| // |
| // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Context.cpp: Implements the gl::Context class, managing all GL state and performing |
| // rendering operations. It is the GLES2 specific implementation of EGLContext. |
| |
| #include "libGLESv2/Context.h" |
| |
| #include <algorithm> |
| |
| #include "libEGL/Display.h" |
| |
| #include "libGLESv2/main.h" |
| #include "libGLESv2/mathutil.h" |
| #include "libGLESv2/utilities.h" |
| #include "libGLESv2/Blit.h" |
| #include "libGLESv2/ResourceManager.h" |
| #include "libGLESv2/Buffer.h" |
| #include "libGLESv2/Fence.h" |
| #include "libGLESv2/FrameBuffer.h" |
| #include "libGLESv2/Program.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/Query.h" |
| #include "libGLESv2/RenderBuffer.h" |
| #include "libGLESv2/Shader.h" |
| #include "libGLESv2/Texture.h" |
| #include "libGLESv2/VertexDataManager.h" |
| #include "libGLESv2/IndexDataManager.h" |
| |
| #undef near |
| #undef far |
| |
| namespace gl |
| { |
| Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config) |
| { |
| ASSERT(robustAccess == false); // Unimplemented |
| |
| mDisplay = NULL; |
| mDevice = NULL; |
| |
| mFenceHandleAllocator.setBaseHandle(0); |
| |
| setClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| mState.depthClearValue = 1.0f; |
| mState.stencilClearValue = 0; |
| |
| mState.cullFace = false; |
| mState.cullMode = GL_BACK; |
| mState.frontFace = GL_CCW; |
| mState.depthTest = false; |
| mState.depthFunc = GL_LESS; |
| mState.blend = false; |
| mState.sourceBlendRGB = GL_ONE; |
| mState.sourceBlendAlpha = GL_ONE; |
| mState.destBlendRGB = GL_ZERO; |
| mState.destBlendAlpha = GL_ZERO; |
| mState.blendEquationRGB = GL_FUNC_ADD; |
| mState.blendEquationAlpha = GL_FUNC_ADD; |
| mState.blendColor.red = 0; |
| mState.blendColor.green = 0; |
| mState.blendColor.blue = 0; |
| mState.blendColor.alpha = 0; |
| mState.stencilTest = false; |
| mState.stencilFunc = GL_ALWAYS; |
| mState.stencilRef = 0; |
| mState.stencilMask = -1; |
| mState.stencilWritemask = -1; |
| mState.stencilBackFunc = GL_ALWAYS; |
| mState.stencilBackRef = 0; |
| mState.stencilBackMask = - 1; |
| mState.stencilBackWritemask = -1; |
| mState.stencilFail = GL_KEEP; |
| mState.stencilPassDepthFail = GL_KEEP; |
| mState.stencilPassDepthPass = GL_KEEP; |
| mState.stencilBackFail = GL_KEEP; |
| mState.stencilBackPassDepthFail = GL_KEEP; |
| mState.stencilBackPassDepthPass = GL_KEEP; |
| mState.polygonOffsetFill = false; |
| mState.polygonOffsetFactor = 0.0f; |
| mState.polygonOffsetUnits = 0.0f; |
| mState.sampleAlphaToCoverage = false; |
| mState.sampleCoverage = false; |
| mState.sampleCoverageValue = 1.0f; |
| mState.sampleCoverageInvert = false; |
| mState.scissorTest = false; |
| mState.dither = true; |
| mState.generateMipmapHint = GL_DONT_CARE; |
| mState.fragmentShaderDerivativeHint = GL_DONT_CARE; |
| |
| mState.lineWidth = 1.0f; |
| |
| mState.viewportX = 0; |
| mState.viewportY = 0; |
| mState.viewportWidth = config->mDisplayMode.Width; |
| mState.viewportHeight = config->mDisplayMode.Height; |
| mState.zNear = 0.0f; |
| mState.zFar = 1.0f; |
| |
| mState.scissorX = 0; |
| mState.scissorY = 0; |
| mState.scissorWidth = config->mDisplayMode.Width; |
| mState.scissorHeight = config->mDisplayMode.Height; |
| |
| mState.colorMaskRed = true; |
| mState.colorMaskGreen = true; |
| mState.colorMaskBlue = true; |
| mState.colorMaskAlpha = true; |
| mState.depthMask = true; |
| |
| if (shareContext != NULL) |
| { |
| mResourceManager = shareContext->mResourceManager; |
| mResourceManager->addRef(); |
| } |
| else |
| { |
| mResourceManager = new ResourceManager(); |
| } |
| |
| // [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(0)); |
| mTextureCubeMapZero.set(new TextureCubeMap(0)); |
| |
| mState.activeSampler = 0; |
| bindArrayBuffer(0); |
| bindElementArrayBuffer(0); |
| bindTextureCubeMap(0); |
| bindTexture2D(0); |
| bindReadFramebuffer(0); |
| bindDrawFramebuffer(0); |
| bindRenderbuffer(0); |
| |
| mState.currentProgram = 0; |
| |
| mState.packAlignment = 4; |
| mState.unpackAlignment = 4; |
| mState.packReverseRowOrder = false; |
| |
| mVertexDataManager = NULL; |
| mIndexDataManager = NULL; |
| mBlit = NULL; |
| mLineLoopIB = NULL; |
| |
| mInvalidEnum = false; |
| mInvalidValue = false; |
| mInvalidOperation = false; |
| mOutOfMemory = false; |
| mInvalidFramebufferOperation = false; |
| |
| mHasBeenCurrent = false; |
| mContextLost = false; |
| mResetStatus = GL_NO_ERROR; |
| mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT); |
| mRobustAccess = robustAccess; |
| |
| mSupportsDXT1Textures = false; |
| mSupportsDXT3Textures = false; |
| mSupportsDXT5Textures = false; |
| mSupportsEventQueries = false; |
| mSupportsOcclusionQueries = false; |
| mNumCompressedTextureFormats = 0; |
| mMaxSupportedSamples = 0; |
| mMaskedClearSavedState = NULL; |
| markAllStateDirty(); |
| } |
| |
| Context::~Context() |
| { |
| if (mState.currentProgram != 0) |
| { |
| Program *programObject = mResourceManager->getProgram(mState.currentProgram); |
| if (programObject) |
| { |
| programObject->release(); |
| } |
| mState.currentProgram = 0; |
| } |
| |
| while (!mFramebufferMap.empty()) |
| { |
| deleteFramebuffer(mFramebufferMap.begin()->first); |
| } |
| |
| while (!mFenceMap.empty()) |
| { |
| deleteFence(mFenceMap.begin()->first); |
| } |
| |
| while (!mQueryMap.empty()) |
| { |
| deleteQuery(mQueryMap.begin()->first); |
| } |
| |
| while (!mMultiSampleSupport.empty()) |
| { |
| delete [] mMultiSampleSupport.begin()->second; |
| mMultiSampleSupport.erase(mMultiSampleSupport.begin()); |
| } |
| |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) |
| { |
| for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++) |
| { |
| mState.samplerTexture[type][sampler].set(NULL); |
| } |
| } |
| |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) |
| { |
| mIncompleteTextures[type].set(NULL); |
| } |
| |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| mState.vertexAttribute[i].mBoundBuffer.set(NULL); |
| } |
| |
| for (int i = 0; i < QUERY_TYPE_COUNT; i++) |
| { |
| mState.activeQuery[i].set(NULL); |
| } |
| |
| mState.arrayBuffer.set(NULL); |
| mState.elementArrayBuffer.set(NULL); |
| mState.renderbuffer.set(NULL); |
| |
| mTexture2DZero.set(NULL); |
| mTextureCubeMapZero.set(NULL); |
| |
| delete mVertexDataManager; |
| delete mIndexDataManager; |
| delete mBlit; |
| delete mLineLoopIB; |
| |
| if (mMaskedClearSavedState) |
| { |
| mMaskedClearSavedState->Release(); |
| } |
| |
| mResourceManager->release(); |
| } |
| |
| void Context::makeCurrent(egl::Display *display, egl::Surface *surface) |
| { |
| mDisplay = display; |
| mDevice = mDisplay->getDevice(); |
| |
| if (!mHasBeenCurrent) |
| { |
| mDeviceCaps = mDisplay->getDeviceCaps(); |
| |
| mVertexDataManager = new VertexDataManager(this, mDevice); |
| mIndexDataManager = new IndexDataManager(this, mDevice); |
| mBlit = new Blit(this); |
| |
| mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0); |
| mMaximumPointSize = mDeviceCaps.MaxPointSize; |
| mSupportsVertexTexture = mDisplay->getVertexTextureSupport(); |
| mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport(); |
| mSupportsInstancing = mDisplay->getInstancingSupport(); |
| |
| mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight), |
| (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE); |
| mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE); |
| mMaxRenderbufferDimension = mMaxTextureDimension; |
| mMaxTextureLevel = log2(mMaxTextureDimension) + 1; |
| mMaxTextureAnisotropy = mDisplay->getTextureFilterAnisotropySupport(); |
| TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f", |
| mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy); |
| |
| const D3DFORMAT renderBufferFormats[] = |
| { |
| D3DFMT_A8R8G8B8, |
| D3DFMT_X8R8G8B8, |
| D3DFMT_R5G6B5, |
| D3DFMT_D24S8 |
| }; |
| |
| int max = 0; |
| for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i) |
| { |
| bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1]; |
| mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray); |
| mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray; |
| |
| for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j) |
| { |
| if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max) |
| { |
| max = j; |
| } |
| } |
| } |
| |
| mMaxSupportedSamples = max; |
| |
| mSupportsEventQueries = mDisplay->getEventQuerySupport(); |
| mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport(); |
| mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport(); |
| mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport(); |
| mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport(); |
| mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures); |
| mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures); |
| mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport(); |
| mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport(); |
| mSupportsDepthTextures = mDisplay->getDepthTextureSupport(); |
| mSupportsTextureFilterAnisotropy = mMaxTextureAnisotropy >= 2.0f; |
| |
| mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16); |
| |
| mNumCompressedTextureFormats = 0; |
| if (supportsDXT1Textures()) |
| { |
| mNumCompressedTextureFormats += 2; |
| } |
| if (supportsDXT3Textures()) |
| { |
| mNumCompressedTextureFormats += 1; |
| } |
| if (supportsDXT5Textures()) |
| { |
| mNumCompressedTextureFormats += 1; |
| } |
| |
| initExtensionString(); |
| initRendererString(); |
| |
| mState.viewportX = 0; |
| mState.viewportY = 0; |
| mState.viewportWidth = surface->getWidth(); |
| mState.viewportHeight = surface->getHeight(); |
| |
| mState.scissorX = 0; |
| mState.scissorY = 0; |
| mState.scissorWidth = surface->getWidth(); |
| mState.scissorHeight = surface->getHeight(); |
| |
| mHasBeenCurrent = true; |
| } |
| |
| // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names |
| IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget(); |
| IDirect3DSurface9 *depthStencil = surface->getDepthStencil(); |
| |
| Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); |
| DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); |
| Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); |
| |
| setFramebufferZero(framebufferZero); |
| |
| if (defaultRenderTarget) |
| { |
| defaultRenderTarget->Release(); |
| } |
| |
| if (depthStencil) |
| { |
| depthStencil->Release(); |
| } |
| |
| markAllStateDirty(); |
| } |
| |
| // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. |
| void Context::markAllStateDirty() |
| { |
| for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++) |
| { |
| mAppliedTextureSerialPS[t] = 0; |
| } |
| |
| for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++) |
| { |
| mAppliedTextureSerialVS[t] = 0; |
| } |
| |
| mAppliedProgramSerial = 0; |
| mAppliedRenderTargetSerial = 0; |
| mAppliedDepthbufferSerial = 0; |
| mAppliedStencilbufferSerial = 0; |
| mAppliedIBSerial = 0; |
| mDepthStencilInitialized = false; |
| mViewportInitialized = false; |
| mRenderTargetDescInitialized = false; |
| |
| mVertexDeclarationCache.markStateDirty(); |
| |
| mClearStateDirty = true; |
| mCullStateDirty = true; |
| mDepthStateDirty = true; |
| mMaskStateDirty = true; |
| mBlendStateDirty = true; |
| mStencilStateDirty = true; |
| mPolygonOffsetStateDirty = true; |
| mScissorStateDirty = true; |
| mSampleStateDirty = true; |
| mDitherStateDirty = true; |
| mFrontFaceDirty = true; |
| mDxUniformsDirty = true; |
| mCachedCurrentProgram = NULL; |
| } |
| |
| void Context::markDxUniformsDirty() |
| { |
| mDxUniformsDirty = true; |
| } |
| |
| void Context::markContextLost() |
| { |
| if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT) |
| mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT; |
| mContextLost = true; |
| } |
| |
| bool Context::isContextLost() |
| { |
| return mContextLost; |
| } |
| |
| void Context::setClearColor(float red, float green, float blue, float alpha) |
| { |
| mState.colorClearValue.red = red; |
| mState.colorClearValue.green = green; |
| mState.colorClearValue.blue = blue; |
| mState.colorClearValue.alpha = alpha; |
| } |
| |
| void Context::setClearDepth(float depth) |
| { |
| mState.depthClearValue = depth; |
| } |
| |
| void Context::setClearStencil(int stencil) |
| { |
| mState.stencilClearValue = stencil; |
| } |
| |
| void Context::setCullFace(bool enabled) |
| { |
| if (mState.cullFace != enabled) |
| { |
| mState.cullFace = enabled; |
| mCullStateDirty = true; |
| } |
| } |
| |
| bool Context::isCullFaceEnabled() const |
| { |
| return mState.cullFace; |
| } |
| |
| void Context::setCullMode(GLenum mode) |
| { |
| if (mState.cullMode != mode) |
| { |
| mState.cullMode = mode; |
| mCullStateDirty = true; |
| } |
| } |
| |
| void Context::setFrontFace(GLenum front) |
| { |
| if (mState.frontFace != front) |
| { |
| mState.frontFace = front; |
| mFrontFaceDirty = true; |
| } |
| } |
| |
| void Context::setDepthTest(bool enabled) |
| { |
| if (mState.depthTest != enabled) |
| { |
| mState.depthTest = enabled; |
| mDepthStateDirty = true; |
| } |
| } |
| |
| bool Context::isDepthTestEnabled() const |
| { |
| return mState.depthTest; |
| } |
| |
| void Context::setDepthFunc(GLenum depthFunc) |
| { |
| if (mState.depthFunc != depthFunc) |
| { |
| mState.depthFunc = depthFunc; |
| mDepthStateDirty = true; |
| } |
| } |
| |
| void Context::setDepthRange(float zNear, float zFar) |
| { |
| mState.zNear = zNear; |
| mState.zFar = zFar; |
| } |
| |
| void Context::setBlend(bool enabled) |
| { |
| if (mState.blend != enabled) |
| { |
| mState.blend = enabled; |
| mBlendStateDirty = true; |
| } |
| } |
| |
| bool Context::isBlendEnabled() const |
| { |
| return mState.blend; |
| } |
| |
| void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) |
| { |
| if (mState.sourceBlendRGB != sourceRGB || |
| mState.sourceBlendAlpha != sourceAlpha || |
| mState.destBlendRGB != destRGB || |
| mState.destBlendAlpha != destAlpha) |
| { |
| mState.sourceBlendRGB = sourceRGB; |
| mState.destBlendRGB = destRGB; |
| mState.sourceBlendAlpha = sourceAlpha; |
| mState.destBlendAlpha = destAlpha; |
| mBlendStateDirty = true; |
| } |
| } |
| |
| void Context::setBlendColor(float red, float green, float blue, float alpha) |
| { |
| if (mState.blendColor.red != red || |
| mState.blendColor.green != green || |
| mState.blendColor.blue != blue || |
| mState.blendColor.alpha != alpha) |
| { |
| mState.blendColor.red = red; |
| mState.blendColor.green = green; |
| mState.blendColor.blue = blue; |
| mState.blendColor.alpha = alpha; |
| mBlendStateDirty = true; |
| } |
| } |
| |
| void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) |
| { |
| if (mState.blendEquationRGB != rgbEquation || |
| mState.blendEquationAlpha != alphaEquation) |
| { |
| mState.blendEquationRGB = rgbEquation; |
| mState.blendEquationAlpha = alphaEquation; |
| mBlendStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilTest(bool enabled) |
| { |
| if (mState.stencilTest != enabled) |
| { |
| mState.stencilTest = enabled; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| bool Context::isStencilTestEnabled() const |
| { |
| return mState.stencilTest; |
| } |
| |
| void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) |
| { |
| if (mState.stencilFunc != stencilFunc || |
| mState.stencilRef != stencilRef || |
| mState.stencilMask != stencilMask) |
| { |
| mState.stencilFunc = stencilFunc; |
| mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; |
| mState.stencilMask = stencilMask; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) |
| { |
| if (mState.stencilBackFunc != stencilBackFunc || |
| mState.stencilBackRef != stencilBackRef || |
| mState.stencilBackMask != stencilBackMask) |
| { |
| mState.stencilBackFunc = stencilBackFunc; |
| mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; |
| mState.stencilBackMask = stencilBackMask; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilWritemask(GLuint stencilWritemask) |
| { |
| if (mState.stencilWritemask != stencilWritemask) |
| { |
| mState.stencilWritemask = stencilWritemask; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilBackWritemask(GLuint stencilBackWritemask) |
| { |
| if (mState.stencilBackWritemask != stencilBackWritemask) |
| { |
| mState.stencilBackWritemask = stencilBackWritemask; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) |
| { |
| if (mState.stencilFail != stencilFail || |
| mState.stencilPassDepthFail != stencilPassDepthFail || |
| mState.stencilPassDepthPass != stencilPassDepthPass) |
| { |
| mState.stencilFail = stencilFail; |
| mState.stencilPassDepthFail = stencilPassDepthFail; |
| mState.stencilPassDepthPass = stencilPassDepthPass; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) |
| { |
| if (mState.stencilBackFail != stencilBackFail || |
| mState.stencilBackPassDepthFail != stencilBackPassDepthFail || |
| mState.stencilBackPassDepthPass != stencilBackPassDepthPass) |
| { |
| mState.stencilBackFail = stencilBackFail; |
| mState.stencilBackPassDepthFail = stencilBackPassDepthFail; |
| mState.stencilBackPassDepthPass = stencilBackPassDepthPass; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setPolygonOffsetFill(bool enabled) |
| { |
| if (mState.polygonOffsetFill != enabled) |
| { |
| mState.polygonOffsetFill = enabled; |
| mPolygonOffsetStateDirty = true; |
| } |
| } |
| |
| bool Context::isPolygonOffsetFillEnabled() const |
| { |
| return mState.polygonOffsetFill; |
| |
| } |
| |
| void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) |
| { |
| if (mState.polygonOffsetFactor != factor || |
| mState.polygonOffsetUnits != units) |
| { |
| mState.polygonOffsetFactor = factor; |
| mState.polygonOffsetUnits = units; |
| mPolygonOffsetStateDirty = true; |
| } |
| } |
| |
| void Context::setSampleAlphaToCoverage(bool enabled) |
| { |
| if (mState.sampleAlphaToCoverage != enabled) |
| { |
| mState.sampleAlphaToCoverage = enabled; |
| mSampleStateDirty = true; |
| } |
| } |
| |
| bool Context::isSampleAlphaToCoverageEnabled() const |
| { |
| return mState.sampleAlphaToCoverage; |
| } |
| |
| void Context::setSampleCoverage(bool enabled) |
| { |
| if (mState.sampleCoverage != enabled) |
| { |
| mState.sampleCoverage = enabled; |
| mSampleStateDirty = true; |
| } |
| } |
| |
| bool Context::isSampleCoverageEnabled() const |
| { |
| return mState.sampleCoverage; |
| } |
| |
| void Context::setSampleCoverageParams(GLclampf value, bool invert) |
| { |
| if (mState.sampleCoverageValue != value || |
| mState.sampleCoverageInvert != invert) |
| { |
| mState.sampleCoverageValue = value; |
| mState.sampleCoverageInvert = invert; |
| mSampleStateDirty = true; |
| } |
| } |
| |
| void Context::setScissorTest(bool enabled) |
| { |
| if (mState.scissorTest != enabled) |
| { |
| mState.scissorTest = enabled; |
| mScissorStateDirty = true; |
| } |
| } |
| |
| bool Context::isScissorTestEnabled() const |
| { |
| return mState.scissorTest; |
| } |
| |
| void Context::setDither(bool enabled) |
| { |
| if (mState.dither != enabled) |
| { |
| mState.dither = enabled; |
| mDitherStateDirty = true; |
| } |
| } |
| |
| bool Context::isDitherEnabled() const |
| { |
| return mState.dither; |
| } |
| |
| void Context::setLineWidth(GLfloat width) |
| { |
| mState.lineWidth = width; |
| } |
| |
| void Context::setGenerateMipmapHint(GLenum hint) |
| { |
| mState.generateMipmapHint = hint; |
| } |
| |
| void Context::setFragmentShaderDerivativeHint(GLenum hint) |
| { |
| mState.fragmentShaderDerivativeHint = hint; |
| // TODO: Propagate the hint to shader translator so we can write |
| // ddx, ddx_coarse, or ddx_fine depending on the hint. |
| // Ignore for now. It is valid for implementations to ignore hint. |
| } |
| |
| void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) |
| { |
| mState.viewportX = x; |
| mState.viewportY = y; |
| mState.viewportWidth = width; |
| mState.viewportHeight = height; |
| } |
| |
| void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) |
| { |
| if (mState.scissorX != x || mState.scissorY != y || |
| mState.scissorWidth != width || mState.scissorHeight != height) |
| { |
| mState.scissorX = x; |
| mState.scissorY = y; |
| mState.scissorWidth = width; |
| mState.scissorHeight = height; |
| mScissorStateDirty = true; |
| } |
| } |
| |
| void Context::setColorMask(bool red, bool green, bool blue, bool alpha) |
| { |
| if (mState.colorMaskRed != red || mState.colorMaskGreen != green || |
| mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) |
| { |
| mState.colorMaskRed = red; |
| mState.colorMaskGreen = green; |
| mState.colorMaskBlue = blue; |
| mState.colorMaskAlpha = alpha; |
| mMaskStateDirty = true; |
| } |
| } |
| |
| void Context::setDepthMask(bool mask) |
| { |
| if (mState.depthMask != mask) |
| { |
| mState.depthMask = mask; |
| mMaskStateDirty = true; |
| } |
| } |
| |
| void Context::setActiveSampler(unsigned int active) |
| { |
| mState.activeSampler = active; |
| } |
| |
| GLuint Context::getReadFramebufferHandle() const |
| { |
| return mState.readFramebuffer; |
| } |
| |
| GLuint Context::getDrawFramebufferHandle() const |
| { |
| return mState.drawFramebuffer; |
| } |
| |
| GLuint Context::getRenderbufferHandle() const |
| { |
| return mState.renderbuffer.id(); |
| } |
| |
| GLuint Context::getArrayBufferHandle() const |
| { |
| return mState.arrayBuffer.id(); |
| } |
| |
| GLuint Context::getActiveQuery(GLenum target) const |
| { |
| Query *queryObject = NULL; |
| |
| switch (target) |
| { |
| case GL_ANY_SAMPLES_PASSED_EXT: |
| queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get(); |
| break; |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: |
| queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get(); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| if (queryObject) |
| { |
| return queryObject->id(); |
| } |
| else |
| { |
| return 0; |
| } |
| } |
| |
| void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) |
| { |
| mState.vertexAttribute[attribNum].mArrayEnabled = enabled; |
| } |
| |
| const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) |
| { |
| return mState.vertexAttribute[attribNum]; |
| } |
| |
| void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, |
| GLsizei stride, const void *pointer) |
| { |
| mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer); |
| mState.vertexAttribute[attribNum].mSize = size; |
| mState.vertexAttribute[attribNum].mType = type; |
| mState.vertexAttribute[attribNum].mNormalized = normalized; |
| mState.vertexAttribute[attribNum].mStride = stride; |
| mState.vertexAttribute[attribNum].mPointer = pointer; |
| } |
| |
| const void *Context::getVertexAttribPointer(unsigned int attribNum) const |
| { |
| return mState.vertexAttribute[attribNum].mPointer; |
| } |
| |
| const VertexAttributeArray &Context::getVertexAttributes() |
| { |
| return mState.vertexAttribute; |
| } |
| |
| void Context::setPackAlignment(GLint alignment) |
| { |
| mState.packAlignment = alignment; |
| } |
| |
| GLint Context::getPackAlignment() const |
| { |
| return mState.packAlignment; |
| } |
| |
| void Context::setUnpackAlignment(GLint alignment) |
| { |
| mState.unpackAlignment = alignment; |
| } |
| |
| GLint Context::getUnpackAlignment() const |
| { |
| return mState.unpackAlignment; |
| } |
| |
| void Context::setPackReverseRowOrder(bool reverseRowOrder) |
| { |
| mState.packReverseRowOrder = reverseRowOrder; |
| } |
| |
| bool Context::getPackReverseRowOrder() const |
| { |
| return mState.packReverseRowOrder; |
| } |
| |
| 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(); |
| } |
| |
| // Returns an unused framebuffer name |
| GLuint Context::createFramebuffer() |
| { |
| GLuint handle = mFramebufferHandleAllocator.allocate(); |
| |
| mFramebufferMap[handle] = NULL; |
| |
| return handle; |
| } |
| |
| GLuint Context::createFence() |
| { |
| GLuint handle = mFenceHandleAllocator.allocate(); |
| |
| mFenceMap[handle] = new Fence(mDisplay); |
| |
| 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); |
| mCachedCurrentProgram = NULL; |
| } |
| |
| 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::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::deleteFence(GLuint fence) |
| { |
| FenceMap::iterator fenceObject = mFenceMap.find(fence); |
| |
| if (fenceObject != mFenceMap.end()) |
| { |
| mFenceHandleAllocator.release(fenceObject->first); |
| delete fenceObject->second; |
| mFenceMap.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) |
| { |
| return mResourceManager->getShader(handle); |
| } |
| |
| Program *Context::getProgram(GLuint handle) |
| { |
| return mResourceManager->getProgram(handle); |
| } |
| |
| Texture *Context::getTexture(GLuint handle) |
| { |
| return mResourceManager->getTexture(handle); |
| } |
| |
| Renderbuffer *Context::getRenderbuffer(GLuint handle) |
| { |
| return mResourceManager->getRenderbuffer(handle); |
| } |
| |
| Framebuffer *Context::getReadFramebuffer() |
| { |
| return getFramebuffer(mState.readFramebuffer); |
| } |
| |
| Framebuffer *Context::getDrawFramebuffer() |
| { |
| return mBoundDrawFramebuffer; |
| } |
| |
| void Context::bindArrayBuffer(unsigned int buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.arrayBuffer.set(getBuffer(buffer)); |
| } |
| |
| void Context::bindElementArrayBuffer(unsigned int buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.elementArrayBuffer.set(getBuffer(buffer)); |
| } |
| |
| void Context::bindTexture2D(GLuint texture) |
| { |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); |
| |
| mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture)); |
| } |
| |
| void Context::bindTextureCubeMap(GLuint texture) |
| { |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); |
| |
| mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture)); |
| } |
| |
| void Context::bindReadFramebuffer(GLuint framebuffer) |
| { |
| if (!getFramebuffer(framebuffer)) |
| { |
| mFramebufferMap[framebuffer] = new Framebuffer(); |
| } |
| |
| mState.readFramebuffer = framebuffer; |
| } |
| |
| void Context::bindDrawFramebuffer(GLuint framebuffer) |
| { |
| if (!getFramebuffer(framebuffer)) |
| { |
| mFramebufferMap[framebuffer] = new Framebuffer(); |
| } |
| |
| mState.drawFramebuffer = framebuffer; |
| |
| mBoundDrawFramebuffer = getFramebuffer(framebuffer); |
| } |
| |
| void Context::bindRenderbuffer(GLuint renderbuffer) |
| { |
| mResourceManager->checkRenderbufferAllocation(renderbuffer); |
| |
| mState.renderbuffer.set(getRenderbuffer(renderbuffer)); |
| } |
| |
| void Context::useProgram(GLuint program) |
| { |
| GLuint priorProgram = mState.currentProgram; |
| mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. |
| |
| if (priorProgram != program) |
| { |
| Program *newProgram = mResourceManager->getProgram(program); |
| Program *oldProgram = mResourceManager->getProgram(priorProgram); |
| mCachedCurrentProgram = NULL; |
| mDxUniformsDirty = true; |
| |
| if (newProgram) |
| { |
| newProgram->addRef(); |
| } |
| |
| if (oldProgram) |
| { |
| oldProgram->release(); |
| } |
| } |
| } |
| |
| void Context::beginQuery(GLenum target, GLuint query) |
| { |
| // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> |
| // of zero, if the active query object name for <target> is non-zero (for the |
| // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if |
| // the active query for either target is non-zero), if <id> is the name of an |
| // existing query object whose type does not match <target>, or if <id> is the |
| // active query object name for any query type, the error INVALID_OPERATION is |
| // generated. |
| |
| // Ensure no other queries are active |
| // NOTE: If other queries than occlusion are supported, we will need to check |
| // separately that: |
| // a) The query ID passed is not the current active query for any target/type |
| // b) There are no active queries for the requested target (and in the case |
| // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, |
| // no query may be active for either if glBeginQuery targets either. |
| for (int i = 0; i < QUERY_TYPE_COUNT; i++) |
| { |
| if (mState.activeQuery[i].get() != NULL) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| } |
| |
| QueryType qType; |
| switch (target) |
| { |
| case GL_ANY_SAMPLES_PASSED_EXT: |
| qType = QUERY_ANY_SAMPLES_PASSED; |
| break; |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: |
| qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; |
| break; |
| default: |
| ASSERT(false); |
| return; |
| } |
| |
| Query *queryObject = getQuery(query, true, target); |
| |
| // check that name was obtained with glGenQueries |
| if (!queryObject) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| // check for type mismatch |
| if (queryObject->getType() != target) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| // set query as active for specified target |
| mState.activeQuery[qType].set(queryObject); |
| |
| // begin query |
| queryObject->begin(); |
| } |
| |
| void Context::endQuery(GLenum target) |
| { |
| QueryType qType; |
| |
| switch (target) |
| { |
| case GL_ANY_SAMPLES_PASSED_EXT: |
| qType = QUERY_ANY_SAMPLES_PASSED; |
| break; |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: |
| qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; |
| break; |
| default: |
| ASSERT(false); |
| return; |
| } |
| |
| Query *queryObject = mState.activeQuery[qType].get(); |
| |
| if (queryObject == NULL) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| queryObject->end(); |
| |
| mState.activeQuery[qType].set(NULL); |
| } |
| |
| void Context::setFramebufferZero(Framebuffer *buffer) |
| { |
| delete mFramebufferMap[0]; |
| mFramebufferMap[0] = buffer; |
| if (mState.drawFramebuffer == 0) |
| { |
| mBoundDrawFramebuffer = buffer; |
| } |
| } |
| |
| void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) |
| { |
| Renderbuffer *renderbufferObject = mState.renderbuffer.get(); |
| renderbufferObject->setStorage(renderbuffer); |
| } |
| |
| Framebuffer *Context::getFramebuffer(unsigned int handle) |
| { |
| FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle); |
| |
| if (framebuffer == mFramebufferMap.end()) |
| { |
| return NULL; |
| } |
| else |
| { |
| return framebuffer->second; |
| } |
| } |
| |
| Fence *Context::getFence(unsigned int handle) |
| { |
| FenceMap::iterator fence = mFenceMap.find(handle); |
| |
| if (fence == mFenceMap.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(handle, type); |
| query->second->addRef(); |
| } |
| return query->second; |
| } |
| } |
| |
| Buffer *Context::getArrayBuffer() |
| { |
| return mState.arrayBuffer.get(); |
| } |
| |
| Buffer *Context::getElementArrayBuffer() |
| { |
| return mState.elementArrayBuffer.get(); |
| } |
| |
| Program *Context::getCurrentProgram() |
| { |
| if (!mCachedCurrentProgram) |
| { |
| mCachedCurrentProgram = mResourceManager->getProgram(mState.currentProgram); |
| } |
| return mCachedCurrentProgram; |
| } |
| |
| Texture2D *Context::getTexture2D() |
| { |
| return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); |
| } |
| |
| TextureCubeMap *Context::getTextureCubeMap() |
| { |
| return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); |
| } |
| |
| Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) |
| { |
| GLuint texid = mState.samplerTexture[type][sampler].id(); |
| |
| if (texid == 0) // Special case: 0 refers to different initial textures based on the target |
| { |
| switch (type) |
| { |
| default: UNREACHABLE(); |
| case TEXTURE_2D: return mTexture2DZero.get(); |
| case TEXTURE_CUBE: return mTextureCubeMapZero.get(); |
| } |
| } |
| |
| return mState.samplerTexture[type][sampler].get(); |
| } |
| |
| bool Context::getBooleanv(GLenum pname, GLboolean *params) |
| { |
| switch (pname) |
| { |
| case GL_SHADER_COMPILER: *params = GL_TRUE; break; |
| case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; |
| case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; |
| case GL_COLOR_WRITEMASK: |
| params[0] = mState.colorMaskRed; |
| params[1] = mState.colorMaskGreen; |
| params[2] = mState.colorMaskBlue; |
| params[3] = mState.colorMaskAlpha; |
| break; |
| case GL_CULL_FACE: *params = mState.cullFace; break; |
| case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break; |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break; |
| case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break; |
| case GL_SCISSOR_TEST: *params = mState.scissorTest; break; |
| case GL_STENCIL_TEST: *params = mState.stencilTest; break; |
| case GL_DEPTH_TEST: *params = mState.depthTest; break; |
| case GL_BLEND: *params = mState.blend; break; |
| case GL_DITHER: *params = mState.dither; break; |
| case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Context::getFloatv(GLenum pname, GLfloat *params) |
| { |
| // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation |
| // because it is stored as a float, despite the fact that the GL ES 2.0 spec names |
| // GetIntegerv as its native query function. As it would require conversion in any |
| // case, this should make no difference to the calling application. |
| switch (pname) |
| { |
| case GL_LINE_WIDTH: *params = mState.lineWidth; break; |
| case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; |
| case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; |
| case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; |
| case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; |
| case GL_ALIASED_LINE_WIDTH_RANGE: |
| params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN; |
| params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX; |
| break; |
| case GL_ALIASED_POINT_SIZE_RANGE: |
| params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN; |
| params[1] = getMaximumPointSize(); |
| break; |
| case GL_DEPTH_RANGE: |
| params[0] = mState.zNear; |
| params[1] = mState.zFar; |
| break; |
| case GL_COLOR_CLEAR_VALUE: |
| params[0] = mState.colorClearValue.red; |
| params[1] = mState.colorClearValue.green; |
| params[2] = mState.colorClearValue.blue; |
| params[3] = mState.colorClearValue.alpha; |
| break; |
| case GL_BLEND_COLOR: |
| params[0] = mState.blendColor.red; |
| params[1] = mState.blendColor.green; |
| params[2] = mState.blendColor.blue; |
| params[3] = mState.blendColor.alpha; |
| break; |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: |
| if (!supportsTextureFilterAnisotropy()) |
| { |
| return false; |
| } |
| *params = mMaxTextureAnisotropy; |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Context::getIntegerv(GLenum pname, GLint *params) |
| { |
| // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation |
| // because it is stored as a float, despite the fact that the GL ES 2.0 spec names |
| // GetIntegerv as its native query function. As it would require conversion in any |
| // case, this should make no difference to the calling application. You may find it in |
| // Context::getFloatv. |
| switch (pname) |
| { |
| case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break; |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break; |
| case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break; |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break; |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break; |
| case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break; |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break; |
| case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break; |
| case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; |
| case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; |
| case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break; |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break; |
| //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE |
| case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; |
| case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; |
| case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break; |
| case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; |
| case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break; |
| case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; |
| case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; |
| case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; |
| case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; |
| case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; |
| case GL_STENCIL_REF: *params = mState.stencilRef; break; |
| case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; |
| case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; |
| case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; |
| case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; |
| case GL_STENCIL_FAIL: *params = mState.stencilFail; break; |
| case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; |
| case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; |
| case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; |
| case GL_DEPTH_FUNC: *params = mState.depthFunc; break; |
| case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; |
| case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; |
| case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; |
| case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; |
| case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; |
| case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; |
| case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; |
| case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; |
| case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; |
| case GL_SUBPIXEL_BITS: *params = 4; break; |
| case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break; |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break; |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: |
| params[0] = mNumCompressedTextureFormats; |
| break; |
| case GL_MAX_SAMPLES_ANGLE: |
| { |
| GLsizei maxSamples = getMaxSupportedSamples(); |
| if (maxSamples != 0) |
| { |
| *params = maxSamples; |
| } |
| else |
| { |
| return false; |
| } |
| |
| break; |
| } |
| case GL_SAMPLE_BUFFERS: |
| case GL_SAMPLES: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE) |
| { |
| switch (pname) |
| { |
| case GL_SAMPLE_BUFFERS: |
| if (framebuffer->getSamples() != 0) |
| { |
| *params = 1; |
| } |
| else |
| { |
| *params = 0; |
| } |
| break; |
| case GL_SAMPLES: |
| *params = framebuffer->getSamples(); |
| break; |
| } |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break; |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break; |
| case GL_MAX_VIEWPORT_DIMS: |
| { |
| int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension()); |
| params[0] = maxDimension; |
| params[1] = maxDimension; |
| } |
| break; |
| case GL_COMPRESSED_TEXTURE_FORMATS: |
| { |
| if (supportsDXT1Textures()) |
| { |
| *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; |
| } |
| if (supportsDXT3Textures()) |
| { |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; |
| } |
| if (supportsDXT5Textures()) |
| { |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; |
| } |
| } |
| break; |
| case GL_VIEWPORT: |
| params[0] = mState.viewportX; |
| params[1] = mState.viewportY; |
| params[2] = mState.viewportWidth; |
| params[3] = mState.viewportHeight; |
| break; |
| case GL_SCISSOR_BOX: |
| params[0] = mState.scissorX; |
| params[1] = mState.scissorY; |
| params[2] = mState.scissorWidth; |
| params[3] = mState.scissorHeight; |
| break; |
| case GL_CULL_FACE_MODE: *params = mState.cullMode; break; |
| case GL_FRONT_FACE: *params = mState.frontFace; break; |
| case GL_RED_BITS: |
| case GL_GREEN_BITS: |
| case GL_BLUE_BITS: |
| case GL_ALPHA_BITS: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); |
| |
| if (colorbuffer) |
| { |
| switch (pname) |
| { |
| case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; |
| case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; |
| case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; |
| case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; |
| } |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_DEPTH_BITS: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); |
| |
| if (depthbuffer) |
| { |
| *params = depthbuffer->getDepthSize(); |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_STENCIL_BITS: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); |
| |
| if (stencilbuffer) |
| { |
| *params = stencilbuffer->getStencilSize(); |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_TEXTURE_BINDING_2D: |
| { |
| if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1) |
| { |
| error(GL_INVALID_OPERATION); |
| return false; |
| } |
| |
| *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id(); |
| } |
| break; |
| case GL_TEXTURE_BINDING_CUBE_MAP: |
| { |
| if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1) |
| { |
| error(GL_INVALID_OPERATION); |
| return false; |
| } |
| |
| *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id(); |
| } |
| break; |
| case GL_RESET_NOTIFICATION_STRATEGY_EXT: |
| *params = mResetStrategy; |
| break; |
| case GL_NUM_PROGRAM_BINARY_FORMATS_OES: |
| *params = 1; |
| break; |
| case GL_PROGRAM_BINARY_FORMATS_OES: |
| *params = GL_PROGRAM_BINARY_ANGLE; |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) |
| { |
| // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation |
| // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due |
| // to the fact that it is stored internally as a float, and so would require conversion |
| // if returned from Context::getIntegerv. Since this conversion is already implemented |
| // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we |
| // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling |
| // application. |
| switch (pname) |
| { |
| case GL_COMPRESSED_TEXTURE_FORMATS: |
| { |
| *type = GL_INT; |
| *numParams = mNumCompressedTextureFormats; |
| } |
| break; |
| case GL_SHADER_BINARY_FORMATS: |
| { |
| *type = GL_INT; |
| *numParams = 0; |
| } |
| break; |
| case GL_MAX_VERTEX_ATTRIBS: |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: |
| case GL_MAX_VARYING_VECTORS: |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: |
| case GL_MAX_RENDERBUFFER_SIZE: |
| case GL_NUM_SHADER_BINARY_FORMATS: |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: |
| case GL_ARRAY_BUFFER_BINDING: |
| case GL_FRAMEBUFFER_BINDING: |
| case GL_RENDERBUFFER_BINDING: |
| case GL_CURRENT_PROGRAM: |
| case GL_PACK_ALIGNMENT: |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: |
| case GL_UNPACK_ALIGNMENT: |
| case GL_GENERATE_MIPMAP_HINT: |
| case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: |
| case GL_RED_BITS: |
| case GL_GREEN_BITS: |
| case GL_BLUE_BITS: |
| case GL_ALPHA_BITS: |
| case GL_DEPTH_BITS: |
| case GL_STENCIL_BITS: |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: |
| case GL_CULL_FACE_MODE: |
| case GL_FRONT_FACE: |
| case GL_ACTIVE_TEXTURE: |
| case GL_STENCIL_FUNC: |
| case GL_STENCIL_VALUE_MASK: |
| case GL_STENCIL_REF: |
| case GL_STENCIL_FAIL: |
| case GL_STENCIL_PASS_DEPTH_FAIL: |
| case GL_STENCIL_PASS_DEPTH_PASS: |
| case GL_STENCIL_BACK_FUNC: |
| case GL_STENCIL_BACK_VALUE_MASK: |
| case GL_STENCIL_BACK_REF: |
| case GL_STENCIL_BACK_FAIL: |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: |
| case GL_DEPTH_FUNC: |
| case GL_BLEND_SRC_RGB: |
| case GL_BLEND_SRC_ALPHA: |
| case GL_BLEND_DST_RGB: |
| case GL_BLEND_DST_ALPHA: |
| case GL_BLEND_EQUATION_RGB: |
| case GL_BLEND_EQUATION_ALPHA: |
| case GL_STENCIL_WRITEMASK: |
| case GL_STENCIL_BACK_WRITEMASK: |
| case GL_STENCIL_CLEAR_VALUE: |
| case GL_SUBPIXEL_BITS: |
| case GL_MAX_TEXTURE_SIZE: |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: |
| case GL_SAMPLE_BUFFERS: |
| case GL_SAMPLES: |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: |
| case GL_TEXTURE_BINDING_2D: |
| case GL_TEXTURE_BINDING_CUBE_MAP: |
| case GL_RESET_NOTIFICATION_STRATEGY_EXT: |
| case GL_NUM_PROGRAM_BINARY_FORMATS_OES: |
| case GL_PROGRAM_BINARY_FORMATS_OES: |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| break; |
| case GL_MAX_SAMPLES_ANGLE: |
| { |
| if (getMaxSupportedSamples() != 0) |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| else |
| { |
| return false; |
| } |
| } |
| break; |
| case GL_MAX_VIEWPORT_DIMS: |
| { |
| *type = GL_INT; |
| *numParams = 2; |
| } |
| break; |
| case GL_VIEWPORT: |
| case GL_SCISSOR_BOX: |
| { |
| *type = GL_INT; |
| *numParams = 4; |
| } |
| break; |
| case GL_SHADER_COMPILER: |
| case GL_SAMPLE_COVERAGE_INVERT: |
| case GL_DEPTH_WRITEMASK: |
| case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, |
| case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural |
| case GL_SAMPLE_COVERAGE: |
| case GL_SCISSOR_TEST: |
| case GL_STENCIL_TEST: |
| case GL_DEPTH_TEST: |
| case GL_BLEND: |
| case GL_DITHER: |
| case GL_CONTEXT_ROBUST_ACCESS_EXT: |
| { |
| *type = GL_BOOL; |
| *numParams = 1; |
| } |
| break; |
| case GL_COLOR_WRITEMASK: |
| { |
| *type = GL_BOOL; |
| *numParams = 4; |
| } |
| break; |
| case GL_POLYGON_OFFSET_FACTOR: |
| case GL_POLYGON_OFFSET_UNITS: |
| case GL_SAMPLE_COVERAGE_VALUE: |
| case GL_DEPTH_CLEAR_VALUE: |
| case GL_LINE_WIDTH: |
| { |
| *type = GL_FLOAT; |
| *numParams = 1; |
| } |
| break; |
| case GL_ALIASED_LINE_WIDTH_RANGE: |
| case GL_ALIASED_POINT_SIZE_RANGE: |
| case GL_DEPTH_RANGE: |
| { |
| *type = GL_FLOAT; |
| *numParams = 2; |
| } |
| break; |
| case GL_COLOR_CLEAR_VALUE: |
| case GL_BLEND_COLOR: |
| { |
| *type = GL_FLOAT; |
| *numParams = 4; |
| } |
| break; |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: |
| if (!supportsTextureFilterAnisotropy()) |
| { |
| return false; |
| } |
| *type = GL_FLOAT; |
| *numParams = 1; |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| // Applies the render target surface, depth stencil surface, viewport rectangle and |
| // scissor rectangle to the Direct3D 9 device |
| bool Context::applyRenderTarget(bool ignoreViewport) |
| { |
| Framebuffer *framebufferObject = getDrawFramebuffer(); |
| |
| if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) |
| { |
| return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); |
| } |
| |
| // if there is no color attachment we must synthesize a NULL colorattachment |
| // to keep the D3D runtime happy. This should only be possible if depth texturing. |
| Renderbuffer *renderbufferObject = NULL; |
| if (framebufferObject->getColorbufferType() != GL_NONE) |
| { |
| renderbufferObject = framebufferObject->getColorbuffer(); |
| } |
| else |
| { |
| renderbufferObject = framebufferObject->getNullColorbuffer(); |
| } |
| if (!renderbufferObject) |
| { |
| ERR("unable to locate renderbuffer for FBO."); |
| return false; |
| } |
| |
| bool renderTargetChanged = false; |
| unsigned int renderTargetSerial = renderbufferObject->getSerial(); |
| if (renderTargetSerial != mAppliedRenderTargetSerial) |
| { |
| IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget(); |
| if (!renderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return false; // Context must be lost |
| } |
| mDevice->SetRenderTarget(0, renderTarget); |
| mAppliedRenderTargetSerial = renderTargetSerial; |
| mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets. |
| renderTargetChanged = true; |
| renderTarget->Release(); |
| } |
| |
| IDirect3DSurface9 *depthStencil = NULL; |
| unsigned int depthbufferSerial = 0; |
| unsigned int stencilbufferSerial = 0; |
| if (framebufferObject->getDepthbufferType() != GL_NONE) |
| { |
| Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer(); |
| depthStencil = depthbuffer->getDepthStencil(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| return false; |
| } |
| |
| depthbufferSerial = depthbuffer->getSerial(); |
| } |
| else if (framebufferObject->getStencilbufferType() != GL_NONE) |
| { |
| Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer(); |
| depthStencil = stencilbuffer->getDepthStencil(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| return false; |
| } |
| |
| stencilbufferSerial = stencilbuffer->getSerial(); |
| } |
| |
| if (depthbufferSerial != mAppliedDepthbufferSerial || |
| stencilbufferSerial != mAppliedStencilbufferSerial || |
| !mDepthStencilInitialized) |
| { |
| mDevice->SetDepthStencilSurface(depthStencil); |
| mAppliedDepthbufferSerial = depthbufferSerial; |
| mAppliedStencilbufferSerial = stencilbufferSerial; |
| mDepthStencilInitialized = true; |
| } |
| |
| if (depthStencil) |
| { |
| depthStencil->Release(); |
| } |
| |
| if (!mRenderTargetDescInitialized || renderTargetChanged) |
| { |
| IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget(); |
| if (!renderTarget) |
| { |
| return false; // Context must be lost |
| } |
| renderTarget->GetDesc(&mRenderTargetDesc); |
| mRenderTargetDescInitialized = true; |
| renderTarget->Release(); |
| } |
| |
| D3DVIEWPORT9 viewport; |
| |
| float zNear = clamp01(mState.zNear); |
| float zFar = clamp01(mState.zFar); |
| |
| if (ignoreViewport) |
| { |
| viewport.X = 0; |
| viewport.Y = 0; |
| viewport.Width = mRenderTargetDesc.Width; |
| viewport.Height = mRenderTargetDesc.Height; |
| viewport.MinZ = 0.0f; |
| viewport.MaxZ = 1.0f; |
| } |
| else |
| { |
| viewport.X = clamp(mState.viewportX, 0L, static_cast<LONG>(mRenderTargetDesc.Width)); |
| viewport.Y = clamp(mState.viewportY, 0L, static_cast<LONG>(mRenderTargetDesc.Height)); |
| viewport.Width = clamp(mState.viewportWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X)); |
| viewport.Height = clamp(mState.viewportHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y)); |
| viewport.MinZ = zNear; |
| viewport.MaxZ = zFar; |
| } |
| |
| if (viewport.Width <= 0 || viewport.Height <= 0) |
| { |
| return false; // Nothing to render |
| } |
| |
| if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0) |
| { |
| mDevice->SetViewport(&viewport); |
| mSetViewport = viewport; |
| mViewportInitialized = true; |
| mDxUniformsDirty = true; |
| } |
| |
| if (mScissorStateDirty) |
| { |
| if (mState.scissorTest) |
| { |
| RECT rect; |
| rect.left = clamp(mState.scissorX, 0L, static_cast<LONG>(mRenderTargetDesc.Width)); |
| rect.top = clamp(mState.scissorY, 0L, static_cast<LONG>(mRenderTargetDesc.Height)); |
| rect.right = clamp(mState.scissorX + mState.scissorWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width)); |
| rect.bottom = clamp(mState.scissorY + mState.scissorHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height)); |
| mDevice->SetScissorRect(&rect); |
| mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); |
| } |
| |
| mScissorStateDirty = false; |
| } |
| |
| if (mState.currentProgram && mDxUniformsDirty) |
| { |
| Program *programObject = getCurrentProgram(); |
| ProgramBinary *programBinary = programObject->getProgramBinary(); |
| |
| GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation(); |
| GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height}; |
| programBinary->setUniform2fv(halfPixelSize, 1, xy); |
| |
| // These values are used for computing gl_FragCoord in Program::linkVaryings(). |
| GLint coord = programBinary->getDxCoordLocation(); |
| GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f, |
| (float)mState.viewportX + mState.viewportWidth / 2.0f, |
| (float)mState.viewportY + mState.viewportHeight / 2.0f}; |
| programBinary->setUniform4fv(coord, 1, whxy); |
| |
| GLint depth = programBinary->getDxDepthLocation(); |
| GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f}; |
| programBinary->setUniform2fv(depth, 1, dz); |
| |
| GLint depthRange = programBinary->getDxDepthRangeLocation(); |
| GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; |
| programBinary->setUniform3fv(depthRange, 1, nearFarDiff); |
| mDxUniformsDirty = false; |
| } |
| |
| return true; |
| } |
| |
| // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device |
| void Context::applyState(GLenum drawMode) |
| { |
| Program *programObject = getCurrentProgram(); |
| ProgramBinary *programBinary = programObject->getProgramBinary(); |
| |
| Framebuffer *framebufferObject = getDrawFramebuffer(); |
| |
| GLint frontCCW = programBinary->getDxFrontCCWLocation(); |
| GLint ccw = (mState.frontFace == GL_CCW); |
| programBinary->setUniform1iv(frontCCW, 1, &ccw); |
| |
| GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation(); |
| GLint alwaysFront = !isTriangleMode(drawMode); |
| programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront); |
| |
| D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier(); |
| bool zeroColorMaskAllowed = identifier->VendorId != 0x1002; |
| // Apparently some ATI cards have a bug where a draw with a zero color |
| // write mask can cause later draws to have incorrect results. Instead, |
| // set a nonzero color write mask but modify the blend state so that no |
| // drawing is done. |
| // http://code.google.com/p/angleproject/issues/detail?id=169 |
| |
| if (mCullStateDirty || mFrontFaceDirty) |
| { |
| if (mState.cullFace) |
| { |
| mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); |
| } |
| |
| mCullStateDirty = false; |
| } |
| |
| if (mDepthStateDirty) |
| { |
| if (mState.depthTest) |
| { |
| mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); |
| mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); |
| } |
| |
| mDepthStateDirty = false; |
| } |
| |
| if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty)) |
| { |
| mBlendStateDirty = true; |
| mMaskStateDirty = true; |
| } |
| |
| if (mBlendStateDirty) |
| { |
| if (mState.blend) |
| { |
| mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); |
| |
| if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && |
| mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) |
| { |
| mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha), |
| unorm<8>(mState.blendColor.alpha), |
| unorm<8>(mState.blendColor.alpha), |
| unorm<8>(mState.blendColor.alpha))); |
| } |
| |
| mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB)); |
| mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB)); |
| mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB)); |
| |
| if (mState.sourceBlendRGB != mState.sourceBlendAlpha || |
| mState.destBlendRGB != mState.destBlendAlpha || |
| mState.blendEquationRGB != mState.blendEquationAlpha) |
| { |
| mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); |
| |
| mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha)); |
| mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha)); |
| mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); |
| } |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); |
| } |
| |
| mBlendStateDirty = false; |
| } |
| |
| if (mStencilStateDirty || mFrontFaceDirty) |
| { |
| if (mState.stencilTest && framebufferObject->hasStencil()) |
| { |
| mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); |
| mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE); |
| |
| // FIXME: Unsupported by D3D9 |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF; |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK; |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK; |
| if (mState.stencilWritemask != mState.stencilBackWritemask || |
| mState.stencilRef != mState.stencilBackRef || |
| mState.stencilMask != mState.stencilBackMask) |
| { |
| ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL."); |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| // get the maximum size of the stencil ref |
| gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer(); |
| GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask); |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, |
| es2dx::ConvertComparison(mState.stencilFunc)); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, |
| es2dx::ConvertStencilOp(mState.stencilFail)); |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, |
| es2dx::ConvertStencilOp(mState.stencilPassDepthFail)); |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, |
| es2dx::ConvertStencilOp(mState.stencilPassDepthPass)); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask); |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, |
| es2dx::ConvertComparison(mState.stencilBackFunc)); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, |
| es2dx::ConvertStencilOp(mState.stencilBackFail)); |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, |
| es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail)); |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, |
| es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); |
| } |
| |
| mStencilStateDirty = false; |
| mFrontFaceDirty = false; |
| } |
| |
| if (mMaskStateDirty) |
| { |
| int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, |
| mState.colorMaskBlue, mState.colorMaskAlpha); |
| if (colorMask == 0 && !zeroColorMaskAllowed) |
| { |
| // Enable green channel, but set blending so nothing will be drawn. |
| mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN); |
| mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); |
| |
| mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO); |
| mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); |
| mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask); |
| } |
| mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE); |
| |
| mMaskStateDirty = false; |
| } |
| |
| if (mPolygonOffsetStateDirty) |
| { |
| if (mState.polygonOffsetFill) |
| { |
| gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer(); |
| if (depthbuffer) |
| { |
| mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor)); |
| float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); |
| mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias)); |
| } |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0); |
| mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0); |
| } |
| |
| mPolygonOffsetStateDirty = false; |
| } |
| |
| if (mSampleStateDirty) |
| { |
| if (mState.sampleAlphaToCoverage) |
| { |
| FIXME("Sample alpha to coverage is unimplemented."); |
| } |
| |
| mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE); |
| if (mState.sampleCoverage) |
| { |
| unsigned int mask = 0; |
| if (mState.sampleCoverageValue != 0) |
| { |
| float threshold = 0.5f; |
| |
| for (int i = 0; i < framebufferObject->getSamples(); ++i) |
| { |
| mask <<= 1; |
| |
| if ((i + 1) * mState.sampleCoverageValue >= threshold) |
| { |
| threshold += 1.0f; |
| mask |= 1; |
| } |
| } |
| } |
| |
| if (mState.sampleCoverageInvert) |
| { |
| mask = ~mask; |
| } |
| |
| mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); |
| } |
| |
| mSampleStateDirty = false; |
| } |
| |
| if (mDitherStateDirty) |
| { |
| mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE); |
| |
| mDitherStateDirty = false; |
| } |
| } |
| |
| GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw) |
| { |
| TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; |
| |
| GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances); |
| if (err != GL_NO_ERROR) |
| { |
| return err; |
| } |
| |
| return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, getCurrentProgram(), instances, repeatDraw); |
| } |
| |
| // Applies the indices and element array bindings to the Direct3D 9 device |
| GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) |
| { |
| GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo); |
| |
| if (err == GL_NO_ERROR) |
| { |
| if (indexInfo->serial != mAppliedIBSerial) |
| { |
| mDevice->SetIndices(indexInfo->indexBuffer); |
| mAppliedIBSerial = indexInfo->serial; |
| } |
| } |
| |
| return err; |
| } |
| |
| // Applies the shaders and shader constants to the Direct3D 9 device |
| void Context::applyShaders() |
| { |
| Program *programObject = getCurrentProgram(); |
| ProgramBinary *programBinary = programObject->getProgramBinary(); |
| |
| if (programObject->getSerial() != mAppliedProgramSerial) |
| { |
| IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader(); |
| IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader(); |
| |
| mDevice->SetPixelShader(pixelShader); |
| mDevice->SetVertexShader(vertexShader); |
| programBinary->dirtyAllUniforms(); |
| mAppliedProgramSerial = programObject->getSerial(); |
| } |
| |
| programBinary->applyUniforms(); |
| } |
| |
| // Applies the textures and sampler states to the Direct3D 9 device |
| void Context::applyTextures() |
| { |
| applyTextures(SAMPLER_PIXEL); |
| |
| if (mSupportsVertexTexture) |
| { |
| applyTextures(SAMPLER_VERTEX); |
| } |
| } |
| |
| // For each Direct3D 9 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 type) |
| { |
| Program *programObject = getCurrentProgram(); |
| ProgramBinary *programBinary = programObject->getProgramBinary(); |
| |
| int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type |
| unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS; |
| int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0; |
| int samplerRange = programBinary->getUsedSamplerRange(type); |
| |
| for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++) |
| { |
| int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index |
| int d3dSampler = samplerIndex + d3dSamplerOffset; |
| |
| if (textureUnit != -1) |
| { |
| TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex); |
| |
| Texture *texture = getSamplerTexture(textureUnit, textureType); |
| unsigned int texSerial = texture->getTextureSerial(); |
| |
| if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages()) |
| { |
| IDirect3DBaseTexture9 *d3dTexture = texture->getTexture(); |
| |
| if (d3dTexture) |
| { |
| if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters()) |
| { |
| GLenum wrapS = texture->getWrapS(); |
| GLenum wrapT = texture->getWrapT(); |
| GLenum minFilter = texture->getMinFilter(); |
| GLenum magFilter = texture->getMagFilter(); |
| float maxAnisotropy = texture->getMaxAnisotropy(); |
| |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS)); |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT)); |
| |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter, maxAnisotropy)); |
| D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter; |
| es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter, maxAnisotropy); |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter); |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter); |
| |
| if (supportsTextureFilterAnisotropy()) |
| { |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)maxAnisotropy); |
| } |
| } |
| |
| if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages()) |
| { |
| mDevice->SetTexture(d3dSampler, d3dTexture); |
| } |
| } |
| else |
| { |
| mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture()); |
| } |
| |
| appliedTextureSerial[samplerIndex] = texSerial; |
| texture->resetDirty(); |
| } |
| } |
| else |
| { |
| if (appliedTextureSerial[samplerIndex] != 0) |
| { |
| mDevice->SetTexture(d3dSampler, NULL); |
| appliedTextureSerial[samplerIndex] = 0; |
| } |
| } |
| } |
| |
| for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++) |
| { |
| if (appliedTextureSerial[samplerIndex] != 0) |
| { |
| mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL); |
| appliedTextureSerial[samplerIndex] = 0; |
| } |
| } |
| } |
| |
| void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, |
| GLenum format, GLenum type, GLsizei *bufSize, void* pixels) |
| { |
| Framebuffer *framebuffer = getReadFramebuffer(); |
| |
| if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) |
| { |
| return error(GL_INVALID_FRAMEBUFFER_OPERATION); |
| } |
| |
| if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment); |
| // sized query sanity check |
| if (bufSize) |
| { |
| int requiredSize = outputPitch * height; |
| if (requiredSize > *bufSize) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| } |
| |
| IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget(); |
| if (!renderTarget) |
| { |
| return; // Context must be lost, return silently |
| } |
| |
| D3DSURFACE_DESC desc; |
| renderTarget->GetDesc(&desc); |
| |
| if (desc.MultiSampleType != D3DMULTISAMPLE_NONE) |
| { |
| UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target |
| renderTarget->Release(); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| |
| HRESULT result; |
| IDirect3DSurface9 *systemSurface = NULL; |
| bool directToPixels = !getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() && |
| x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height && |
| desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE; |
| if (directToPixels) |
| { |
| // Use the pixels ptr as a shared handle to write directly into client's memory |
| result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, |
| D3DPOOL_SYSTEMMEM, &systemSurface, &pixels); |
| if (FAILED(result)) |
| { |
| // Try again without the shared handle |
| directToPixels = false; |
| } |
| } |
| |
| if (!directToPixels) |
| { |
| result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, |
| D3DPOOL_SYSTEMMEM, &systemSurface, NULL); |
| if (FAILED(result)) |
| { |
| ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); |
| renderTarget->Release(); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| } |
| |
| result = mDevice->GetRenderTargetData(renderTarget, systemSurface); |
| renderTarget->Release(); |
| renderTarget = NULL; |
| |
| if (FAILED(result)) |
| { |
| systemSurface->Release(); |
| |
| // It turns out that D3D will sometimes produce more error |
| // codes than those documented. |
| if (checkDeviceLost(result)) |
| return error(GL_OUT_OF_MEMORY); |
| else |
| { |
| UNREACHABLE(); |
| return; |
| } |
| |
| } |
| |
| if (directToPixels) |
| { |
| systemSurface->Release(); |
| return; |
| } |
| |
| RECT rect; |
| rect.left = clamp(x, 0L, static_cast<LONG>(desc.Width)); |
| rect.top = clamp(y, 0L, static_cast<LONG>(desc.Height)); |
| rect.right = clamp(x + width, 0L, static_cast<LONG>(desc.Width)); |
| rect.bottom = clamp(y + height, 0L, static_cast<LONG>(desc.Height)); |
| |
| D3DLOCKED_RECT lock; |
| result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY); |
| |
| if (FAILED(result)) |
| { |
| UNREACHABLE(); |
| systemSurface->Release(); |
| |
| return; // No sensible error to generate |
| } |
| |
| unsigned char *dest = (unsigned char*)pixels; |
| unsigned short *dest16 = (unsigned short*)pixels; |
| |
| unsigned char *source; |
| int inputPitch; |
| if (getPackReverseRowOrder()) |
| { |
| source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1); |
| inputPitch = -lock.Pitch; |
| } |
| else |
| { |
| source = (unsigned char*)lock.pBits; |
| inputPitch = lock.Pitch; |
| } |
| |
| for (int j = 0; j < rect.bottom - rect.top; j++) |
| { |
| if (desc.Format == D3DFMT_A8R8G8B8 && |
| format == GL_BGRA_EXT && |
| type == GL_UNSIGNED_BYTE) |
| { |
| // Fast path for EXT_read_format_bgra, given |
| // an RGBA source buffer. Note that buffers with no |
| // alpha go through the slow path below. |
| memcpy(dest + j * outputPitch, |
| source + j * inputPitch, |
| (rect.right - rect.left) * 4); |
| continue; |
| } |
| |
| for (int i = 0; i < rect.right - rect.left; i++) |
| { |
| float r; |
| float g; |
| float b; |
| float a; |
| |
| switch (desc.Format) |
| { |
| case D3DFMT_R5G6B5: |
| { |
| unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch); |
| |
| a = 1.0f; |
| b = (rgb & 0x001F) * (1.0f / 0x001F); |
| g = (rgb & 0x07E0) * (1.0f / 0x07E0); |
| r = (rgb & 0xF800) * (1.0f / 0xF800); |
| } |
| break; |
| case D3DFMT_A1R5G5B5: |
| { |
| unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch); |
| |
| a = (argb & 0x8000) ? 1.0f : 0.0f; |
| b = (argb & 0x001F) * (1.0f / 0x001F); |
| g = (argb & 0x03E0) * (1.0f / 0x03E0); |
| r = (argb & 0x7C00) * (1.0f / 0x7C00); |
| } |
| break; |
| case D3DFMT_A8R8G8B8: |
| { |
| unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); |
| |
| a = (argb & 0xFF000000) * (1.0f / 0xFF000000); |
| b = (argb & 0x000000FF) * (1.0f / 0x000000FF); |
| g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); |
| r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); |
| } |
| break; |
| case D3DFMT_X8R8G8B8: |
| { |
| unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch); |
| |
| a = 1.0f; |
| b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); |
| g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); |
| r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); |
| } |
| break; |
| case D3DFMT_A2R10G10B10: |
| { |
| unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); |
| |
| a = (argb & 0xC0000000) * (1.0f / 0xC0000000); |
| b = (argb & 0x000003FF) * (1.0f / 0x000003FF); |
| g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); |
| r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); |
| } |
| break; |
| case D3DFMT_A32B32G32R32F: |
| { |
| // float formats in D3D are stored rgba, rather than the other way round |
| r = *((float*)(source + 16 * i + j * inputPitch) + 0); |
| g = *((float*)(source + 16 * i + j * inputPitch) + 1); |
| b = *((float*)(source + 16 * i + j * inputPitch) + 2); |
| a = *((float*)(source + 16 * i + j * inputPitch) + 3); |
| } |
| break; |
| case D3DFMT_A16B16G16R16F: |
| { |
| // float formats in D3D are stored rgba, rather than the other way round |
| float abgr[4]; |
| |
| D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4); |
| |
| a = abgr[3]; |
| b = abgr[2]; |
| g = abgr[1]; |
| r = abgr[0]; |
| } |
| break; |
| default: |
| UNIMPLEMENTED(); // FIXME |
| UNREACHABLE(); |
| return; |
| } |
| |
| switch (format) |
| { |
| case GL_RGBA: |
| switch (type) |
| { |
| case GL_UNSIGNED_BYTE: |
| dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f); |
| dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f); |
| dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f); |
| dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f); |
| break; |
| default: UNREACHABLE(); |
| } |
| break; |
| case GL_BGRA_EXT: |
| switch (type) |
| { |
| case GL_UNSIGNED_BYTE: |
| dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f); |
| dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f); |
| dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f); |
| dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f); |
| break; |
| case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: |
| // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section |
| // this type is packed as follows: |
| // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 |
| // -------------------------------------------------------------------------------- |
| // | 4th | 3rd | 2nd | 1st component | |
| // -------------------------------------------------------------------------------- |
| // in the case of BGRA_EXT, B is the first component, G the second, and so forth. |
| dest16[i + j * outputPitch / sizeof(unsigned short)] = |
| ((unsigned short)(15 * a + 0.5f) << 12)| |
| ((unsigned short)(15 * r + 0.5f) << 8) | |
| ((unsigned short)(15 * g + 0.5f) << 4) | |
| ((unsigned short)(15 * b + 0.5f) << 0); |
| break; |
| case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: |
| // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section |
| // this type is packed as follows: |
| // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 |
| // -------------------------------------------------------------------------------- |
| // | 4th | 3rd | 2nd | 1st component | |
| // -------------------------------------------------------------------------------- |
| // in the case of BGRA_EXT, B is the first component, G the second, and so forth. |
| dest16[i + j * outputPitch / sizeof(unsigned short)] = |
| ((unsigned short)( a + 0.5f) << 15) | |
| ((unsigned short)(31 * r + 0.5f) << 10) | |
| ((unsigned short)(31 * g + 0.5f) << 5) | |
| ((unsigned short)(31 * b + 0.5f) << 0); |
| break; |
| default: UNREACHABLE(); |
| } |
| break; |
| case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT |
| switch (type) |
| { |
| case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE |
| dest16[i + j * outputPitch / sizeof(unsigned short)] = |
| ((unsigned short)(31 * b + 0.5f) << 0) | |
| ((unsigned short)(63 * g + 0.5f) << 5) | |
| ((unsigned short)(31 * r + 0.5f) << 11); |
| break; |
| default: UNREACHABLE(); |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| } |
| } |
| |
| systemSurface->UnlockRect(); |
| |
| systemSurface->Release(); |
| } |
| |
| void Context::clear(GLbitfield mask) |
| { |
| Framebuffer *framebufferObject = getDrawFramebuffer(); |
| |
| if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) |
| { |
| return error(GL_INVALID_FRAMEBUFFER_OPERATION); |
| } |
| |
| DWORD flags = 0; |
| |
| if (mask & GL_COLOR_BUFFER_BIT) |
| { |
| mask &= ~GL_COLOR_BUFFER_BIT; |
| |
| if (framebufferObject->getColorbufferType() != GL_NONE) |
| { |
| flags |= D3DCLEAR_TARGET; |
| } |
| } |
| |
| if (mask & GL_DEPTH_BUFFER_BIT) |
| { |
| mask &= ~GL_DEPTH_BUFFER_BIT; |
| if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE) |
| { |
| flags |= D3DCLEAR_ZBUFFER; |
| } |
| } |
| |
| GLuint stencilUnmasked = 0x0; |
| |
| if (mask & GL_STENCIL_BUFFER_BIT) |
| { |
| mask &= ~GL_STENCIL_BUFFER_BIT; |
| if (framebufferObject->getStencilbufferType() != GL_NONE) |
| { |
| IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| return; |
| } |
| |
| D3DSURFACE_DESC desc; |
| depthStencil->GetDesc(&desc); |
| depthStencil->Release(); |
| |
| unsigned int stencilSize = dx2es::GetStencilSize(desc.Format); |
| stencilUnmasked = (0x1 << stencilSize) - 1; |
| |
| if (stencilUnmasked != 0x0) |
| { |
| flags |= D3DCLEAR_STENCIL; |
| } |
| } |
| } |
| |
| if (mask != 0) |
| { |
| return error(GL_INVALID_VALUE); |
| } |
| |
| if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport |
| { |
| return; |
| } |
| |
| D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha), |
| unorm<8>(mState.colorClearValue.red), |
| unorm<8>(mState.colorClearValue.green), |
| unorm<8>(mState.colorClearValue.blue)); |
| float depth = clamp01(mState.depthClearValue); |
| int stencil = mState.stencilClearValue & 0x000000FF; |
| |
| bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha; |
| |
| const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) && |
| (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked; |
| const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) && |
| !(mState.colorMaskRed && mState.colorMaskGreen && |
| mState.colorMaskBlue && alphaUnmasked); |
| |
| if (needMaskedColorClear || needMaskedStencilClear) |
| { |
| // State which is altered in all paths from this point to the clear call is saved. |
| // State which is altered in only some paths will be flagged dirty in the case that |
| // that path is taken. |
| HRESULT hr; |
| if (mMaskedClearSavedState == NULL) |
| { |
| hr = mDevice->BeginStateBlock(); |
| ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); |
| |
| mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); |
| mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| mDevice->SetRenderState(D3DRS_ZENABLE, FALSE); |
| mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); |
| mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); |
| mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); |
| mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); |
| mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); |
| mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0); |
| mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); |
| mDevice->SetPixelShader(NULL); |
| mDevice->SetVertexShader(NULL); |
| mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| mDevice->SetStreamSource(0, NULL, 0, 0); |
| mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); |
| mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); |
| mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color); |
| mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); |
| |
| for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| mDevice->SetStreamSourceFreq(i, 1); |
| } |
| |
| hr = mDevice->EndStateBlock(&mMaskedClearSavedState); |
| ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); |
| } |
| |
| ASSERT(mMaskedClearSavedState != NULL); |
| |
| if (mMaskedClearSavedState != NULL) |
| { |
| hr = mMaskedClearSavedState->Capture(); |
| ASSERT(SUCCEEDED(hr)); |
| } |
| |
| mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); |
| mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| mDevice->SetRenderState(D3DRS_ZENABLE, FALSE); |
| mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); |
| mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); |
| mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); |
| mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); |
| mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); |
| |
| if (flags & D3DCLEAR_TARGET) |
| { |
| mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0); |
| } |
| |
| if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL)) |
| { |
| mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); |
| mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE); |
| mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); |
| mDevice->SetRenderState(D3DRS_STENCILREF, stencil); |
| mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask); |
| mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE); |
| mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE); |
| mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); |
| mStencilStateDirty = true; |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); |
| } |
| |
| mDevice->SetPixelShader(NULL); |
| mDevice->SetVertexShader(NULL); |
| mDevice->SetFVF(D3DFVF_XYZRHW); |
| mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); |
| mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); |
| mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color); |
| mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); |
| |
| for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| mDevice->SetStreamSourceFreq(i, 1); |
| } |
| |
| float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges |
| quad[0][0] = -0.5f; |
| quad[0][1] = mRenderTargetDesc.Height - 0.5f; |
| quad[0][2] = 0.0f; |
| quad[0][3] = 1.0f; |
| |
| quad[1][0] = mRenderTargetDesc.Width - 0.5f; |
| quad[1][1] = mRenderTargetDesc.Height - 0.5f; |
| quad[1][2] = 0.0f; |
| quad[1][3] = 1.0f; |
| |
| quad[2][0] = -0.5f; |
| quad[2][1] = -0.5f; |
| quad[2][2] = 0.0f; |
| quad[2][3] = 1.0f; |
| |
| quad[3][0] = mRenderTargetDesc.Width - 0.5f; |
| quad[3][1] = -0.5f; |
| quad[3][2] = 0.0f; |
| quad[3][3] = 1.0f; |
| |
| mDisplay->startScene(); |
| mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4])); |
| |
| if (flags & D3DCLEAR_ZBUFFER) |
| { |
| mDevice->SetRenderState(D3DRS_ZENABLE, TRUE); |
| mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); |
| mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil); |
| } |
| |
| if (mMaskedClearSavedState != NULL) |
| { |
| mMaskedClearSavedState->Apply(); |
| } |
| } |
| else if (flags) |
| { |
| mDevice->Clear(0, NULL, flags, color, depth, stencil); |
| } |
| } |
| |
| void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances) |
| { |
| if (!mState.currentProgram) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| D3DPRIMITIVETYPE primitiveType; |
| int primitiveCount; |
| |
| if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount)) |
| return error(GL_INVALID_ENUM); |
| |
| if (primitiveCount <= 0) |
| { |
| return; |
| } |
| |
| if (!applyRenderTarget(false)) |
| { |
| return; |
| } |
| |
| applyState(mode); |
| |
| GLsizei repeatDraw = 1; |
| GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw); |
| if (err != GL_NO_ERROR) |
| { |
| return error(err); |
| } |
| |
| applyShaders(); |
| applyTextures(); |
| |
| if (!getCurrentProgram()->getProgramBinary()->validateSamplers(NULL)) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| if (!cullSkipsDraw(mode)) |
| { |
| mDisplay->startScene(); |
| |
| if (mode == GL_LINE_LOOP) |
| { |
| drawLineLoop(count, GL_NONE, NULL, 0); |
| } |
| else if (instances > 0) |
| { |
| StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count); |
| if (countingIB) |
| { |
| if (mAppliedIBSerial != countingIB->getSerial()) |
| { |
| mDevice->SetIndices(countingIB->getBuffer()); |
| mAppliedIBSerial = countingIB->getSerial(); |
| } |
| |
| for (int i = 0; i < repeatDraw; i++) |
| { |
| mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount); |
| } |
| } |
| else |
| { |
| ERR("Could not create a counting index buffer for glDrawArraysInstanced."); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| } |
| else // Regular case |
| { |
| mDevice->DrawPrimitive(primitiveType, 0, primitiveCount); |
| } |
| } |
| } |
| |
| void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances) |
| { |
| if (!mState.currentProgram) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| if (!indices && !mState.elementArrayBuffer) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| D3DPRIMITIVETYPE primitiveType; |
| int primitiveCount; |
| |
| if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount)) |
| return error(GL_INVALID_ENUM); |
| |
| if (primitiveCount <= 0) |
| { |
| return; |
| } |
| |
| if (!applyRenderTarget(false)) |
| { |
| return; |
| } |
| |
| applyState(mode); |
| |
| TranslatedIndexData indexInfo; |
| GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo); |
| if (err != GL_NO_ERROR) |
| { |
| return error(err); |
| } |
| |
| GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; |
| GLsizei repeatDraw = 1; |
| err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw); |
| if (err != GL_NO_ERROR) |
| { |
| return error(err); |
| } |
| |
| applyShaders(); |
| applyTextures(); |
| |
| if (!getCurrentProgram()->getProgramBinary()->validateSamplers(false)) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| if (!cullSkipsDraw(mode)) |
| { |
| mDisplay->startScene(); |
| |
| if (mode == GL_LINE_LOOP) |
| { |
| drawLineLoop(count, type, indices, indexInfo.minIndex); |
| } |
| else |
| { |
| for (int i = 0; i < repeatDraw; i++) |
| { |
| mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount); |
| } |
| } |
| } |
| } |
| |
| // Implements glFlush when block is false, glFinish when block is true |
| void Context::sync(bool block) |
| { |
| mDisplay->sync(block); |
| } |
| |
| void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex) |
| { |
| // Get the raw indices for an indexed draw |
| if (type != GL_NONE && mState.elementArrayBuffer.get()) |
| { |
| Buffer *indexBuffer = mState.elementArrayBuffer.get(); |
| intptr_t offset = reinterpret_cast<intptr_t>(indices); |
| indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset; |
| } |
| |
| UINT startIndex = 0; |
| bool succeeded = false; |
| |
| if (supports32bitIndices()) |
| { |
| const int spaceNeeded = (count + 1) * sizeof(unsigned int); |
| |
| if (!mLineLoopIB) |
| { |
| mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32); |
| } |
| |
| if (mLineLoopIB) |
| { |
| mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT); |
| |
| UINT offset = 0; |
| unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset)); |
| startIndex = offset / 4; |
| |
| if (data) |
| { |
| switch (type) |
| { |
| case GL_NONE: // Non-indexed draw |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = i; |
| } |
| data[count] = 0; |
| break; |
| case GL_UNSIGNED_BYTE: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLubyte*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLubyte*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_SHORT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLushort*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLushort*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_INT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLuint*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLuint*>(indices)[0]; |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| mLineLoopIB->unmap(); |
| succeeded = true; |
| } |
| } |
| } |
| else |
| { |
| const int spaceNeeded = (count + 1) * sizeof(unsigned short); |
| |
| if (!mLineLoopIB) |
| { |
| mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16); |
| } |
| |
| if (mLineLoopIB) |
| { |
| mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT); |
| |
| UINT offset = 0; |
| unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset)); |
| startIndex = offset / 2; |
| |
| if (data) |
| { |
| switch (type) |
| { |
| case GL_NONE: // Non-indexed draw |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = i; |
| } |
| data[count] = 0; |
| break; |
| case GL_UNSIGNED_BYTE: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLubyte*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLubyte*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_SHORT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLushort*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLushort*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_INT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLuint*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLuint*>(indices)[0]; |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| mLineLoopIB->unmap(); |
| succeeded = true; |
| } |
| } |
| } |
| |
| if (succeeded) |
| { |
| if (mAppliedIBSerial != mLineLoopIB->getSerial()) |
| { |
| mDevice->SetIndices(mLineLoopIB->getBuffer()); |
| mAppliedIBSerial = mLineLoopIB->getSerial(); |
| } |
| |
| mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count); |
| } |
| else |
| { |
| ERR("Could not create a looping index buffer for GL_LINE_LOOP."); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| } |
| |
| void Context::recordInvalidEnum() |
| { |
| mInvalidEnum = true; |
| } |
| |
| void Context::recordInvalidValue() |
| { |
| mInvalidValue = true; |
| } |
| |
| void Context::recordInvalidOperation() |
| { |
| mInvalidOperation = true; |
| } |
| |
| void Context::recordOutOfMemory() |
| { |
| mOutOfMemory = true; |
| } |
| |
| void Context::recordInvalidFramebufferOperation() |
| { |
| mInvalidFramebufferOperation = true; |
| } |
| |
| // Get one of the recorded errors and clear its flag, if any. |
| // [OpenGL ES 2.0.24] section 2.5 page 13. |
| GLenum Context::getError() |
| { |
| if (mInvalidEnum) |
| { |
| mInvalidEnum = false; |
| |
| return GL_INVALID_ENUM; |
| } |
| |
| if (mInvalidValue) |
| { |
| mInvalidValue = false; |
| |
| return GL_INVALID_VALUE; |
| } |
| |
| if (mInvalidOperation) |
| { |
| mInvalidOperation = false; |
| |
| return GL_INVALID_OPERATION; |
| } |
| |
| if (mOutOfMemory) |
| { |
| mOutOfMemory = false; |
| |
| return GL_OUT_OF_MEMORY; |
| } |
| |
| if (mInvalidFramebufferOperation) |
| { |
| mInvalidFramebufferOperation = false; |
| |
| return GL_INVALID_FRAMEBUFFER_OPERATION; |
| } |
| |
| return GL_NO_ERROR; |
| } |
| |
| GLenum Context::getResetStatus() |
| { |
| if (mResetStatus == GL_NO_ERROR) |
| { |
| bool lost = mDisplay->testDeviceLost(); |
| |
| if (lost) |
| { |
| mDisplay->notifyDeviceLost(); // Sets mResetStatus |
| } |
| } |
| |
| GLenum status = mResetStatus; |
| |
| if (mResetStatus != GL_NO_ERROR) |
| { |
| if (mDisplay->testDeviceResettable()) |
| { |
| mResetStatus = GL_NO_ERROR; |
| } |
| } |
| |
| return status; |
| } |
| |
| bool Context::isResetNotificationEnabled() |
| { |
| return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); |
| } |
| |
| bool Context::supportsShaderModel3() const |
| { |
| return mSupportsShaderModel3; |
| } |
| |
| float Context::getMaximumPointSize() const |
| { |
| return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2; |
| } |
| |
| int Context::getMaximumVaryingVectors() const |
| { |
| return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2; |
| } |
| |
| unsigned int Context::getMaximumVertexTextureImageUnits() const |
| { |
| return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0; |
| } |
| |
| unsigned int Context::getMaximumCombinedTextureImageUnits() const |
| { |
| return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits(); |
| } |
| |
| int Context::getMaximumFragmentUniformVectors() const |
| { |
| return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2; |
| } |
| |
| int Context::getMaxSupportedSamples() const |
| { |
| return mMaxSupportedSamples; |
| } |
| |
| int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const |
| { |
| if (requested == 0) |
| { |
| return requested; |
| } |
| |
| std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format); |
| if (itr == mMultiSampleSupport.end()) |
| { |
| return -1; |
| } |
| |
| for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i) |
| { |
| if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE) |
| { |
| return i; |
| } |
| } |
| |
| return -1; |
| } |
| |
| bool Context::supportsEventQueries() const |
| { |
| return mSupportsEventQueries; |
| } |
| |
| bool Context::supportsOcclusionQueries() const |
| { |
| return mSupportsOcclusionQueries; |
| } |
| |
| bool Context::supportsDXT1Textures() const |
| { |
| return mSupportsDXT1Textures; |
| } |
| |
| bool Context::supportsDXT3Textures() const |
| { |
| return mSupportsDXT3Textures; |
| } |
| |
| bool Context::supportsDXT5Textures() const |
| { |
| return mSupportsDXT5Textures; |
| } |
| |
| bool Context::supportsFloat32Textures() const |
| { |
| return mSupportsFloat32Textures; |
| } |
| |
| bool Context::supportsFloat32LinearFilter() const |
| { |
| return mSupportsFloat32LinearFilter; |
| } |
| |
| bool Context::supportsFloat32RenderableTextures() const |
| { |
| return mSupportsFloat32RenderableTextures; |
| } |
| |
| bool Context::supportsFloat16Textures() const |
| { |
| return mSupportsFloat16Textures; |
| } |
| |
| bool Context::supportsFloat16LinearFilter() const |
| { |
| return mSupportsFloat16LinearFilter; |
| } |
| |
| bool Context::supportsFloat16RenderableTextures() const |
| { |
| return mSupportsFloat16RenderableTextures; |
| } |
| |
| int Context::getMaximumRenderbufferDimension() const |
| { |
| return mMaxRenderbufferDimension; |
| } |
| |
| int Context::getMaximumTextureDimension() const |
| { |
| return mMaxTextureDimension; |
| } |
| |
| int Context::getMaximumCubeTextureDimension() const |
| { |
| return mMaxCubeTextureDimension; |
| } |
| |
| int Context::getMaximumTextureLevel() const |
| { |
| return mMaxTextureLevel; |
| } |
| |
| bool Context::supportsLuminanceTextures() const |
| { |
| return mSupportsLuminanceTextures; |
| } |
| |
| bool Context::supportsLuminanceAlphaTextures() const |
| { |
| return mSupportsLuminanceAlphaTextures; |
| } |
| |
| bool Context::supportsDepthTextures() const |
| { |
| return mSupportsDepthTextures; |
| } |
| |
| bool Context::supports32bitIndices() const |
| { |
| return mSupports32bitIndices; |
| } |
| |
| bool Context::supportsNonPower2Texture() const |
| { |
| return mSupportsNonPower2Texture; |
| } |
| |
| bool Context::supportsInstancing() const |
| { |
| return mSupportsInstancing; |
| } |
| |
| bool Context::supportsTextureFilterAnisotropy() const |
| { |
| return mSupportsTextureFilterAnisotropy; |
| } |
| |
| float Context::getTextureMaxAnisotropy() const |
| { |
| return mMaxTextureAnisotropy; |
| } |
| |
| void Context::detachBuffer(GLuint buffer) |
| { |
| // [OpenGL ES 2.0.24] section 2.9 page 22: |
| // If a buffer object is deleted while it is bound, all bindings to that object in the current context |
| // (i.e. in the thread that called Delete-Buffers) are reset to zero. |
| |
| if (mState.arrayBuffer.id() == buffer) |
| { |
| mState.arrayBuffer.set(NULL); |
| } |
| |
| if (mState.elementArrayBuffer.id() == buffer) |
| { |
| mState.elementArrayBuffer.set(NULL); |
| } |
| |
| for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) |
| { |
| if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer) |
| { |
| mState.vertexAttribute[attribute].mBoundBuffer.set(NULL); |
| } |
| } |
| } |
| |
| void Context::detachTexture(GLuint texture) |
| { |
| // [OpenGL ES 2.0.24] section 3.8 page 84: |
| // If a texture object is deleted, it is as if all texture units which are bound to that texture object are |
| // rebound to texture object zero |
| |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) |
| { |
| for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++) |
| { |
| if (mState.samplerTexture[type][sampler].id() == texture) |
| { |
| mState.samplerTexture[type][sampler].set(NULL); |
| } |
| } |
| } |
| |
| // [OpenGL ES 2.0.24] section 4.4 page 112: |
| // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is |
| // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this |
| // image was attached in the currently bound framebuffer. |
| |
| Framebuffer *readFramebuffer = getReadFramebuffer(); |
| Framebuffer *drawFramebuffer = getDrawFramebuffer(); |
| |
| if (readFramebuffer) |
| { |
| readFramebuffer->detachTexture(texture); |
| } |
| |
| if (drawFramebuffer && drawFramebuffer != readFramebuffer) |
| { |
| drawFramebuffer->detachTexture(texture); |
| } |
| } |
| |
| void Context::detachFramebuffer(GLuint framebuffer) |
| { |
| // [OpenGL ES 2.0.24] section 4.4 page 107: |
| // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though |
| // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. |
| |
| if (mState.readFramebuffer == framebuffer) |
| { |
| bindReadFramebuffer(0); |
| } |
| |
| if (mState.drawFramebuffer == framebuffer) |
| { |
| bindDrawFramebuffer(0); |
| } |
| } |
| |
| void Context::detachRenderbuffer(GLuint renderbuffer) |
| { |
| // [OpenGL ES 2.0.24] section 4.4 page 109: |
| // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer |
| // had been executed with the target RENDERBUFFER and name of zero. |
| |
| if (mState.renderbuffer.id() == renderbuffer) |
| { |
| bindRenderbuffer(0); |
| } |
| |
| // [OpenGL ES 2.0.24] section 4.4 page 111: |
| // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, |
| // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment |
| // point to which this image was attached in the currently bound framebuffer. |
| |
| Framebuffer *readFramebuffer = getReadFramebuffer(); |
| Framebuffer *drawFramebuffer = getDrawFramebuffer(); |
| |
| if (readFramebuffer) |
| { |
| readFramebuffer->detachRenderbuffer(renderbuffer); |
| } |
| |
| if (drawFramebuffer && drawFramebuffer != readFramebuffer) |
| { |
| drawFramebuffer->detachRenderbuffer(renderbuffer); |
| } |
| } |
| |
| Texture *Context::getIncompleteTexture(TextureType type) |
| { |
| Texture *t = mIncompleteTextures[type].get(); |
| |
| if (t == NULL) |
| { |
| static const GLubyte color[] = { 0, 0, 0, 255 }; |
| |
| switch (type) |
| { |
| default: |
| UNREACHABLE(); |
| // default falls through to TEXTURE_2D |
| |
| case TEXTURE_2D: |
| { |
| Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID); |
| incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); |
| t = incomplete2d; |
| } |
| break; |
| |
| case TEXTURE_CUBE: |
| { |
| TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID); |
| |
| incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); |
| incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); |
| incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); |
| incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); |
| incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); |
| incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); |
| |
| t = incompleteCube; |
| } |
| break; |
| } |
| |
| mIncompleteTextures[type].set(t); |
| } |
| |
| return t; |
| } |
| |
| bool Context::cullSkipsDraw(GLenum drawMode) |
| { |
| return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); |
| } |
| |
| bool Context::isTriangleMode(GLenum drawMode) |
| { |
| switch (drawMode) |
| { |
| case GL_TRIANGLES: |
| case GL_TRIANGLE_FAN: |
| case GL_TRIANGLE_STRIP: |
| return true; |
| case GL_POINTS: |
| case GL_LINES: |
| case GL_LINE_LOOP: |
| case GL_LINE_STRIP: |
| return false; |
| default: UNREACHABLE(); |
| } |
| |
| return false; |
| } |
| |
| void Context::setVertexAttrib(GLuint index, const GLfloat *values) |
| { |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); |
| |
| mState.vertexAttribute[index].mCurrentValue[0] = values[0]; |
| mState.vertexAttribute[index].mCurrentValue[1] = values[1]; |
| mState.vertexAttribute[index].mCurrentValue[2] = values[2]; |
| mState.vertexAttribute[index].mCurrentValue[3] = values[3]; |
| |
| mVertexDataManager->dirtyCurrentValue(index); |
| } |
| |
| void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) |
| { |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); |
| |
| mState.vertexAttribute[index].mDivisor = divisor; |
| } |
| |
| // keep list sorted in following order |
| // OES extensions |
| // EXT extensions |
| // Vendor extensions |
| void Context::initExtensionString() |
| { |
| mExtensionString = ""; |
| |
| // OES extensions |
| if (supports32bitIndices()) |
| { |
| mExtensionString += "GL_OES_element_index_uint "; |
| } |
| |
| mExtensionString += "GL_OES_packed_depth_stencil "; |
| mExtensionString += "GL_OES_get_program_binary "; |
| mExtensionString += "GL_OES_rgb8_rgba8 "; |
| mExtensionString += "GL_OES_standard_derivatives "; |
| |
| if (supportsFloat16Textures()) |
| { |
| mExtensionString += "GL_OES_texture_half_float "; |
| } |
| if (supportsFloat16LinearFilter()) |
| { |
| mExtensionString += "GL_OES_texture_half_float_linear "; |
| } |
| if (supportsFloat32Textures()) |
| { |
| mExtensionString += "GL_OES_texture_float "; |
| } |
| if (supportsFloat32LinearFilter()) |
| { |
| mExtensionString += "GL_OES_texture_float_linear "; |
| } |
| |
| if (supportsNonPower2Texture()) |
| { |
| mExtensionString += "GL_OES_texture_npot "; |
| } |
| |
| // Multi-vendor (EXT) extensions |
| if (supportsOcclusionQueries()) |
| { |
| mExtensionString += "GL_EXT_occlusion_query_boolean "; |
| } |
| |
| mExtensionString += "GL_EXT_read_format_bgra "; |
| mExtensionString += "GL_EXT_robustness "; |
| |
| if (supportsDXT1Textures()) |
| { |
| mExtensionString += "GL_EXT_texture_compression_dxt1 "; |
| } |
| |
| if (supportsTextureFilterAnisotropy()) |
| { |
| mExtensionString += "GL_EXT_texture_filter_anisotropic "; |
| } |
| |
| mExtensionString += "GL_EXT_texture_format_BGRA8888 "; |
| mExtensionString += "GL_EXT_texture_storage "; |
| |
| // ANGLE-specific extensions |
| if (supportsDepthTextures()) |
| { |
| mExtensionString += "GL_ANGLE_depth_texture "; |
| } |
| |
| mExtensionString += "GL_ANGLE_framebuffer_blit "; |
| if (getMaxSupportedSamples() != 0) |
| { |
| mExtensionString += "GL_ANGLE_framebuffer_multisample "; |
| } |
| |
| if (supportsInstancing()) |
| { |
| mExtensionString += "GL_ANGLE_instanced_arrays "; |
| } |
| |
| mExtensionString += "GL_ANGLE_pack_reverse_row_order "; |
| |
| if (supportsDXT3Textures()) |
| { |
| mExtensionString += "GL_ANGLE_texture_compression_dxt3 "; |
| } |
| if (supportsDXT5Textures()) |
| { |
| mExtensionString += "GL_ANGLE_texture_compression_dxt5 "; |
| } |
| |
| mExtensionString += "GL_ANGLE_texture_usage "; |
| mExtensionString += "GL_ANGLE_translated_shader_source "; |
| |
| // Other vendor-specific extensions |
| if (supportsEventQueries()) |
| { |
| mExtensionString += "GL_NV_fence "; |
| } |
| |
| std::string::size_type end = mExtensionString.find_last_not_of(' '); |
| if (end != std::string::npos) |
| { |
| mExtensionString.resize(end+1); |
| } |
| } |
| |
| const char *Context::getExtensionString() const |
| { |
| return mExtensionString.c_str(); |
| } |
| |
| void Context::initRendererString() |
| { |
| D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier(); |
| |
| mRendererString = "ANGLE ("; |
| mRendererString += identifier->Description; |
| mRendererString += ")"; |
| } |
| |
| const char *Context::getRendererString() const |
| { |
| return mRendererString.c_str(); |
| } |
| |
| void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, |
| GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, |
| GLbitfield mask) |
| { |
| Framebuffer *readFramebuffer = getReadFramebuffer(); |
| Framebuffer *drawFramebuffer = getDrawFramebuffer(); |
| |
| if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE || |
| !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) |
| { |
| return error(GL_INVALID_FRAMEBUFFER_OPERATION); |
| } |
| |
| if (drawFramebuffer->getSamples() != 0) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth(); |
| int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight(); |
| int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth(); |
| int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight(); |
| |
| RECT sourceRect; |
| RECT destRect; |
| |
| if (srcX0 < srcX1) |
| { |
| sourceRect.left = srcX0; |
| sourceRect.right = srcX1; |
| destRect.left = dstX0; |
| destRect.right = dstX1; |
| } |
| else |
| { |
| sourceRect.left = srcX1; |
| destRect.left = dstX1; |
| sourceRect.right = srcX0; |
| destRect.right = dstX0; |
| } |
| |
| if (srcY0 < srcY1) |
| { |
| sourceRect.bottom = srcY1; |
| destRect.bottom = dstY1; |
| sourceRect.top = srcY0; |
| destRect.top = dstY0; |
| } |
| else |
| { |
| sourceRect.bottom = srcY0; |
| destRect.bottom = dstY0; |
| sourceRect.top = srcY1; |
| destRect.top = dstY1; |
| } |
| |
| RECT sourceScissoredRect = sourceRect; |
| RECT destScissoredRect = destRect; |
| |
| if (mState.scissorTest) |
| { |
| // Only write to parts of the destination framebuffer which pass the scissor test |
| // Please note: the destRect is now in D3D-style coordinates, so the *top* of the |
| // rect will be checked against scissorY, rather than the bottom. |
| if (destRect.left < mState.scissorX) |
| { |
| int xDiff = mState.scissorX - destRect.left; |
| destScissoredRect.left = mState.scissorX; |
| sourceScissoredRect.left += xDiff; |
| } |
| |
| if (destRect.right > mState.scissorX + mState.scissorWidth) |
| { |
| int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth); |
| destScissoredRect.right = mState.scissorX + mState.scissorWidth; |
| sourceScissoredRect.right -= xDiff; |
| } |
| |
| if (destRect.top < mState.scissorY) |
| { |
| int yDiff = mState.scissorY - destRect.top; |
| destScissoredRect.top = mState.scissorY; |
| sourceScissoredRect.top += yDiff; |
| } |
| |
| if (destRect.bottom > mState.scissorY + mState.scissorHeight) |
| { |
| int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight); |
| destScissoredRect.bottom = mState.scissorY + mState.scissorHeight; |
| sourceScissoredRect.bottom -= yDiff; |
| } |
| } |
| |
| bool blitRenderTarget = false; |
| bool blitDepthStencil = false; |
| |
| RECT sourceTrimmedRect = sourceScissoredRect; |
| RECT destTrimmedRect = destScissoredRect; |
| |
| // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of |
| // the actual draw and read surfaces. |
| if (sourceTrimmedRect.left < 0) |
| { |
| int xDiff = 0 - sourceTrimmedRect.left; |
| sourceTrimmedRect.left = 0; |
| destTrimmedRect.left += xDiff; |
| } |
| |
| if (sourceTrimmedRect.right > readBufferWidth) |
| { |
| int xDiff = sourceTrimmedRect.right - readBufferWidth; |
| sourceTrimmedRect.right = readBufferWidth; |
| destTrimmedRect.right -= xDiff; |
| } |
| |
| if (sourceTrimmedRect.top < 0) |
| { |
| int yDiff = 0 - sourceTrimmedRect.top; |
| sourceTrimmedRect.top = 0; |
| destTrimmedRect.top += yDiff; |
| } |
| |
| if (sourceTrimmedRect.bottom > readBufferHeight) |
| { |
| int yDiff = sourceTrimmedRect.bottom - readBufferHeight; |
| sourceTrimmedRect.bottom = readBufferHeight; |
| destTrimmedRect.bottom -= yDiff; |
| } |
| |
| if (destTrimmedRect.left < 0) |
| { |
| int xDiff = 0 - destTrimmedRect.left; |
| destTrimmedRect.left = 0; |
| sourceTrimmedRect.left += xDiff; |
| } |
| |
| if (destTrimmedRect.right > drawBufferWidth) |
| { |
| int xDiff = destTrimmedRect.right - drawBufferWidth; |
| destTrimmedRect.right = drawBufferWidth; |
| sourceTrimmedRect.right -= xDiff; |
| } |
| |
| if (destTrimmedRect.top < 0) |
| { |
| int yDiff = 0 - destTrimmedRect.top; |
| destTrimmedRect.top = 0; |
| sourceTrimmedRect.top += yDiff; |
| } |
| |
| if (destTrimmedRect.bottom > drawBufferHeight) |
| { |
| int yDiff = destTrimmedRect.bottom - drawBufferHeight; |
| destTrimmedRect.bottom = drawBufferHeight; |
| sourceTrimmedRect.bottom -= yDiff; |
| } |
| |
| bool partialBufferCopy = false; |
| if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight || |
| sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth || |
| destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight || |
| destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth || |
| sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0) |
| { |
| partialBufferCopy = true; |
| } |
| |
| if (mask & GL_COLOR_BUFFER_BIT) |
| { |
| const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D || |
| readFramebuffer->getColorbufferType() == GL_RENDERBUFFER; |
| const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D || |
| drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER; |
| if (!validReadType || !validDrawType || |
| readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat()) |
| { |
| ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation"); |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| if (partialBufferCopy && readFramebuffer->getSamples() != 0) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| blitRenderTarget = true; |
| |
| } |
| |
| if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) |
| { |
| Renderbuffer *readDSBuffer = NULL; |
| Renderbuffer *drawDSBuffer = NULL; |
| |
| // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have |
| // both a depth and stencil buffer, it will be the same buffer. |
| |
| if (mask & GL_DEPTH_BUFFER_BIT) |
| { |
| if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) |
| { |
| if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() || |
| readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat()) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| blitDepthStencil = true; |
| readDSBuffer = readFramebuffer->getDepthbuffer(); |
| drawDSBuffer = drawFramebuffer->getDepthbuffer(); |
| } |
| } |
| |
| if (mask & GL_STENCIL_BUFFER_BIT) |
| { |
| if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) |
| { |
| if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() || |
| readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat()) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| blitDepthStencil = true; |
| readDSBuffer = readFramebuffer->getStencilbuffer(); |
| drawDSBuffer = drawFramebuffer->getStencilbuffer(); |
| } |
| } |
| |
| if (partialBufferCopy) |
| { |
| ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); |
| return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted |
| } |
| |
| if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) || |
| (readDSBuffer && readDSBuffer->getSamples() != 0)) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| } |
| |
| if (blitRenderTarget || blitDepthStencil) |
| { |
| mDisplay->endScene(); |
| |
| if (blitRenderTarget) |
| { |
| IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget(); |
| IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget(); |
| |
| HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect, |
| drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE); |
| |
| readRenderTarget->Release(); |
| drawRenderTarget->Release(); |
| |
| if (FAILED(result)) |
| { |
| ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result); |
| return; |
| } |
| } |
| |
| if (blitDepthStencil) |
| { |
| IDirect3DSurface9* readDepthStencil = readFramebuffer->getDepthStencil(); |
| IDirect3DSurface9* drawDepthStencil = drawFramebuffer->getDepthStencil(); |
| |
| HRESULT result = mDevice->StretchRect(readDepthStencil, NULL, drawDepthStencil, NULL, D3DTEXF_NONE); |
| |
| readDepthStencil->Release(); |
| drawDepthStencil->Release(); |
| |
| if (FAILED(result)) |
| { |
| ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result); |
| return; |
| } |
| } |
| } |
| } |
| |
| VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0) |
| { |
| for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++) |
| { |
| mVertexDeclCache[i].vertexDeclaration = NULL; |
| mVertexDeclCache[i].lruCount = 0; |
| } |
| } |
| |
| VertexDeclarationCache::~VertexDeclarationCache() |
| { |
| for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++) |
| { |
| if (mVertexDeclCache[i].vertexDeclaration) |
| { |
| mVertexDeclCache[i].vertexDeclaration->Release(); |
| } |
| } |
| } |
| |
| GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], Program *program, GLsizei instances, GLsizei *repeatDraw) |
| { |
| *repeatDraw = 1; |
| |
| int indexedAttribute = MAX_VERTEX_ATTRIBS; |
| int instancedAttribute = MAX_VERTEX_ATTRIBS; |
| |
| if (instances > 0) |
| { |
| // Find an indexed attribute to be mapped to D3D stream 0 |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| if (attributes[i].active) |
| { |
| if (indexedAttribute == MAX_VERTEX_ATTRIBS) |
| { |
| if (attributes[i].divisor == 0) |
| { |
| indexedAttribute = i; |
| } |
| } |
| else if (instancedAttribute == MAX_VERTEX_ATTRIBS) |
| { |
| if (attributes[i].divisor != 0) |
| { |
| instancedAttribute = i; |
| } |
| } |
| else break; // Found both an indexed and instanced attribute |
| } |
| } |
| |
| if (indexedAttribute == MAX_VERTEX_ATTRIBS) |
| { |
| return GL_INVALID_OPERATION; |
| } |
| } |
| |
| D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1]; |
| D3DVERTEXELEMENT9 *element = &elements[0]; |
| |
| ProgramBinary *programBinary = program->getProgramBinary(); |
| |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| if (attributes[i].active) |
| { |
| int stream = i; |
| |
| if (instances > 0) |
| { |
| // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced. |
| if (instancedAttribute == MAX_VERTEX_ATTRIBS) |
| { |
| *repeatDraw = instances; |
| } |
| else |
| { |
| if (i == indexedAttribute) |
| { |
| stream = 0; |
| } |
| else if (i == 0) |
| { |
| stream = indexedAttribute; |
| } |
| |
| UINT frequency = 1; |
| |
| if (attributes[i].divisor == 0) |
| { |
| frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances; |
| } |
| else |
| { |
| frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor; |
| } |
| |
| device->SetStreamSourceFreq(stream, frequency); |
| mInstancingEnabled = true; |
| } |
| } |
| |
| if (mAppliedVBs[stream].serial != attributes[i].serial || |
| mAppliedVBs[stream].stride != attributes[i].stride || |
| mAppliedVBs[stream].offset != attributes[i].offset) |
| { |
| device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride); |
| mAppliedVBs[stream].serial = attributes[i].serial; |
| mAppliedVBs[stream].stride = attributes[i].stride; |
| mAppliedVBs[stream].offset = attributes[i].offset; |
| } |
| |
| element->Stream = stream; |
| element->Offset = 0; |
| element->Type = attributes[i].type; |
| element->Method = D3DDECLMETHOD_DEFAULT; |
| element->Usage = D3DDECLUSAGE_TEXCOORD; |
| element->UsageIndex = programBinary->getSemanticIndex(i); |
| element++; |
| } |
| } |
| |
| if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS) |
| { |
| if (mInstancingEnabled) |
| { |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| device->SetStreamSourceFreq(i, 1); |
| } |
| |
| mInstancingEnabled = false; |
| } |
| } |
| |
| static const D3DVERTEXELEMENT9 end = D3DDECL_END(); |
| *(element++) = end; |
| |
| for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++) |
| { |
| VertexDeclCacheEntry *entry = &mVertexDeclCache[i]; |
| if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration) |
| { |
| entry->lruCount = ++mMaxLru; |
| if(entry->vertexDeclaration != mLastSetVDecl) |
| { |
| device->SetVertexDeclaration(entry->vertexDeclaration); |
| mLastSetVDecl = entry->vertexDeclaration; |
| } |
| |
| return GL_NO_ERROR; |
| } |
| } |
| |
| VertexDeclCacheEntry *lastCache = mVertexDeclCache; |
| |
| for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++) |
| { |
| if (mVertexDeclCache[i].lruCount < lastCache->lruCount) |
| { |
| lastCache = &mVertexDeclCache[i]; |
| } |
| } |
| |
| if (lastCache->vertexDeclaration != NULL) |
| { |
| lastCache->vertexDeclaration->Release(); |
| lastCache->vertexDeclaration = NULL; |
| // mLastSetVDecl is set to the replacement, so we don't have to worry |
| // about it. |
| } |
| |
| memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)); |
| device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration); |
| device->SetVertexDeclaration(lastCache->vertexDeclaration); |
| mLastSetVDecl = lastCache->vertexDeclaration; |
| lastCache->lruCount = ++mMaxLru; |
| |
| return GL_NO_ERROR; |
| } |
| |
| void VertexDeclarationCache::markStateDirty() |
| { |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| mAppliedVBs[i].serial = 0; |
| } |
| |
| mLastSetVDecl = NULL; |
| mInstancingEnabled = true; // Forces it to be disabled when not used |
| } |
| |
| } |
| |
| extern "C" |
| { |
| gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) |
| { |
| return new gl::Context(config, shareContext, 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(); |
| } |
| } |