mState.setCurrentProgramBinary(programObject->getProgramBinary()); |
| } |
| |
| } |
| |
| void Context::bindTransformFeedback(GLuint transformFeedback) |
| { |
| mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback)); |
| } |
| |
| Error Context::beginQuery(GLenum target, GLuint query) |
| { |
| Query *queryObject = getQuery(query, true, target); |
| ASSERT(queryObject); |
| |
| // begin query |
| Error error = queryObject->begin(); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| // set query as active for specified target only if begin succeeded |
| mState.setActiveQuery(target, queryObject); |
| |
| return Error(GL_NO_ERROR); |
| } |
| |
| Error Context::endQuery(GLenum target) |
| { |
| Query *queryObject = mState.getActiveQuery(target); |
| ASSERT(queryObject); |
| |
| gl::Error error = queryObject->end(); |
| |
| // Always unbind the query, even if there was an error. This may delete the query object. |
| mState.setActiveQuery(target, NULL); |
| |
| return error; |
| } |
| |
| void Context::setFramebufferZero(Framebuffer *buffer) |
| { |
| // First, check to see if the old default framebuffer |
| // was set for draw or read framebuffer, and change |
| // the bindings to point to the new one before deleting it. |
| if (mState.getDrawFramebuffer()->id() == 0) |
| { |
| mState.setDrawFramebufferBinding(buffer); |
| } |
| |
| if (mState.getReadFramebuffer()->id() == 0) |
| { |
| mState.setReadFramebufferBinding(buffer); |
| } |
| |
| delete mFramebufferMap[0]; |
| mFramebufferMap[0] = buffer; |
| } |
| |
| void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples) |
| { |
| ASSERT(getTextureCaps().get(internalformat).renderable); |
| |
| RenderbufferStorage *renderbuffer = NULL; |
| |
| const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat); |
| if (formatInfo.depthBits > 0 && formatInfo.stencilBits > 0) |
| { |
| renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples); |
| } |
| else if (formatInfo.depthBits > 0) |
| { |
| renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples); |
| } |
| else if (formatInfo.stencilBits > 0) |
| { |
| renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples); |
| } |
| else |
| { |
| renderbuffer = new gl::Colorbuffer(mRenderer, width, height, internalformat, samples); |
| } |
| |
| mState.getCurrentRenderbuffer()->setStorage(renderbuffer); |
| } |
| |
| Framebuffer *Context::getFramebuffer(unsigned int handle) const |
| { |
| FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); |
| |
| if (framebuffer == mFramebufferMap.end()) |
| { |
| return NULL; |
| } |
| else |
| { |
| return framebuffer->second; |
| } |
| } |
| |
| FenceNV *Context::getFenceNV(unsigned int handle) |
| { |
| FenceNVMap::iterator fence = mFenceNVMap.find(handle); |
| |
| if (fence == mFenceNVMap.end()) |
| { |
| return NULL; |
| } |
| else |
| { |
| return fence->second; |
| } |
| } |
| |
| Query *Context::getQuery(unsigned int handle, bool create, GLenum type) |
| { |
| QueryMap::iterator query = mQueryMap.find(handle); |
| |
| if (query == mQueryMap.end()) |
| { |
| return NULL; |
| } |
| else |
| { |
| if (!query->second && create) |
| { |
| query->second = new Query(mRenderer->createQuery(type), handle); |
| query->second->addRef(); |
| } |
| return query->second; |
| } |
| } |
| |
| Texture *Context::getTargetTexture(GLenum target) const |
| { |
| if (!ValidTextureTarget(this, target)) |
| { |
| return NULL; |
| } |
| |
| switch (target) |
| { |
| case GL_TEXTURE_2D: return getTexture2D(); |
| case GL_TEXTURE_CUBE_MAP: return getTextureCubeMap(); |
| case GL_TEXTURE_3D: return getTexture3D(); |
| case GL_TEXTURE_2D_ARRAY: return getTexture2DArray(); |
| default: return NULL; |
| } |
| } |
| |
| Texture2D *Context::getTexture2D() const |
| { |
| return static_cast<Texture2D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D)); |
| } |
| |
| TextureCubeMap *Context::getTextureCubeMap() const |
| { |
| return static_cast<TextureCubeMap*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_CUBE)); |
| } |
| |
| Texture3D *Context::getTexture3D() const |
| { |
| return static_cast<Texture3D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_3D)); |
| } |
| |
| Texture2DArray *Context::getTexture2DArray() const |
| { |
| return static_cast<Texture2DArray*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D_ARRAY)); |
| } |
| |
| Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const |
| { |
| if (mState.getSamplerTextureId(sampler, type) == 0) |
| { |
| switch (type) |
| { |
| default: UNREACHABLE(); |
| case TEXTURE_2D: return mTexture2DZero.get(); |
| case TEXTURE_CUBE: return mTextureCubeMapZero.get(); |
| case TEXTURE_3D: return mTexture3DZero.get(); |
| case TEXTURE_2D_ARRAY: return mTexture2DArrayZero.get(); |
| } |
| } |
| else |
| { |
| return mState.getSamplerTexture(sampler, type); |
| } |
| } |
| |
| void Context::getBooleanv(GLenum pname, GLboolean *params) |
| { |
| switch (pname) |
| { |
| case GL_SHADER_COMPILER: *params = GL_TRUE; break; |
| case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break; |
| default: |
| mState.getBooleanv(pname, params); |
| break; |
| } |
| } |
| |
| void Context::getFloatv(GLenum pname, GLfloat *params) |
| { |
| // Queries about context capabilities and maximums are answered by Context. |
| // Queries about current GL state values are answered by State. |
| switch (pname) |
| { |
| case GL_ALIASED_LINE_WIDTH_RANGE: |
| params[0] = mCaps.minAliasedLineWidth; |
| params[1] = mCaps.maxAliasedLineWidth; |
| break; |
| case GL_ALIASED_POINT_SIZE_RANGE: |
| params[0] = mCaps.minAliasedPointSize; |
| params[1] = mCaps.maxAliasedPointSize; |
| break; |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: |
| ASSERT(mExtensions.textureFilterAnisotropic); |
| *params = mExtensions.maxTextureAnisotropy; |
| break; |
| default: |
| mState.getFloatv(pname, params); |
| break; |
| } |
| } |
| |
| void Context::getIntegerv(GLenum pname, GLint *params) |
| { |
| // Queries about context capabilities and maximums are answered by Context. |
| // Queries about current GL state values are answered by State. |
| |
| switch (pname) |
| { |
| case GL_MAX_VERTEX_ATTRIBS: *params = mCaps.maxVertexAttributes; break; |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mCaps.maxVertexUniformVectors; break; |
| case GL_MAX_VERTEX_UNIFORM_COMPONENTS: *params = mCaps.maxVertexUniformComponents; break; |
| case GL_MAX_VARYING_VECTORS: *params = mCaps.maxVaryingVectors; break; |
| case GL_MAX_VARYING_COMPONENTS: *params = mCaps.maxVertexOutputComponents; break; |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mCaps.maxCombinedTextureImageUnits; break; |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mCaps.maxVertexTextureImageUnits; break; |
| case GL_MAX_TEXTURE_IMAGE_UNITS: *params = mCaps.maxTextureImageUnits; break; |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mCaps.maxFragmentUniformVectors; break; |
| case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = mCaps.maxFragmentInputComponents; break; |
| case GL_MAX_RENDERBUFFER_SIZE: *params = mCaps.maxRenderbufferSize; break; |
| case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mCaps.maxColorAttachments; break; |
| case GL_MAX_DRAW_BUFFERS_EXT: *params = mCaps.maxDrawBuffers; break; |
| //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE |
| case GL_SUBPIXEL_BITS: *params = 4; break; |
| case GL_MAX_TEXTURE_SIZE: *params = mCaps.max2DTextureSize; break; |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = mCaps.maxCubeMapTextureSize; break; |
| case GL_MAX_3D_TEXTURE_SIZE: *params = mCaps.max3DTextureSize; break; |
| case GL_MAX_ARRAY_TEXTURE_LAYERS: *params = mCaps.maxArrayTextureLayers; break; |
| case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: *params = mCaps.uniformBufferOffsetAlignment; break; |
| case GL_MAX_UNIFORM_BUFFER_BINDINGS: *params = mCaps.maxUniformBufferBindings; break; |
| case GL_MAX_VERTEX_UNIFORM_BLOCKS: *params = mCaps.maxVertexUniformBlocks; break; |
| case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: *params = mCaps.maxFragmentUniformBlocks; break; |
| case GL_MAX_COMBINED_UNIFORM_BLOCKS: *params = mCaps.maxCombinedTextureImageUnits; break; |
| case GL_MAJOR_VERSION: *params = mClientVersion; break; |
| case GL_MINOR_VERSION: *params = 0; break; |
| case GL_MAX_ELEMENTS_INDICES: *params = mCaps.maxElementsIndices; break; |
| case GL_MAX_ELEMENTS_VERTICES: *params = mCaps.maxElementsVertices; break; |
| case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mCaps.maxTransformFeedbackInterleavedComponents; break; |
| case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = mCaps.maxTransformFeedbackSeparateAttributes; break; |
| case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: *params = mCaps.maxTransformFeedbackSeparateComponents; break; |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = mCaps.compressedTextureFormats.size(); break; |
| case GL_MAX_SAMPLES_ANGLE: *params = mExtensions.maxSamples; break; |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: |
| { |
| GLenum internalFormat, format, type; |
| getCurrentReadFormatType(&internalFormat, &format, &type); |
| if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT) |
| *params = format; |
| else |
| *params = type; |
| } |
| break; |
| case GL_MAX_VIEWPORT_DIMS: |
| { |
| params[0] = mCaps.maxViewportWidth; |
| params[1] = mCaps.maxViewportHeight; |
| } |
| break; |
| case GL_COMPRESSED_TEXTURE_FORMATS: |
| std::copy(mCaps.compressedTextureFormats.begin(), mCaps.compressedTextureFormats.end(), params); |
| break; |
| case GL_RESET_NOTIFICATION_STRATEGY_EXT: |
| *params = mResetStrategy; |
| break; |
| case GL_NUM_SHADER_BINARY_FORMATS: |
| *params = mCaps.shaderBinaryFormats.size(); |
| break; |
| case GL_SHADER_BINARY_FORMATS: |
| std::copy(mCaps.shaderBinaryFormats.begin(), mCaps.shaderBinaryFormats.end(), params); |
| break; |
| case GL_NUM_PROGRAM_BINARY_FORMATS: |
| *params = mCaps.programBinaryFormats.size(); |
| break; |
| case GL_PROGRAM_BINARY_FORMATS: |
| std::copy(mCaps.programBinaryFormats.begin(), mCaps.programBinaryFormats.end(), params); |
| break; |
| case GL_NUM_EXTENSIONS: |
| *params = static_cast<GLint>(mExtensionStrings.size()); |
| break; |
| default: |
| mState.getIntegerv(pname, params); |
| break; |
| } |
| } |
| |
| void Context::getInteger64v(GLenum pname, GLint64 *params) |
| { |
| // Queries about context capabilities and maximums are answered by Context. |
| // Queries about current GL state values are answered by State. |
| switch (pname) |
| { |
| case GL_MAX_ELEMENT_INDEX: |
| *params = mCaps.maxElementIndex; |
| break; |
| case GL_MAX_UNIFORM_BLOCK_SIZE: |
| *params = mCaps.maxUniformBlockSize; |
| break; |
| case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: |
| *params = mCaps.maxCombinedVertexUniformComponents; |
| break; |
| case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: |
| *params = mCaps.maxCombinedFragmentUniformComponents; |
| break; |
| case GL_MAX_SERVER_WAIT_TIMEOUT: |
| *params = mCaps.maxServerWaitTimeout; |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| |
| bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data) |
| { |
| // Queries about context capabilities and maximums are answered by Context. |
| // Queries about current GL state values are answered by State. |
| // Indexed integer queries all refer to current state, so this function is a |
| // mere passthrough. |
| return mState.getIndexedIntegerv(target, index, data); |
| } |
| |
| bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data) |
| { |
| // Queries about context capabilities and maximums are answered by Context. |
| // Queries about current GL state values are answered by State. |
| // Indexed integer queries all refer to current state, so this function is a |
| // mere passthrough. |
| return mState.getIndexedInteger64v(target, index, data); |
| } |
| |
| bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) |
| { |
| if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| return true; |
| } |
| |
| // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation |
| // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due |
| // to the fact that it is stored internally as a float, and so would require conversion |
| // if returned from Context::getIntegerv. Since this conversion is already implemented |
| // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we |
| // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling |
| // application. |
| switch (pname) |
| { |
| case GL_COMPRESSED_TEXTURE_FORMATS: |
| { |
| *type = GL_INT; |
| *numParams = mCaps.compressedTextureFormats.size(); |
| } |
| return true; |
| case GL_PROGRAM_BINARY_FORMATS_OES: |
| { |
| *type = GL_INT; |
| *numParams = mCaps.programBinaryFormats.size(); |
| } |
| return true; |
| case GL_SHADER_BINARY_FORMATS: |
| { |
| *type = GL_INT; |
| *numParams = mCaps.shaderBinaryFormats.size(); |
| } |
| return true; |
| case GL_MAX_VERTEX_ATTRIBS: |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: |
| case GL_MAX_VARYING_VECTORS: |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: |
| case GL_MAX_RENDERBUFFER_SIZE: |
| case GL_MAX_COLOR_ATTACHMENTS_EXT: |
| case GL_MAX_DRAW_BUFFERS_EXT: |
| case GL_NUM_SHADER_BINARY_FORMATS: |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: |
| case GL_ARRAY_BUFFER_BINDING: |
| //case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE |
| case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: |
| case GL_READ_FRAMEBUFFER_BINDING_ANGLE: |
| case GL_RENDERBUFFER_BINDING: |
| case GL_CURRENT_PROGRAM: |
| case GL_PACK_ALIGNMENT: |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: |
| case GL_UNPACK_ALIGNMENT: |
| case GL_GENERATE_MIPMAP_HINT: |
| case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: |
| case GL_RED_BITS: |
| case GL_GREEN_BITS: |
| case GL_BLUE_BITS: |
| case GL_ALPHA_BITS: |
| case GL_DEPTH_BITS: |
| case GL_STENCIL_BITS: |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: |
| case GL_CULL_FACE_MODE: |
| case GL_FRONT_FACE: |
| case GL_ACTIVE_TEXTURE: |
| case GL_STENCIL_FUNC: |
| case GL_STENCIL_VALUE_MASK: |
| case GL_STENCIL_REF: |
| case GL_STENCIL_FAIL: |
| case GL_STENCIL_PASS_DEPTH_FAIL: |
| case GL_STENCIL_PASS_DEPTH_PASS: |
| case GL_STENCIL_BACK_FUNC: |
| case GL_STENCIL_BACK_VALUE_MASK: |
| case GL_STENCIL_BACK_REF: |
| case GL_STENCIL_BACK_FAIL: |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: |
| case GL_DEPTH_FUNC: |
| case GL_BLEND_SRC_RGB: |
| case GL_BLEND_SRC_ALPHA: |
| case GL_BLEND_DST_RGB: |
| case GL_BLEND_DST_ALPHA: |
| case GL_BLEND_EQUATION_RGB: |
| case GL_BLEND_EQUATION_ALPHA: |
| case GL_STENCIL_WRITEMASK: |
| case GL_STENCIL_BACK_WRITEMASK: |
| case GL_STENCIL_CLEAR_VALUE: |
| case GL_SUBPIXEL_BITS: |
| case GL_MAX_TEXTURE_SIZE: |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: |
| case GL_SAMPLE_BUFFERS: |
| case GL_SAMPLES: |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: |
| case GL_TEXTURE_BINDING_2D: |
| case GL_TEXTURE_BINDING_CUBE_MAP: |
| case GL_RESET_NOTIFICATION_STRATEGY_EXT: |
| case GL_NUM_PROGRAM_BINARY_FORMATS_OES: |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| return true; |
| case GL_MAX_SAMPLES_ANGLE: |
| { |
| if (mExtensions.framebufferMultisample) |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| else |
| { |
| return false; |
| } |
| } |
| return true; |
| case GL_PIXEL_PACK_BUFFER_BINDING: |
| case GL_PIXEL_UNPACK_BUFFER_BINDING: |
| { |
| if (mExtensions.pixelBufferObject) |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| else |
| { |
| return false; |
| } |
| } |
| return true; |
| case GL_MAX_VIEWPORT_DIMS: |
| { |
| *type = GL_INT; |
| *numParams = 2; |
| } |
| return true; |
| case GL_VIEWPORT: |
| case GL_SCISSOR_BOX: |
| { |
| *type = GL_INT; |
| *numParams = 4; |
| } |
| return true; |
| case GL_SHADER_COMPILER: |
| case GL_SAMPLE_COVERAGE_INVERT: |
| case GL_DEPTH_WRITEMASK: |
| case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, |
| case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural |
| case GL_SAMPLE_COVERAGE: |
| case GL_SCISSOR_TEST: |
| case GL_STENCIL_TEST: |
| case GL_DEPTH_TEST: |
| case GL_BLEND: |
| case GL_DITHER: |
| case GL_CONTEXT_ROBUST_ACCESS_EXT: |
| { |
| *type = GL_BOOL; |
| *numParams = 1; |
| } |
| return true; |
| case GL_COLOR_WRITEMASK: |
| { |
| *type = GL_BOOL; |
| *numParams = 4; |
| } |
| return true; |
| case GL_POLYGON_OFFSET_FACTOR: |
| case GL_POLYGON_OFFSET_UNITS: |
| case GL_SAMPLE_COVERAGE_VALUE: |
| case GL_DEPTH_CLEAR_VALUE: |
| case GL_LINE_WIDTH: |
| { |
| *type = GL_FLOAT; |
| *numParams = 1; |
| } |
| return true; |
| case GL_ALIASED_LINE_WIDTH_RANGE: |
| case GL_ALIASED_POINT_SIZE_RANGE: |
| case GL_DEPTH_RANGE: |
| { |
| *type = GL_FLOAT; |
| *numParams = 2; |
| } |
| return true; |
| case GL_COLOR_CLEAR_VALUE: |
| case GL_BLEND_COLOR: |
| { |
| *type = GL_FLOAT; |
| *numParams = 4; |
| } |
| return true; |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: |
| if (!mExtensions.maxTextureAnisotropy) |
| { |
| return false; |
| } |
| *type = GL_FLOAT; |
| *numParams = 1; |
| return true; |
| } |
| |
| if (mClientVersion < 3) |
| { |
| return false; |
| } |
| |
| // Check for ES3.0+ parameter names |
| switch (pname) |
| { |
| case GL_MAX_UNIFORM_BUFFER_BINDINGS: |
| case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: |
| case GL_UNIFORM_BUFFER_BINDING: |
| case GL_TRANSFORM_FEEDBACK_BINDING: |
| case GL_COPY_READ_BUFFER_BINDING: |
| case GL_COPY_WRITE_BUFFER_BINDING: |
| case GL_TEXTURE_BINDING_3D: |
| case GL_TEXTURE_BINDING_2D_ARRAY: |
| case GL_MAX_3D_TEXTURE_SIZE: |
| case GL_MAX_ARRAY_TEXTURE_LAYERS: |
| case GL_MAX_VERTEX_UNIFORM_BLOCKS: |
| case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: |
| case GL_MAX_COMBINED_UNIFORM_BLOCKS: |
| case GL_MAX_VARYING_COMPONENTS: |
| case GL_VERTEX_ARRAY_BINDING: |
| case GL_MAX_VERTEX_UNIFORM_COMPONENTS: |
| case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: |
| case GL_NUM_EXTENSIONS: |
| case GL_MAJOR_VERSION: |
| case GL_MINOR_VERSION: |
| case GL_MAX_ELEMENTS_INDICES: |
| case GL_MAX_ELEMENTS_VERTICES: |
| case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: |
| case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: |
| case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| return true; |
| |
| case GL_MAX_ELEMENT_INDEX: |
| case GL_MAX_UNIFORM_BLOCK_SIZE: |
| case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: |
| case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: |
| case GL_MAX_SERVER_WAIT_TIMEOUT: |
| { |
| *type = GL_INT_64_ANGLEX; |
| *numParams = 1; |
| } |
| return true; |
| |
| case GL_TRANSFORM_FEEDBACK_ACTIVE: |
| case GL_TRANSFORM_FEEDBACK_PAUSED: |
| { |
| *type = GL_BOOL; |
| *numParams = 1; |
| } |
| return true; |
| } |
| |
| return false; |
| } |
| |
| bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams) |
| { |
| if (mClientVersion < 3) |
| { |
| return false; |
| } |
| |
| switch (target) |
| { |
| case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: |
| case GL_UNIFORM_BUFFER_BINDING: |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| return true; |
| case GL_TRANSFORM_FEEDBACK_BUFFER_START: |
| case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: |
| case GL_UNIFORM_BUFFER_START: |
| case GL_UNIFORM_BUFFER_SIZE: |
| { |
| *type = GL_INT_64_ANGLEX; |
| *numParams = 1; |
| } |
| } |
| |
| return false; |
| } |
| |
| // Applies the render target surface, depth stencil surface, viewport rectangle and |
| // scissor rectangle to the renderer |
| bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport) |
| { |
| Framebuffer *framebufferObject = mState.getDrawFramebuffer(); |
| ASSERT(framebufferObject && framebufferObject->completeness() == GL_FRAMEBUFFER_COMPLETE); |
| |
| mRenderer->applyRenderTarget(framebufferObject); |
| |
| float nearZ, farZ; |
| mState.getDepthRange(&nearZ, &farZ); |
| if (!mRenderer->setViewport(mState.getViewport(), nearZ, farZ, drawMode, mState.getRasterizerState().frontFace, |
| ignoreViewport)) |
| { |
| return false; |
| } |
| |
| mRenderer->setScissorRectangle(mState.getScissor(), mState.isScissorTestEnabled()); |
| |
| return true; |
| } |
| |
| // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device |
| void Context::applyState(GLenum drawMode) |
| { |
| Framebuffer *framebufferObject = mState.getDrawFramebuffer(); |
| int samples = framebufferObject->getSamples(); |
| |
| RasterizerState rasterizer = mState.getRasterizerState(); |
| rasterizer.pointDrawMode = (drawMode == GL_POINTS); |
| rasterizer.multiSample = (samples != 0); |
| |
| mRenderer->setRasterizerState(rasterizer); |
| |
| unsigned int mask = 0; |
| if (mState.isSampleCoverageEnabled()) |
| { |
| GLclampf coverageValue; |
| bool coverageInvert = false; |
| mState.getSampleCoverageParams(&coverageValue, &coverageInvert); |
| if (coverageValue != 0) |
| { |
| |
| float threshold = 0.5f; |
| |
| for (int i = 0; i < samples; ++i) |
| { |
| mask <<= 1; |
| |
| if ((i + 1) * coverageValue >= threshold) |
| { |
| threshold += 1.0f; |
| mask |= 1; |
| } |
| } |
| } |
| |
| if (coverageInvert) |
| { |
| mask = ~mask; |
| } |
| } |
| else |
| { |
| mask = 0xFFFFFFFF; |
| } |
| mRenderer->setBlendState(framebufferObject, mState.getBlendState(), mState.getBlendColor(), mask); |
| |
| mRenderer->setDepthStencilState(mState.getDepthStencilState(), mState.getStencilRef(), mState.getStencilBackRef(), |
| rasterizer.frontFace == GL_CCW); |
| } |
| |
| // Applies the shaders and shader constants to the Direct3D 9 device |
| void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive) |
| { |
| const VertexAttribute *vertexAttributes = mState.getVertexArray()->getVertexAttributes(); |
| |
| VertexFormat inputLayout[MAX_VERTEX_ATTRIBS]; |
| VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.getVertexAttribCurrentValues()); |
| |
| const Framebuffer *fbo = mState.getDrawFramebuffer(); |
| |
| mRenderer->applyShaders(programBinary, inputLayout, fbo, mState.getRasterizerState().rasterizerDiscard, transformFeedbackActive); |
| |
| programBinary->applyUniforms(); |
| } |
| |
| size_t Context::getCurrentTexturesAndSamplerStates(ProgramBinary *programBinary, SamplerType type, Texture **outTextures, |
| TextureType *outTextureTypes, SamplerState *outSamplers) |
| { |
| size_t samplerRange = programBinary->getUsedSamplerRange(type); |
| for (size_t i = 0; i < samplerRange; i++) |
| { |
| outTextureTypes[i] = programBinary->getSamplerTextureType(type, i); |
| GLint textureUnit = programBinary->getSamplerMapping(type, i, getCaps()); // OpenGL texture image unit index |
| if (textureUnit != -1) |
| { |
| outTextures[i] = getSamplerTexture(textureUnit, outTextureTypes[i]); |
| outTextures[i]->getSamplerStateWithNativeOffset(&outSamplers[i]); |
| Sampler *samplerObject = mState.getSampler(textureUnit); |
| if (samplerObject) |
| { |
| samplerObject->getState(&outSamplers[i]); |
| } |
| } |
| else |
| { |
| outTextures[i] = NULL; |
| } |
| } |
| |
| return samplerRange; |
| } |
| |
| void Context::generateSwizzles(Texture *textures[], size_t count) |
| { |
| for (size_t i = 0; i < count; i++) |
| { |
| if (textures[i] && textures[i]->getSamplerState().swizzleRequired()) |
| { |
| mRenderer->generateSwizzle(textures[i]); |
| } |
| } |
| } |
| |
| // For each Direct3D sampler of either the pixel or vertex stage, |
| // looks up the corresponding OpenGL texture image unit and texture type, |
| // and sets the texture and its addressing/filtering state (or NULL when inactive). |
| void Context::applyTextures(SamplerType shaderType, Texture *textures[], TextureType *textureTypes, SamplerState *samplers, |
| size_t textureCount, const FramebufferTextureSerialArray& framebufferSerials, |
| size_t framebufferSerialCount) |
| { |
| // Range of Direct3D samplers of given sampler type |
| size_t samplerCount = (shaderType == SAMPLER_PIXEL) ? mCaps.maxTextureImageUnits |
| : mCaps.maxVertexTextureImageUnits; |
| |
| for (size_t samplerIndex = 0; samplerIndex < textureCount; samplerIndex++) |
| { |
| Texture *texture = textures[samplerIndex]; |
| const SamplerState &sampler = samplers[samplerIndex]; |
| TextureType textureType = textureTypes[samplerIndex]; |
| |
| if (texture) |
| { |
| // TODO: std::binary_search may become unavailable using older versions of GCC |
| if (texture->isSamplerComplete(sampler, mTextureCaps, mExtensions, mClientVersion) && |
| !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial())) |
| { |
| mRenderer->setSamplerState(shaderType, samplerIndex, sampler); |
| mRenderer->setTexture(shaderType, samplerIndex, texture); |
| } |
| else |
| { |
| Texture *incompleteTexture = getIncompleteTexture(textureType); |
| mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture); |
| } |
| } |
| else |
| { |
| mRenderer->setTexture(shaderType, samplerIndex, NULL); |
| } |
| } |
| |
| for (size_t samplerIndex = textureCount; samplerIndex < samplerCount; samplerIndex++) |
| { |
| mRenderer->setTexture(shaderType, samplerIndex, NULL); |
| } |
| } |
| |
| bool Context::applyUniformBuffers() |
| { |
| Program *programObject = getProgram(mState.getCurrentProgramId()); |
| ProgramBinary *programBinary = programObject->getProgramBinary(); |
| |
| std::vector<Buffer*> boundBuffers; |
| |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++) |
| { |
| GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex); |
| |
| if (mState.getIndexedUniformBuffer(blockBinding)->id() == 0) |
| { |
| // undefined behaviour |
| return false; |
| } |
| else |
| { |
| Buffer *uniformBuffer = mState.getIndexedUniformBuffer(blockBinding); |
| ASSERT(uniformBuffer); |
| boundBuffers.push_back(uniformBuffer); |
| } |
| } |
| |
| return programBinary->applyUniformBuffers(boundBuffers, getCaps()); |
| } |
| |
| bool Context::applyTransformFeedbackBuffers() |
| { |
| TransformFeedback *curTransformFeedback = mState.getCurrentTransformFeedback(); |
| if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused()) |
| { |
| Buffer *transformFeedbackBuffers[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; |
| GLintptr transformFeedbackOffsets[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; |
| for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) |
| { |
| transformFeedbackBuffers[i] = mState.getIndexedTransformFeedbackBuffer(i); |
| transformFeedbackOffsets[i] = mState.getIndexedTransformFeedbackBufferOffset(i); |
| } |
| mRenderer->applyTransformFeedbackBuffers(transformFeedbackBuffers, transformFeedbackOffsets); |
| return true; |
| } |
| else |
| { |
| return false; |
| } |
| } |
| |
| void Context::markTransformFeedbackUsage() |
| { |
| for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) |
| { |
| Buffer *buffer = mState.getIndexedTransformFeedbackBuffer(i); |
| if (buffer) |
| { |
| buffer->markTransformFeedbackUsage(); |
| } |
| } |
| } |
| |
| Error Context::clear(GLbitfield mask) |
| { |
| if (mState.isRasterizerDiscardEnabled()) |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| ClearParameters clearParams = mState.getClearParameters(mask); |
| |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| return mRenderer->clear(clearParams, mState.getDrawFramebuffer()); |
| } |
| |
| Error Context::clearBufferfv(GLenum buffer, int drawbuffer, const float *values) |
| { |
| if (mState.isRasterizerDiscardEnabled()) |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| // glClearBufferfv can be called to clear the color buffer or depth buffer |
| ClearParameters clearParams = mState.getClearParameters(0); |
| |
| if (buffer == GL_COLOR) |
| { |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) |
| { |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); |
| } |
| clearParams.colorFClearValue = ColorF(values[0], values[1], values[2], values[3]); |
| clearParams.colorClearType = GL_FLOAT; |
| } |
| |
| if (buffer == GL_DEPTH) |
| { |
| clearParams.clearDepth = true; |
| clearParams.depthClearValue = values[0]; |
| } |
| |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| return mRenderer->clear(clearParams, mState.getDrawFramebuffer()); |
| } |
| |
| Error Context::clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values) |
| { |
| if (mState.isRasterizerDiscardEnabled()) |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| // glClearBufferuv can only be called to clear a color buffer |
| ClearParameters clearParams = mState.getClearParameters(0); |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) |
| { |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); |
| } |
| clearParams.colorUIClearValue = ColorUI(values[0], values[1], values[2], values[3]); |
| clearParams.colorClearType = GL_UNSIGNED_INT; |
| |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| return mRenderer->clear(clearParams, mState.getDrawFramebuffer()); |
| } |
| |
| Error Context::clearBufferiv(GLenum buffer, int drawbuffer, const int *values) |
| { |
| if (mState.isRasterizerDiscardEnabled()) |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| // glClearBufferfv can be called to clear the color buffer or stencil buffer |
| ClearParameters clearParams = mState.getClearParameters(0); |
| |
| if (buffer == GL_COLOR) |
| { |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) |
| { |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); |
| } |
| clearParams.colorIClearValue = ColorI(values[0], values[1], values[2], values[3]); |
| clearParams.colorClearType = GL_INT; |
| } |
| |
| if (buffer == GL_STENCIL) |
| { |
| clearParams.clearStencil = true; |
| clearParams.stencilClearValue = values[1]; |
| } |
| |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| return mRenderer->clear(clearParams, mState.getDrawFramebuffer()); |
| } |
| |
| Error Context::clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil) |
| { |
| if (mState.isRasterizerDiscardEnabled()) |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| // glClearBufferfi can only be called to clear a depth stencil buffer |
| ClearParameters clearParams = mState.getClearParameters(0); |
| clearParams.clearDepth = true; |
| clearParams.depthClearValue = depth; |
| clearParams.clearStencil = true; |
| clearParams.stencilClearValue = stencil; |
| |
| if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport |
| { |
| return Error(GL_NO_ERROR); |
| } |
| |
| return mRenderer->clear(clearParams, mState.getDrawFramebuffer()); |
| } |
| |
| Error Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, |
| GLenum format, GLenum type, GLsizei *bufSize, void* pixels) |
| { |
| Framebuffer *framebuffer = mState.getReadFramebuffer(); |
| |
| GLenum sizedInternalFormat = GetSizedInternalFormat(format, type); |
| const InternalFormat &sizedFormatInfo = GetInternalFormatInfo(sizedInternalFormat); |
| GLuint outputPitch = sizedFormatInfo.computeRowPitch(type, width, mState.getPackAlignment()); |
| |
| return mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.getPackState(), |
| reinterpret_cast<uint8_t*>(pixels)); |
| } |
| |
| void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances) |
| { |
| ASSERT(mState.getCurrentProgramId() != 0); |
| |
| ProgramBinary *programBinary = mState.getCurrentProgramBinary(); |
| programBinary->updateSamplerMapping(); |
| |
| Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers); |
| |
| Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS]; |
| TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS]; |
| SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS]; |
| size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers); |
| |
| generateSwizzles(vsTextures, vsTextureCount); |
| generateSwizzles(psTextures, psTextureCount); |
| |
| if (!mRenderer->applyPrimitiveType(mode, count)) |
| { |
| return; |
| } |
| |
| if (!applyRenderTarget(mode, false)) |
| { |
| return; |
| } |
| |
| applyState(mode); |
| |
| GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.getVertexArray()->getVertexAttributes(), mState.getVertexAttribCurrentValues(), first, count, instances); |
| if (err != GL_NO_ERROR) |
| { |
| return gl::error(err); |
| } |
| |
| bool transformFeedbackActive = applyTransformFeedbackBuffers(); |
| |
| applyShaders(programBinary, transformFeedbackActive); |
| |
| FramebufferTextureSerialArray frameBufferSerials; |
| size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials); |
| |
| applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount); |
| applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount); |
| |
| if (!applyUniformBuffers()) |
| { |
| return; |
| } |
| |
| if (!skipDraw(mode)) |
| { |
| mRenderer->drawArrays(mode, count, instances, transformFeedbackActive); |
| |
| if (transformFeedbackActive) |
| { |
| markTransformFeedbackUsage(); |
| } |
| } |
| } |
| |
| void Context::drawElements(GLenum mode, GLsizei count, GLenum type, |
| const GLvoid *indices, GLsizei instances, |
| const rx::RangeUI &indexRange) |
| { |
| ASSERT(mState.getCurrentProgramId() != 0); |
| |
| ProgramBinary *programBinary = mState.getCurrentProgramBinary(); |
| programBinary->updateSamplerMapping(); |
| |
| Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers); |
| |
| Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS]; |
| TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS]; |
| SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS]; |
| size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers); |
| |
| generateSwizzles(vsTextures, vsTextureCount); |
| generateSwizzles(psTextures, psTextureCount); |
| |
| if (!mRenderer->applyPrimitiveType(mode, count)) |
| { |
| return; |
| } |
| |
| if (!applyRenderTarget(mode, false)) |
| { |
| return; |
| } |
| |
| applyState(mode); |
| |
| VertexArray *vao = mState.getVertexArray(); |
| rx::TranslatedIndexData indexInfo; |
| indexInfo.indexRange = indexRange; |
| Error error = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo); |
| if (error.isError()) |
| { |
| return gl::error(error.getCode()); |
| } |
| |
| GLsizei vertexCount = indexInfo.indexRange.length() + 1; |
| GLenum err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(), |
| mState.getVertexAttribCurrentValues(), |
| indexInfo.indexRange.start, vertexCount, instances); |
| if (err != GL_NO_ERROR) |
| { |
| return gl::error(err); |
| } |
| |
| bool transformFeedbackActive = applyTransformFeedbackBuffers(); |
| // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation |
| // layer. |
| ASSERT(!transformFeedbackActive); |
| |
| applyShaders(programBinary, transformFeedbackActive); |
| |
| FramebufferTextureSerialArray frameBufferSerials; |
| size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials); |
| |
| applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount); |
| applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount); |
| |
| if (!applyUniformBuffers()) |
| { |
| return; |
| } |
| |
| if (!skipDraw(mode)) |
| { |
| mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances); |
| } |
| } |
| |
| // Implements glFlush when block is false, glFinish when block is true |
| void Context::sync(bool block) |
| { |
| mRenderer->sync(block); |
| } |
| |
| void Context::recordError(const Error &error) |
| { |
| if (error.isError()) |
| { |
| mErrors.insert(error.getCode()); |
| } |
| } |
| |
| // 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 (mErrors.empty()) |
| { |
| return GL_NO_ERROR; |
| } |
| else |
| { |
| GLenum error = *mErrors.begin(); |
| mErrors.erase(mErrors.begin()); |
| return error; |
| } |
| } |
| |
| GLenum Context::getResetStatus() |
| { |
| if (mResetStatus == GL_NO_ERROR && !mContextLost) |
| { |
| // mResetStatus will be set by the markContextLost callback |
| // in the case a notification is sent |
| mRenderer->testDeviceLost(true); |
| } |
| |
| GLenum status = mResetStatus; |
| |
| if (mResetStatus != GL_NO_ERROR) |
| { |
| ASSERT(mContextLost); |
| |
| if (mRenderer->testDeviceResettable()) |
| { |
| mResetStatus = GL_NO_ERROR; |
| } |
| } |
| |
| return status; |
| } |
| |
| bool Context::isResetNotificationEnabled() |
| { |
| return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); |
| } |
| |
| int Context::getClientVersion() const |
| { |
| return mClientVersion; |
| } |
| |
| const Caps &Context::getCaps() const |
| { |
| return mCaps; |
| } |
| |
| const TextureCapsMap &Context::getTextureCaps() const |
| { |
| return mTextureCaps; |
| } |
| |
| const Extensions &Context::getExtensions() const |
| { |
| return mExtensions; |
| } |
| |
| void Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type) |
| { |
| Framebuffer *framebuffer = mState.getReadFramebuffer(); |
| ASSERT(framebuffer && framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE); |
| |
| FramebufferAttachment *attachment = framebuffer->getReadColorbuffer(); |
| ASSERT(attachment); |
| |
| GLenum actualFormat = attachment->getActualFormat(); |
| const InternalFormat &actualFormatInfo = GetInternalFormatInfo(actualFormat); |
| |
| *internalFormat = actualFormat; |
| *format = actualFormatInfo.format; |
| *type = actualFormatInfo.type; |
| } |
| |
| void Context::detachTexture(GLuint texture) |
| { |
| // Simple pass-through to State's detachTexture method, as textures do not require |
| // allocation map management either here or in the resource manager at detach time. |
| // Zero textures are held by the Context, and we don't attempt to request them from |
| // the State. |
| mState.detachTexture(texture); |
| } |
| |
| void Context::detachBuffer(GLuint buffer) |
| { |
| // Buffer detachment is handled by Context, because the buffer must also be |
| // attached from any VAOs in existence, and Context holds the VAO map. |
| |
| // [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. |
| |
| mState.removeArrayBufferBinding(buffer); |
| |
| // mark as freed among the vertex array objects |
| for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) |
| { |
| vaoIt->second->detachBuffer(buffer); |
| } |
| } |
| |
| void Context::detachFramebuffer(GLuint framebuffer) |
| { |
| // Framebuffer detachment is handled by Context, because 0 is a valid |
| // Framebuffer object, and a pointer to it must be passed from Context |
| // to State at binding time. |
| |
| // [OpenGL ES 2.0.24] section 4.4 page 107: |
| // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though |
| // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. |
| |
| if (mState.removeReadFramebufferBinding(framebuffer)) |
| { |
| bindReadFramebuffer(0); |
| } |
| |
| if (mState.removeDrawFramebufferBinding(framebuffer)) |
| { |
| bindDrawFramebuffer(0); |
| } |
| } |
| |
| void Context::detachRenderbuffer(GLuint renderbuffer) |
| { |
| mState.detachRenderbuffer(renderbuffer); |
| } |
| |
| void Context::detachVertexArray(GLuint vertexArray) |
| { |
| // Vertex array detachment is handled by Context, because 0 is a valid |
| // VAO, and a pointer to it must be passed from Context to State at |
| // binding time. |
| |
| // [OpenGL ES 3.0.2] section 2.10 page 43: |
| // If a vertex array object that is currently bound is deleted, the binding |
| // for that object reverts to zero and the default vertex array becomes current. |
| if (mState.removeVertexArrayBinding(vertexArray)) |
| { |
| bindVertexArray(0); |
| } |
| } |
| |
| void Context::detachTransformFeedback(GLuint transformFeedback) |
| { |
| mState.detachTransformFeedback(transformFeedback); |
| } |
| |
| void Context::detachSampler(GLuint sampler) |
| { |
| mState.detachSampler(sampler); |
| } |
| |
| Texture *Context::getIncompleteTexture(TextureType type) |
| { |
| Texture *t = mIncompleteTextures[type].get(); |
| |
| if (t == NULL) |
| { |
| const GLubyte color[] = { 0, 0, 0, 255 }; |
| const PixelUnpackState incompleteUnpackState(1); |
| |
| switch (type) |
| { |
| default: |
| UNREACHABLE(); |
| // default falls through to TEXTURE_2D |
| |
| case TEXTURE_2D: |
| { |
| Texture2D *incomplete2d = new Texture2D(mRenderer->createTexture(GL_TEXTURE_2D), Texture::INCOMPLETE_TEXTURE_ID); |
| incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| t = incomplete2d; |
| } |
| break; |
| |
| case TEXTURE_CUBE: |
| { |
| TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), Texture::INCOMPLETE_TEXTURE_ID); |
| |
| incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| |
| t = incompleteCube; |
| } |
| break; |
| |
| case TEXTURE_3D: |
| { |
| Texture3D *incomplete3d = new Texture3D(mRenderer->createTexture(GL_TEXTURE_3D), Texture::INCOMPLETE_TEXTURE_ID); |
| incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| |
| t = incomplete3d; |
| } |
| break; |
| |
| case TEXTURE_2D_ARRAY: |
| { |
| Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), Texture::INCOMPLETE_TEXTURE_ID); |
| incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color); |
| |
| t = incomplete2darray; |
| } |
| break; |
| } |
| |
| mIncompleteTextures[type].set(t); |
| } |
| |
| return t; |
| } |
| |
| bool Context::skipDraw(GLenum drawMode) |
| { |
| if (drawMode == GL_POINTS) |
| { |
| // ProgramBinary assumes non-point rendering if gl_PointSize isn't written, |
| // which affects varying interpolation. Since the value of gl_PointSize is |
| // undefined when not written, just skip drawing to avoid unexpected results. |
| if (!mState.getCurrentProgramBinary()->usesPointSize()) |
| { |
| // This is stictly speaking not an error, but developers should be |
| // notified of risking undefined behavior. |
| ERR("Point rendering without writing to gl_PointSize."); |
| |
| return true; |
| } |
| } |
| else if (IsTriangleMode(drawMode)) |
| { |
| if (mState.getRasterizerState().cullFace && mState.getRasterizerState().cullMode == GL_FRONT_AND_BACK) |
| { |
| return true; |
| } |
| } |
| |
| return false; |
| } |
| |
| void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) |
| { |
| mState.getVertexArray()->setVertexAttribDivisor(index, divisor); |
| } |
| |
| void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) |
| { |
| mResourceManager->checkSamplerAllocation(sampler); |
| |
| Sampler *samplerObject = getSampler(sampler); |
| ASSERT(samplerObject); |
| |
| switch (pname) |
| { |
| case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; |
| case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; |
| case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; |
| case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; |
| case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; |
| case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; |
| case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; |
| case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; |
| case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; |
| default: UNREACHABLE(); break; |
| } |
| } |
| |
| void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) |
| { |
| mResourceManager->checkSamplerAllocation(sampler); |
| |
| Sampler *samplerObject = getSampler(sampler); |
| ASSERT(samplerObject); |
| |
| switch (pname) |
| { |
| case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(uiround<GLenum>(param)); break; |
| case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(uiround<GLenum>(param)); break; |
| case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(uiround<GLenum>(param)); break; |
| case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(uiround<GLenum>(param)); break; |
| case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(uiround<GLenum>(param)); break; |
| case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; |
| case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; |
| case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(uiround<GLenum>(param)); break; |
| case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(uiround<GLenum>(param)); break; |
| default: UNREACHABLE(); break; |
| } |
| } |
| |
| GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) |
| { |
| mResourceManager->checkSamplerAllocation(sampler); |
| |
| Sampler *samplerObject = getSampler(sampler); |
| ASSERT(samplerObject); |
| |
| switch (pname) |
| { |
| case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); |
| case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); |
| case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); |
| case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); |
| case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); |
| case GL_TEXTURE_MIN_LOD: return uiround<GLint>(samplerObject->getMinLod()); |
| case GL_TEXTURE_MAX_LOD: return uiround<GLint>(samplerObject->getMaxLod()); |
| case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); |
| case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) |
| { |
| mResourceManager->checkSamplerAllocation(sampler); |
| |
| Sampler *samplerObject = getSampler(sampler); |
| ASSERT(samplerObject); |
| |
| switch (pname) |
| { |
| case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); |
| case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); |
| case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); |
| case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); |
| case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); |
| case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); |
| case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); |
| case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); |
| case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| void Context::initRendererString() |
| { |
| std::ostringstream rendererString; |
| rendererString << "ANGLE ("; |
| rendererString << mRenderer->getRendererDescription(); |
| rendererString << ")"; |
| |
| mRendererString = MakeStaticString(rendererString.str()); |
| } |
| |
| const std::string &Context::getRendererString() const |
| { |
| return mRendererString; |
| } |
| |
| void Context::initExtensionStrings() |
| { |
| mExtensionStrings = mExtensions.getStrings(); |
| |
| std::ostringstream combinedStringStream; |
| std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator<std::string>(combinedStringStream, " ")); |
| mExtensionString = combinedStringStream.str(); |
| } |
| |
| const std::string &Context::getExtensionString() const |
| { |
| return mExtensionString; |
| } |
| |
| const std::string &Context::getExtensionString(size_t idx) const |
| { |
| return mExtensionStrings[idx]; |
| } |
| |
| size_t Context::getExtensionStringCount() const |
| { |
| return mExtensionStrings.size(); |
| } |
| |
| size_t Context::getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray) |
| { |
| size_t serialCount = 0; |
| |
| Framebuffer *drawFramebuffer = mState.getDrawFramebuffer(); |
| for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++) |
| { |
| FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i); |
| if (attachment && attachment->isTexture()) |
| { |
| Texture *texture = attachment->getTexture(); |
| (*outSerialArray)[serialCount++] = texture->getTextureSerial(); |
| } |
| } |
| |
| FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer(); |
| if (depthStencilAttachment && depthStencilAttachment->isTexture()) |
| { |
| Texture *depthStencilTexture = depthStencilAttachment->getTexture(); |
| (*outSerialArray)[serialCount++] = depthStencilTexture->getTextureSerial(); |
| } |
| |
| std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount); |
| |
| return serialCount; |
| } |
| |
| void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, |
| GLbitfield mask, GLenum filter) |
| { |
| Framebuffer *readFramebuffer = mState.getReadFramebuffer(); |
| Framebuffer *drawFramebuffer = mState.getDrawFramebuffer(); |
| |
| bool blitRenderTarget = false; |
| bool blitDepth = false; |
| bool blitStencil = false; |
| if ((mask & GL_COLOR_BUFFER_BIT) && readFramebuffer->getReadColorbuffer() && drawFramebuffer->getFirstColorbuffer()) |
| { |
| blitRenderTarget = true; |
| } |
| if ((mask & GL_STENCIL_BUFFER_BIT) && readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) |
| { |
| blitStencil = true; |
| } |
| if ((mask & GL_DEPTH_BUFFER_BIT) && readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) |
| { |
| blitDepth = true; |
| } |
| |
| Rectangle srcRect(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0); |
| Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0); |
| if (blitRenderTarget || blitDepth || blitStencil) |
| { |
| const Rectangle *scissor = mState.isScissorTestEnabled() ? &mState.getScissor() : NULL; |
| mRenderer->blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor, |
| blitRenderTarget, blitDepth, blitStencil, filter); |
| } |
| } |
| |
| void Context::releaseShaderCompiler() |
| { |
| mRenderer->releaseShaderCompiler(); |
| } |
| |
| void Context::initCaps(GLuint clientVersion) |
| { |
| mCaps = mRenderer->getRendererCaps(); |
| |
| mExtensions = mRenderer->getRendererExtensions(); |
| |
| if (clientVersion < 3) |
| { |
| // Disable ES3+ extensions |
| mExtensions.colorBufferFloat = false; |
| } |
| |
| if (clientVersion > 2) |
| { |
| // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts |
| //mExtensions.sRGB = false; |
| } |
| |
| // Apply implementation limits |
| mCaps.maxVertexAttributes = std::min<GLuint>(mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS); |
| mCaps.maxVertexTextureImageUnits = std::min<GLuint>(mCaps.maxVertexTextureImageUnits, IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS); |
| mCaps.maxVertexUniformBlocks = std::min<GLuint>(mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS); |
| mCaps.maxVertexOutputComponents = std::min<GLuint>(mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); |
| |
| mCaps.maxFragmentInputComponents = std::min<GLuint>(mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); |
| mCaps.maxTextureImageUnits = std::min<GLuint>(mCaps.maxTextureImageUnits, MAX_TEXTURE_IMAGE_UNITS); |
| |
| mCaps.maxCombinedTextureImageUnits = std::min<GLuint>(mCaps.maxCombinedTextureImageUnits, IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS); |
| |
| GLuint maxSamples = 0; |
| mCaps.compressedTextureFormats.clear(); |
| |
| const TextureCapsMap &rendererFormats = mRenderer->getRendererTextureCaps(); |
| for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++) |
| { |
| GLenum format = i->first; |
| TextureCaps formatCaps = i->second; |
| |
| const InternalFormat &formatInfo = GetInternalFormatInfo(format); |
| if (formatCaps.texturable && formatInfo.textureSupport(clientVersion, mExtensions)) |
| { |
| // Update the format caps based on the client version and extensions |
| formatCaps.renderable = formatInfo.renderSupport(clientVersion, mExtensions); |
| formatCaps.filterable = formatInfo.filterSupport(clientVersion, mExtensions); |
| |
| // OpenGL ES does not support multisampling with integer formats |
| if (formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT) |
| { |
| formatCaps.sampleCounts.clear(); |
| } |
| maxSamples = std::max(maxSamples, formatCaps.getMaxSamples()); |
| |
| if (formatInfo.compressed) |
| { |
| mCaps.compressedTextureFormats.push_back(format); |
| } |
| |
| mTextureCaps.insert(format, formatCaps); |
| } |
| } |
| |
| mExtensions.maxSamples = maxSamples; |
| } |
| |
| } |
| |
| extern "C" |
| { |
| gl::Context *glCreateContext(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) |
| { |
| return new gl::Context(clientVersion, shareContext, renderer, notifyResets, robustAccess); |
| } |
| |
| void glDestroyContext(gl::Context *context) |
| { |
| delete context; |
| |
| if (context == gl::getContext()) |
| { |
| gl::makeCurrent(NULL, NULL, NULL); |
| } |
| } |
| |
| void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface) |
| { |
| gl::makeCurrent(context, display, surface); |
| } |
| |
| gl::Context *glGetCurrentContext() |
| { |
| return gl::getContext(); |
| } |
| |
| } |