blob: cf3721f9c41029ad1e1e31864d31d211c1f620ac [file] [log] [blame]
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES Utilities
* ------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief OpenGL State Reset.
*//*--------------------------------------------------------------------*/
#include "gluStateReset.hpp"
#include "gluContextInfo.hpp"
#include "gluRenderContext.hpp"
#include "tcuRenderTarget.hpp"
#include "glwFunctions.hpp"
#include "glwEnums.hpp"
#include "deUniquePtr.hpp"
namespace glu
{
namespace
{
enum
{
MAX_ERROR_COUNT = 10
};
void resetErrors(const glw::Functions &gl)
{
size_t errorNdx = 0;
for (errorNdx = 0; errorNdx < MAX_ERROR_COUNT; errorNdx++)
{
if (gl.getError() == GL_NONE)
break;
}
if (errorNdx == MAX_ERROR_COUNT)
TCU_FAIL("Couldn't reset error state");
}
} // namespace
void resetStateES(const RenderContext &renderCtx, const ContextInfo &ctxInfo)
{
const glw::Functions &gl = renderCtx.getFunctions();
const ContextType type = renderCtx.getType();
// Reset error state
resetErrors(gl);
DE_ASSERT(isContextTypeES(type));
// Vertex attrib array state.
{
int numVertexAttribArrays = 0;
gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (contextSupports(type, ApiType::es(3, 0)))
{
gl.bindVertexArray(0);
gl.disable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
if (contextSupports(type, ApiType::es(3, 1)))
gl.bindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
{
gl.disableVertexAttribArray(ndx);
gl.vertexAttribPointer(ndx, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL);
if (contextSupports(type, ApiType::es(3, 0)))
gl.vertexAttribDivisor(ndx, 0);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed");
}
// Transformation state.
{
const tcu::RenderTarget &renderTarget = renderCtx.getRenderTarget();
gl.viewport(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
gl.depthRangef(0.0f, 1.0f);
if (contextSupports(type, ApiType::es(3, 0)))
gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed");
}
// Rasterization state
{
gl.lineWidth(1.0f);
gl.disable(GL_CULL_FACE);
gl.cullFace(GL_BACK);
gl.frontFace(GL_CCW);
gl.polygonOffset(0.0f, 0.0f);
gl.disable(GL_POLYGON_OFFSET_FILL);
if (contextSupports(type, ApiType::es(3, 0)))
gl.disable(GL_RASTERIZER_DISCARD);
GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed");
}
// Multisampling state
{
gl.disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
gl.disable(GL_SAMPLE_COVERAGE);
gl.sampleCoverage(1.0f, GL_FALSE);
if (contextSupports(type, ApiType::es(3, 1)))
{
int numSampleMaskWords = 0;
gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords);
gl.disable(GL_SAMPLE_MASK);
for (int ndx = 0; ndx < numSampleMaskWords; ndx++)
gl.sampleMaski(ndx, ~0u);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed");
}
// Texture state.
// \todo [2013-04-08 pyry] Reset all levels?
{
const float borderColor[] = {0.0f, 0.0f, 0.0f, 0.0f};
int numTexUnits = 0;
const bool supportsBorderClamp =
ctxInfo.isExtensionSupported("GL_EXT_texture_border_clamp") || contextSupports(type, ApiType::es(3, 2));
gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits);
for (int ndx = 0; ndx < numTexUnits; ndx++)
{
gl.activeTexture(GL_TEXTURE0 + ndx);
// Reset 2D texture.
gl.bindTexture(GL_TEXTURE_2D, 0);
gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (contextSupports(type, ApiType::es(3, 0)))
{
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
if (contextSupports(type, ApiType::es(3, 1)))
gl.texParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
if (supportsBorderClamp)
gl.texParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
// Reset cube map texture.
gl.bindTexture(GL_TEXTURE_CUBE_MAP, 0);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (contextSupports(type, ApiType::es(3, 0)))
{
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
if (contextSupports(type, ApiType::es(3, 1)))
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
if (supportsBorderClamp)
gl.texParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
if (contextSupports(type, ApiType::es(3, 0)))
{
// Reset 2D array texture.
gl.bindTexture(GL_TEXTURE_2D_ARRAY, 0);
gl.texImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (supportsBorderClamp)
gl.texParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
}
if (contextSupports(type, ApiType::es(3, 1)))
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
if (contextSupports(type, ApiType::es(3, 0)))
{
// Reset 3D texture.
gl.bindTexture(GL_TEXTURE_3D, 0);
gl.texImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (supportsBorderClamp)
gl.texParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
}
if (contextSupports(type, ApiType::es(3, 1)))
gl.texParameteri(GL_TEXTURE_3D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
if (contextSupports(type, ApiType::es(3, 1)))
{
// Reset multisample textures.
gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 1000);
}
if (ctxInfo.isExtensionSupported("GL_OES_texture_storage_multisample_2d_array"))
{
gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
}
if (ctxInfo.isExtensionSupported("GL_EXT_texture_cube_map_array"))
{
// Reset cube array texture.
gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (supportsBorderClamp)
gl.texParameterfv(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
}
}
gl.activeTexture(GL_TEXTURE0);
if (contextSupports(type, ApiType::es(3, 0)))
{
for (int ndx = 0; ndx < numTexUnits; ndx++)
gl.bindSampler(ndx, 0);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed");
}
// Resetting state using non-indexed variants should be enough, but some
// implementations have bugs so we need to make sure indexed state gets
// set back to initial values.
if (ctxInfo.isExtensionSupported("GL_EXT_draw_buffers_indexed"))
{
int numDrawBuffers = 0;
gl.getIntegerv(GL_MAX_DRAW_BUFFERS, &numDrawBuffers);
for (int drawBufferNdx = 0; drawBufferNdx < numDrawBuffers; drawBufferNdx++)
{
gl.disablei(GL_BLEND, drawBufferNdx);
gl.blendFunci(drawBufferNdx, GL_ONE, GL_ZERO);
gl.blendEquationi(drawBufferNdx, GL_FUNC_ADD);
gl.colorMaski(drawBufferNdx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to reset indexed draw buffer state");
}
// Pixel operations.
{
const tcu::RenderTarget &renderTarget = renderCtx.getRenderTarget();
gl.disable(GL_SCISSOR_TEST);
gl.scissor(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
gl.disable(GL_STENCIL_TEST);
gl.stencilFunc(GL_ALWAYS, 0, ~0u);
gl.stencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
gl.disable(GL_DEPTH_TEST);
gl.depthFunc(GL_LESS);
gl.disable(GL_BLEND);
gl.blendFunc(GL_ONE, GL_ZERO);
gl.blendEquation(GL_FUNC_ADD);
gl.blendColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.enable(GL_DITHER);
if (ctxInfo.isExtensionSupported("GL_EXT_sRGB_write_control"))
{
gl.enable(GL_FRAMEBUFFER_SRGB);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed");
}
// Framebuffer control.
{
gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl.depthMask(GL_TRUE);
gl.stencilMask(~0u);
gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.clearDepthf(1.0f);
gl.clearStencil(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed");
}
// Framebuffer state.
{
// \note Actually spec explictly says 0 but on some platforms (iOS) no default framebuffer exists.
const uint32_t defaultFbo = renderCtx.getDefaultFramebuffer();
const uint32_t drawBuffer = defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK;
const uint32_t readBuffer = defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK;
gl.bindFramebuffer(GL_FRAMEBUFFER, defaultFbo);
if (contextSupports(type, ApiType::es(3, 0)))
{
gl.drawBuffers(1, &drawBuffer);
gl.readBuffer(readBuffer);
}
if (contextSupports(type, ApiType::es(3, 1)) && defaultFbo != 0)
{
gl.framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
gl.framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
gl.framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 0);
gl.framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS, GL_FALSE);
GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer default state reset failed");
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed");
}
// Renderbuffer state.
{
gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed");
}
// Pixel transfer state.
{
gl.pixelStorei(GL_UNPACK_ALIGNMENT, 4);
gl.pixelStorei(GL_PACK_ALIGNMENT, 4);
if (contextSupports(type, ApiType::es(3, 0)))
{
gl.pixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
gl.pixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
gl.pixelStorei(GL_UNPACK_ROW_LENGTH, 0);
gl.pixelStorei(GL_UNPACK_SKIP_ROWS, 0);
gl.pixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
gl.pixelStorei(GL_PACK_ROW_LENGTH, 0);
gl.pixelStorei(GL_PACK_SKIP_ROWS, 0);
gl.pixelStorei(GL_PACK_SKIP_PIXELS, 0);
gl.bindBuffer(GL_PIXEL_PACK_BUFFER, 0);
gl.bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed");
}
// Program object state.
{
gl.useProgram(0);
if (contextSupports(type, ApiType::es(3, 0)))
{
int maxUniformBufferBindings = 0;
gl.getIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
gl.bindBuffer(GL_UNIFORM_BUFFER, 0);
for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++)
gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0);
}
if (contextSupports(type, ApiType::es(3, 1)))
{
gl.bindProgramPipeline(0);
{
int maxAtomicCounterBufferBindings = 0;
gl.getIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &maxAtomicCounterBufferBindings);
gl.bindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
for (int ndx = 0; ndx < maxAtomicCounterBufferBindings; ndx++)
gl.bindBufferBase(GL_ATOMIC_COUNTER_BUFFER, ndx, 0);
}
{
int maxShaderStorageBufferBindings = 0;
gl.getIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings);
gl.bindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
for (int ndx = 0; ndx < maxShaderStorageBufferBindings; ndx++)
gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, ndx, 0);
}
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed");
}
// Vertex shader state.
{
int numVertexAttribArrays = 0;
gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f);
GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed");
}
// Transform feedback state.
if (contextSupports(type, ApiType::es(3, 0)))
{
int numTransformFeedbackSeparateAttribs = 0;
glw::GLboolean transformFeedbackActive = 0;
gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs);
gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive);
if (transformFeedbackActive)
gl.endTransformFeedback();
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++)
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed");
}
// Asynchronous query state.
if (contextSupports(type, ApiType::es(3, 0)))
{
static const uint32_t targets[] = {GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE,
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN};
for (int i = 0; i < DE_LENGTH_OF_ARRAY(targets); i++)
{
int queryActive = 0;
gl.getQueryiv(targets[i], GL_CURRENT_QUERY, &queryActive);
if (queryActive != 0)
gl.endQuery(targets[i]);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed");
}
// Hints.
{
gl.hint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);
if (contextSupports(type, ApiType::es(3, 0)))
gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE);
GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed");
}
// Compute.
if (contextSupports(type, ApiType::es(3, 1)))
{
gl.bindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Compute dispatch state reset failed");
}
// Buffer copy state.
if (contextSupports(type, ApiType::es(3, 0)))
{
gl.bindBuffer(GL_COPY_READ_BUFFER, 0);
gl.bindBuffer(GL_COPY_WRITE_BUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed");
}
// Images.
if (contextSupports(type, ApiType::es(3, 1)))
{
int numImageUnits = 0;
gl.getIntegerv(GL_MAX_IMAGE_UNITS, &numImageUnits);
for (int ndx = 0; ndx < numImageUnits; ndx++)
gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
GLU_EXPECT_NO_ERROR(gl.getError(), "Image state reset failed");
}
// Sample shading state.
if (contextSupports(type, ApiType::es(3, 1)) && ctxInfo.isExtensionSupported("GL_OES_sample_shading"))
{
gl.minSampleShading(0.0f);
gl.disable(GL_SAMPLE_SHADING);
GLU_EXPECT_NO_ERROR(gl.getError(), "Sample shading state reset failed");
}
// Debug state
if (ctxInfo.isExtensionSupported("GL_KHR_debug"))
{
const bool entrypointsPresent =
gl.debugMessageControl != DE_NULL && gl.debugMessageCallback != DE_NULL && gl.popDebugGroup != DE_NULL;
// some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore.
if (entrypointsPresent)
{
int stackDepth = 0;
gl.getIntegerv(GL_DEBUG_GROUP_STACK_DEPTH, &stackDepth);
for (int ndx = 1; ndx < stackDepth; ++ndx)
gl.popDebugGroup();
gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true);
gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false);
gl.debugMessageCallback(DE_NULL, DE_NULL);
if (type.getFlags() & glu::CONTEXT_DEBUG)
gl.enable(GL_DEBUG_OUTPUT);
else
gl.disable(GL_DEBUG_OUTPUT);
gl.disable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
GLU_EXPECT_NO_ERROR(gl.getError(), "Debug state reset failed");
}
}
// Primitive bounding box state.
if (ctxInfo.isExtensionSupported("GL_EXT_primitive_bounding_box"))
{
gl.primitiveBoundingBox(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
GLU_EXPECT_NO_ERROR(gl.getError(), "Primitive bounding box state reset failed");
}
// Tessellation state
if (ctxInfo.isExtensionSupported("GL_EXT_tessellation_shader"))
{
gl.patchParameteri(GL_PATCH_VERTICES, 3);
GLU_EXPECT_NO_ERROR(gl.getError(), "Tessellation patch vertices state reset failed");
}
// Advanced coherent blending
if (ctxInfo.isExtensionSupported("GL_KHR_blend_equation_advanced_coherent"))
{
gl.enable(GL_BLEND_ADVANCED_COHERENT_KHR);
GLU_EXPECT_NO_ERROR(gl.getError(), "Blend equation advanced coherent state reset failed");
}
// Texture buffer
if (ctxInfo.isExtensionSupported("GL_EXT_texture_buffer"))
{
gl.bindTexture(GL_TEXTURE_BUFFER, 0);
gl.bindBuffer(GL_TEXTURE_BUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture buffer state reset failed");
}
}
void resetStateGLCore(const RenderContext &renderCtx, const ContextInfo &ctxInfo)
{
const glw::Functions &gl = renderCtx.getFunctions();
const ContextType type = renderCtx.getType();
// Reset error state
resetErrors(gl);
// Primitives and vertices state
{
if (contextSupports(type, glu::ApiType::core(4, 0)))
{
const float defaultTessLevels[] = {1.0f, 1.0f, 1.0f, 1.0f};
gl.patchParameteri(GL_PATCH_VERTICES_EXT, 3);
gl.patchParameterfv(GL_PATCH_DEFAULT_INNER_LEVEL, defaultTessLevels);
gl.patchParameterfv(GL_PATCH_DEFAULT_OUTER_LEVEL, defaultTessLevels);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Primitives and vertices state reset failed");
}
// Vertex attrib array state.
{
gl.bindVertexArray(0);
gl.bindBuffer(GL_ARRAY_BUFFER, 0);
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (contextSupports(type, ApiType::core(3, 1)))
{
gl.disable(GL_PRIMITIVE_RESTART);
gl.primitiveRestartIndex(0);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed");
}
// Transformation state.
{
const tcu::RenderTarget &renderTarget = renderCtx.getRenderTarget();
int numUserClipPlanes = 0;
gl.getIntegerv(GL_MAX_CLIP_DISTANCES, &numUserClipPlanes);
gl.viewport(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
gl.depthRange(0.0, 1.0);
for (int ndx = 0; ndx < numUserClipPlanes; ndx++)
gl.disable(GL_CLIP_DISTANCE0 + ndx);
if (contextSupports(type, ApiType::core(3, 2)))
gl.disable(GL_DEPTH_CLAMP);
//gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed");
}
// Coloring
{
gl.clampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY);
if (contextSupports(type, ApiType::core(3, 2)))
gl.provokingVertex(GL_LAST_VERTEX_CONVENTION);
GLU_EXPECT_NO_ERROR(gl.getError(), "Coloring state reset failed");
}
// Rasterization state
{
gl.disable(GL_RASTERIZER_DISCARD);
gl.pointSize(1.0f);
gl.pointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 1.0f);
gl.pointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
gl.lineWidth(1.0f);
gl.disable(GL_LINE_SMOOTH);
gl.disable(GL_CULL_FACE);
gl.cullFace(GL_BACK);
gl.frontFace(GL_CCW);
gl.disable(GL_POLYGON_SMOOTH);
gl.polygonOffset(0.0f, 0.0f);
gl.disable(GL_POLYGON_OFFSET_POINT);
gl.disable(GL_POLYGON_OFFSET_LINE);
gl.disable(GL_POLYGON_OFFSET_FILL);
GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed");
}
// Multisampling state
{
gl.enable(GL_MULTISAMPLE);
gl.disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
gl.disable(GL_SAMPLE_ALPHA_TO_ONE);
gl.disable(GL_SAMPLE_COVERAGE);
gl.sampleCoverage(1.0f, GL_FALSE);
if (contextSupports(type, ApiType::core(3, 2)))
{
int numSampleMaskWords = 0;
gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords);
gl.disable(GL_SAMPLE_MASK);
for (int ndx = 0; ndx < numSampleMaskWords; ndx++)
gl.sampleMaski(ndx, ~0u);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed");
}
// Texture state.
// \todo [2013-04-08 pyry] Reset all levels?
{
const float borderColor[] = {0.0f, 0.0f, 0.0f, 0.0f};
int numTexUnits = 0;
gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits);
gl.bindBuffer(GL_TEXTURE_BUFFER, 0);
const bool supportsCubemapArray =
ctxInfo.isExtensionSupported("GL_ARB_texture_cube_map_array") || contextSupports(type, ApiType::core(4, 0));
for (int ndx = 0; ndx < numTexUnits; ndx++)
{
gl.activeTexture(GL_TEXTURE0 + ndx);
// Reset 1D texture.
gl.bindTexture(GL_TEXTURE_1D, 0);
gl.texImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameterfv(GL_TEXTURE_1D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameterf(GL_TEXTURE_1D, GL_TEXTURE_LOD_BIAS, 0.0f);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (contextSupports(type, ApiType::core(3, 3)))
{
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
// Reset 2D texture.
gl.bindTexture(GL_TEXTURE_2D, 0);
gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, 0.0f);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (contextSupports(type, ApiType::core(3, 3)))
{
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
// Reset cube map texture.
gl.bindTexture(GL_TEXTURE_CUBE_MAP, 0);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, 0.0f);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (contextSupports(type, ApiType::core(3, 3)))
{
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
if (supportsCubemapArray)
{
// Reset cube array texture.
gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameterfv(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
// Reset 1D array texture.
gl.bindTexture(GL_TEXTURE_1D_ARRAY, 0);
gl.texImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameterfv(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameterf(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameterf(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.0f);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (contextSupports(type, ApiType::core(3, 3)))
{
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
// Reset 2D array texture.
gl.bindTexture(GL_TEXTURE_2D_ARRAY, 0);
gl.texImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.0f);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (contextSupports(type, ApiType::core(3, 3)))
{
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
// Reset 3D texture.
gl.bindTexture(GL_TEXTURE_3D, 0);
gl.texImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, -1000.0f);
gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD, 1000.0f);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_LOD_BIAS, 0.0f);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (contextSupports(type, ApiType::core(3, 3)))
{
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
if (contextSupports(type, ApiType::core(3, 1)))
{
// Reset rectangle texture.
gl.bindTexture(GL_TEXTURE_RECTANGLE, 0);
gl.texImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.texParameterfv(GL_TEXTURE_RECTANGLE, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
// \todo [2013-06-17 pyry] Drivers don't accept GL_MIN_LOD, GL_MAX_LOD for rectangle textures. Is that okay?
if (contextSupports(type, ApiType::core(3, 3)))
{
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
// Reset buffer texture.
gl.bindTexture(GL_TEXTURE_BUFFER, 0);
gl.texBuffer(GL_TEXTURE_BUFFER, GL_R8, 0);
// \todo [2013-05-04 pyry] Which parameters apply to buffer textures?
}
if (contextSupports(type, ApiType::core(3, 2)))
{
// Reset 2D multisample texture.
gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_TRUE);
// Reset 2D multisample array texture.
gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
gl.texImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 0, 0, 0, GL_TRUE);
}
}
gl.activeTexture(GL_TEXTURE0);
if (contextSupports(type, ApiType::core(3, 3)))
{
for (int ndx = 0; ndx < numTexUnits; ndx++)
gl.bindSampler(ndx, 0);
gl.disable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed");
}
// Pixel operations.
{
const tcu::RenderTarget &renderTarget = renderCtx.getRenderTarget();
gl.disable(GL_SCISSOR_TEST);
gl.scissor(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
gl.disable(GL_STENCIL_TEST);
gl.stencilFunc(GL_ALWAYS, 0, ~0u);
gl.stencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
gl.disable(GL_DEPTH_TEST);
gl.depthFunc(GL_LESS);
gl.disable(GL_BLEND);
gl.blendFunc(GL_ONE, GL_ZERO);
gl.blendEquation(GL_FUNC_ADD);
gl.blendColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.disable(GL_FRAMEBUFFER_SRGB);
gl.enable(GL_DITHER);
gl.disable(GL_COLOR_LOGIC_OP);
gl.logicOp(GL_COPY);
GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed");
}
// Framebuffer control.
{
gl.colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl.depthMask(GL_TRUE);
gl.stencilMask(~0u);
gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.clearDepth(1.0);
gl.clearStencil(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed");
}
// Framebuffer state.
{
const uint32_t framebuffer = renderCtx.getDefaultFramebuffer();
gl.bindFramebuffer(GL_FRAMEBUFFER, framebuffer);
if (framebuffer == 0)
{
gl.drawBuffer(GL_BACK);
gl.readBuffer(GL_BACK);
// This is a workaround for supporting single-buffered configurations.
// Since there is no other place where we need to know if we are dealing
// with single-buffered config, it is not worthwhile to add additional
// state into RenderContext for that.
if (gl.getError() != GL_NO_ERROR)
{
gl.drawBuffer(GL_FRONT);
gl.readBuffer(GL_FRONT);
}
}
else
{
gl.drawBuffer(GL_COLOR_ATTACHMENT0);
gl.readBuffer(GL_COLOR_ATTACHMENT0);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed");
}
// Renderbuffer state.
{
gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed");
}
// Pixel transfer state.
{
gl.pixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
gl.pixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
gl.pixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
gl.pixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
gl.pixelStorei(GL_UNPACK_ROW_LENGTH, 0);
gl.pixelStorei(GL_UNPACK_SKIP_ROWS, 0);
gl.pixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
gl.pixelStorei(GL_UNPACK_ALIGNMENT, 4);
gl.pixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
gl.pixelStorei(GL_PACK_LSB_FIRST, GL_FALSE);
gl.pixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
gl.pixelStorei(GL_PACK_SKIP_IMAGES, 0);
gl.pixelStorei(GL_PACK_ROW_LENGTH, 0);
gl.pixelStorei(GL_PACK_SKIP_ROWS, 0);
gl.pixelStorei(GL_PACK_SKIP_PIXELS, 0);
gl.pixelStorei(GL_PACK_ALIGNMENT, 4);
gl.bindBuffer(GL_PIXEL_PACK_BUFFER, 0);
gl.bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed");
}
// Program object state.
{
gl.useProgram(0);
if (contextSupports(type, ApiType::core(3, 1)))
{
int maxUniformBufferBindings = 0;
gl.getIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
gl.bindBuffer(GL_UNIFORM_BUFFER, 0);
for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++)
gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed");
}
// Vertex shader state.
{
int numVertexAttribArrays = 0;
gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f);
gl.disable(GL_VERTEX_PROGRAM_POINT_SIZE);
GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed");
}
// Transform feedback state.
{
int numTransformFeedbackSeparateAttribs = 0;
gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs);
if (contextSupports(type, ApiType::core(4, 0)))
{
glw::GLboolean transformFeedbackActive = 0;
gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive);
if (transformFeedbackActive)
gl.endTransformFeedback();
}
gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++)
gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed");
}
// Asynchronous query state.
{
uint32_t queryTargets[8];
int numTargets = 0;
queryTargets[numTargets++] = GL_PRIMITIVES_GENERATED;
queryTargets[numTargets++] = GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
queryTargets[numTargets++] = GL_SAMPLES_PASSED;
DE_ASSERT(numTargets <= DE_LENGTH_OF_ARRAY(queryTargets));
for (int i = 0; i < numTargets; i++)
{
int queryActive = 0;
gl.getQueryiv(queryTargets[i], GL_CURRENT_QUERY, &queryActive);
if (queryActive != 0)
gl.endQuery(queryTargets[i]);
}
GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed");
}
// Hints.
{
gl.hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
gl.hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
gl.hint(GL_TEXTURE_COMPRESSION_HINT, GL_DONT_CARE);
gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE);
GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed");
}
// Buffer copy state.
if (contextSupports(type, ApiType::core(3, 1)))
{
gl.bindBuffer(GL_COPY_READ_BUFFER, 0);
gl.bindBuffer(GL_COPY_WRITE_BUFFER, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed");
}
// Images.
if (contextSupports(type, ApiType::core(4, 4)))
{
int numImageUnits = 0;
gl.getIntegerv(GL_MAX_IMAGE_UNITS, &numImageUnits);
for (int ndx = 0; ndx < numImageUnits; ndx++)
gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8);
GLU_EXPECT_NO_ERROR(gl.getError(), "Image state reset failed");
}
// Sample shading state.
if (contextSupports(type, ApiType::core(4, 0)))
{
gl.minSampleShading(0.0f);
gl.disable(GL_SAMPLE_SHADING);
GLU_EXPECT_NO_ERROR(gl.getError(), "Sample shading state reset failed");
}
// Debug state
if (ctxInfo.isExtensionSupported("GL_KHR_debug"))
{
const bool entrypointsPresent = gl.debugMessageControl != DE_NULL && gl.debugMessageCallback != DE_NULL;
// some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore.
if (entrypointsPresent)
{
gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true);
gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false);
gl.debugMessageCallback(DE_NULL, DE_NULL);
if (type.getFlags() & glu::CONTEXT_DEBUG)
gl.enable(GL_DEBUG_OUTPUT);
else
gl.disable(GL_DEBUG_OUTPUT);
}
}
}
void resetState(const RenderContext &renderCtx, const ContextInfo &ctxInfo)
{
if (isContextTypeES(renderCtx.getType()))
resetStateES(renderCtx, ctxInfo);
else if (isContextTypeGLCore(renderCtx.getType()))
resetStateGLCore(renderCtx, ctxInfo);
else if (isContextTypeGLCompatibility(renderCtx.getType()))
{
// TODO: handle reset state correctly for compatibility profile
resetStateGLCore(renderCtx, ctxInfo);
}
else
throw tcu::InternalError("State reset requested for unsupported context type");
}
} // namespace glu