| // |
| // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // State.cpp: Implements the State class, encapsulating raw GL state. |
| |
| #include "libGLESv2/State.h" |
| |
| #include "libGLESv2/Context.h" |
| #include "libGLESv2/Caps.h" |
| #include "libGLESv2/VertexArray.h" |
| #include "libGLESv2/Query.h" |
| #include "libGLESv2/Framebuffer.h" |
| #include "libGLESv2/FramebufferAttachment.h" |
| #include "libGLESv2/renderer/RenderTarget.h" |
| #include "libGLESv2/formatutils.h" |
| |
| namespace gl |
| { |
| |
| State::State() |
| { |
| } |
| |
| State::~State() |
| { |
| reset(); |
| } |
| |
| void State::initialize(const Caps& caps, GLuint clientVersion) |
| { |
| mContext = NULL; |
| |
| setClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| mDepthClearValue = 1.0f; |
| mStencilClearValue = 0; |
| |
| mRasterizer.rasterizerDiscard = false; |
| mRasterizer.cullFace = false; |
| mRasterizer.cullMode = GL_BACK; |
| mRasterizer.frontFace = GL_CCW; |
| mRasterizer.polygonOffsetFill = false; |
| mRasterizer.polygonOffsetFactor = 0.0f; |
| mRasterizer.polygonOffsetUnits = 0.0f; |
| mRasterizer.pointDrawMode = false; |
| mRasterizer.multiSample = false; |
| mScissorTest = false; |
| mScissor.x = 0; |
| mScissor.y = 0; |
| mScissor.width = 0; |
| mScissor.height = 0; |
| |
| mBlend.blend = false; |
| mBlend.sourceBlendRGB = GL_ONE; |
| mBlend.sourceBlendAlpha = GL_ONE; |
| mBlend.destBlendRGB = GL_ZERO; |
| mBlend.destBlendAlpha = GL_ZERO; |
| mBlend.blendEquationRGB = GL_FUNC_ADD; |
| mBlend.blendEquationAlpha = GL_FUNC_ADD; |
| mBlend.sampleAlphaToCoverage = false; |
| mBlend.dither = true; |
| |
| mBlendColor.red = 0; |
| mBlendColor.green = 0; |
| mBlendColor.blue = 0; |
| mBlendColor.alpha = 0; |
| |
| mDepthStencil.depthTest = false; |
| mDepthStencil.depthFunc = GL_LESS; |
| mDepthStencil.depthMask = true; |
| mDepthStencil.stencilTest = false; |
| mDepthStencil.stencilFunc = GL_ALWAYS; |
| mDepthStencil.stencilMask = -1; |
| mDepthStencil.stencilWritemask = -1; |
| mDepthStencil.stencilBackFunc = GL_ALWAYS; |
| mDepthStencil.stencilBackMask = -1; |
| mDepthStencil.stencilBackWritemask = -1; |
| mDepthStencil.stencilFail = GL_KEEP; |
| mDepthStencil.stencilPassDepthFail = GL_KEEP; |
| mDepthStencil.stencilPassDepthPass = GL_KEEP; |
| mDepthStencil.stencilBackFail = GL_KEEP; |
| mDepthStencil.stencilBackPassDepthFail = GL_KEEP; |
| mDepthStencil.stencilBackPassDepthPass = GL_KEEP; |
| |
| mStencilRef = 0; |
| mStencilBackRef = 0; |
| |
| mSampleCoverage = false; |
| mSampleCoverageValue = 1.0f; |
| mSampleCoverageInvert = false; |
| mGenerateMipmapHint = GL_DONT_CARE; |
| mFragmentShaderDerivativeHint = GL_DONT_CARE; |
| |
| mLineWidth = 1.0f; |
| |
| mViewport.x = 0; |
| mViewport.y = 0; |
| mViewport.width = 0; |
| mViewport.height = 0; |
| mNearZ = 0.0f; |
| mFarZ = 1.0f; |
| |
| mBlend.colorMaskRed = true; |
| mBlend.colorMaskGreen = true; |
| mBlend.colorMaskBlue = true; |
| mBlend.colorMaskAlpha = true; |
| |
| mActiveSampler = 0; |
| |
| const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f }; |
| for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++) |
| { |
| mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues); |
| } |
| |
| mSamplerTextures[GL_TEXTURE_2D].resize(caps.maxCombinedTextureImageUnits); |
| mSamplerTextures[GL_TEXTURE_CUBE_MAP].resize(caps.maxCombinedTextureImageUnits); |
| if (clientVersion >= 3) |
| { |
| // TODO: These could also be enabled via extension |
| mSamplerTextures[GL_TEXTURE_2D_ARRAY].resize(caps.maxCombinedTextureImageUnits); |
| mSamplerTextures[GL_TEXTURE_3D].resize(caps.maxCombinedTextureImageUnits); |
| } |
| |
| mSamplers.resize(caps.maxCombinedTextureImageUnits); |
| |
| mActiveQueries[GL_ANY_SAMPLES_PASSED].set(NULL); |
| mActiveQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL); |
| mActiveQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL); |
| |
| mCurrentProgramId = 0; |
| mCurrentProgramBinary.set(NULL); |
| |
| mReadFramebuffer = NULL; |
| mDrawFramebuffer = NULL; |
| } |
| |
| void State::reset() |
| { |
| for (TextureBindingMap::iterator bindingVec = mSamplerTextures.begin(); bindingVec != mSamplerTextures.end(); bindingVec++) |
| { |
| TextureBindingVector &textureVector = bindingVec->second; |
| for (size_t textureIdx = 0; textureIdx < textureVector.size(); textureIdx++) |
| { |
| textureVector[textureIdx].set(NULL); |
| } |
| } |
| for (size_t samplerIdx = 0; samplerIdx < mSamplers.size(); samplerIdx++) |
| { |
| mSamplers[samplerIdx].set(NULL); |
| } |
| |
| const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f }; |
| for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++) |
| { |
| mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues); |
| } |
| |
| mArrayBuffer.set(NULL); |
| mRenderbuffer.set(NULL); |
| |
| mTransformFeedback.set(NULL); |
| |
| for (State::ActiveQueryMap::iterator i = mActiveQueries.begin(); i != mActiveQueries.end(); i++) |
| { |
| i->second.set(NULL); |
| } |
| |
| mGenericUniformBuffer.set(NULL); |
| for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++) |
| { |
| mUniformBuffers[i].set(NULL); |
| } |
| |
| mGenericTransformFeedbackBuffer.set(NULL); |
| for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) |
| { |
| mTransformFeedbackBuffers[i].set(NULL); |
| } |
| |
| mCopyReadBuffer.set(NULL); |
| mCopyWriteBuffer.set(NULL); |
| |
| mPack.pixelBuffer.set(NULL); |
| mUnpack.pixelBuffer.set(NULL); |
| } |
| |
| const RasterizerState &State::getRasterizerState() const |
| { |
| return mRasterizer; |
| } |
| |
| const BlendState &State::getBlendState() const |
| { |
| return mBlend; |
| } |
| |
| const DepthStencilState &State::getDepthStencilState() const |
| { |
| return mDepthStencil; |
| } |
| |
| void State::setClearColor(float red, float green, float blue, float alpha) |
| { |
| mColorClearValue.red = red; |
| mColorClearValue.green = green; |
| mColorClearValue.blue = blue; |
| mColorClearValue.alpha = alpha; |
| } |
| |
| void State::setClearDepth(float depth) |
| { |
| mDepthClearValue = depth; |
| } |
| |
| void State::setClearStencil(int stencil) |
| { |
| mStencilClearValue = stencil; |
| } |
| |
| ClearParameters State::getClearParameters(GLbitfield mask) const |
| { |
| ClearParameters clearParams = { 0 }; |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) |
| { |
| clearParams.clearColor[i] = false; |
| } |
| clearParams.colorFClearValue = mColorClearValue; |
| clearParams.colorClearType = GL_FLOAT; |
| clearParams.colorMaskRed = mBlend.colorMaskRed; |
| clearParams.colorMaskGreen = mBlend.colorMaskGreen; |
| clearParams.colorMaskBlue = mBlend.colorMaskBlue; |
| clearParams.colorMaskAlpha = mBlend.colorMaskAlpha; |
| clearParams.clearDepth = false; |
| clearParams.depthClearValue = mDepthClearValue; |
| clearParams.clearStencil = false; |
| clearParams.stencilClearValue = mStencilClearValue; |
| clearParams.stencilWriteMask = mDepthStencil.stencilWritemask; |
| clearParams.scissorEnabled = mScissorTest; |
| clearParams.scissor = mScissor; |
| |
| const Framebuffer *framebufferObject = getDrawFramebuffer(); |
| if (mask & GL_COLOR_BUFFER_BIT) |
| { |
| if (framebufferObject->hasEnabledColorAttachment()) |
| { |
| for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++) |
| { |
| clearParams.clearColor[i] = true; |
| } |
| } |
| } |
| |
| if (mask & GL_DEPTH_BUFFER_BIT) |
| { |
| if (mDepthStencil.depthMask && framebufferObject->getDepthbuffer() != NULL) |
| { |
| clearParams.clearDepth = true; |
| } |
| } |
| |
| if (mask & GL_STENCIL_BUFFER_BIT) |
| { |
| if (framebufferObject->getStencilbuffer() != NULL) |
| { |
| GLenum stencilActualFormat = framebufferObject->getStencilbuffer()->getActualFormat(); |
| if (GetInternalFormatInfo(stencilActualFormat).stencilBits > 0) |
| { |
| clearParams.clearStencil = true; |
| } |
| } |
| } |
| |
| return clearParams; |
| } |
| |
| void State::setColorMask(bool red, bool green, bool blue, bool alpha) |
| { |
| mBlend.colorMaskRed = red; |
| mBlend.colorMaskGreen = green; |
| mBlend.colorMaskBlue = blue; |
| mBlend.colorMaskAlpha = alpha; |
| } |
| |
| void State::setDepthMask(bool mask) |
| { |
| mDepthStencil.depthMask = mask; |
| } |
| |
| bool State::isRasterizerDiscardEnabled() const |
| { |
| return mRasterizer.rasterizerDiscard; |
| } |
| |
| void State::setRasterizerDiscard(bool enabled) |
| { |
| mRasterizer.rasterizerDiscard = enabled; |
| } |
| |
| bool State::isCullFaceEnabled() const |
| { |
| return mRasterizer.cullFace; |
| } |
| |
| void State::setCullFace(bool enabled) |
| { |
| mRasterizer.cullFace = enabled; |
| } |
| |
| void State::setCullMode(GLenum mode) |
| { |
| mRasterizer.cullMode = mode; |
| } |
| |
| void State::setFrontFace(GLenum front) |
| { |
| mRasterizer.frontFace = front; |
| } |
| |
| bool State::isDepthTestEnabled() const |
| { |
| return mDepthStencil.depthTest; |
| } |
| |
| void State::setDepthTest(bool enabled) |
| { |
| mDepthStencil.depthTest = enabled; |
| } |
| |
| void State::setDepthFunc(GLenum depthFunc) |
| { |
| mDepthStencil.depthFunc = depthFunc; |
| } |
| |
| void State::setDepthRange(float zNear, float zFar) |
| { |
| mNearZ = zNear; |
| mFarZ = zFar; |
| } |
| |
| void State::getDepthRange(float *zNear, float *zFar) const |
| { |
| *zNear = mNearZ; |
| *zFar = mFarZ; |
| } |
| |
| bool State::isBlendEnabled() const |
| { |
| return mBlend.blend; |
| } |
| |
| void State::setBlend(bool enabled) |
| { |
| mBlend.blend = enabled; |
| } |
| |
| void State::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) |
| { |
| mBlend.sourceBlendRGB = sourceRGB; |
| mBlend.destBlendRGB = destRGB; |
| mBlend.sourceBlendAlpha = sourceAlpha; |
| mBlend.destBlendAlpha = destAlpha; |
| } |
| |
| void State::setBlendColor(float red, float green, float blue, float alpha) |
| { |
| mBlendColor.red = red; |
| mBlendColor.green = green; |
| mBlendColor.blue = blue; |
| mBlendColor.alpha = alpha; |
| } |
| |
| void State::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) |
| { |
| mBlend.blendEquationRGB = rgbEquation; |
| mBlend.blendEquationAlpha = alphaEquation; |
| } |
| |
| const ColorF &State::getBlendColor() const |
| { |
| return mBlendColor; |
| } |
| |
| bool State::isStencilTestEnabled() const |
| { |
| return mDepthStencil.stencilTest; |
| } |
| |
| void State::setStencilTest(bool enabled) |
| { |
| mDepthStencil.stencilTest = enabled; |
| } |
| |
| void State::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) |
| { |
| mDepthStencil.stencilFunc = stencilFunc; |
| mStencilRef = (stencilRef > 0) ? stencilRef : 0; |
| mDepthStencil.stencilMask = stencilMask; |
| } |
| |
| void State::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) |
| { |
| mDepthStencil.stencilBackFunc = stencilBackFunc; |
| mStencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; |
| mDepthStencil.stencilBackMask = stencilBackMask; |
| } |
| |
| void State::setStencilWritemask(GLuint stencilWritemask) |
| { |
| mDepthStencil.stencilWritemask = stencilWritemask; |
| } |
| |
| void State::setStencilBackWritemask(GLuint stencilBackWritemask) |
| { |
| mDepthStencil.stencilBackWritemask = stencilBackWritemask; |
| } |
| |
| void State::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) |
| { |
| mDepthStencil.stencilFail = stencilFail; |
| mDepthStencil.stencilPassDepthFail = stencilPassDepthFail; |
| mDepthStencil.stencilPassDepthPass = stencilPassDepthPass; |
| } |
| |
| void State::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) |
| { |
| mDepthStencil.stencilBackFail = stencilBackFail; |
| mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail; |
| mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass; |
| } |
| |
| GLint State::getStencilRef() const |
| { |
| return mStencilRef; |
| } |
| |
| GLint State::getStencilBackRef() const |
| { |
| return mStencilBackRef; |
| } |
| |
| bool State::isPolygonOffsetFillEnabled() const |
| { |
| return mRasterizer.polygonOffsetFill; |
| } |
| |
| void State::setPolygonOffsetFill(bool enabled) |
| { |
| mRasterizer.polygonOffsetFill = enabled; |
| } |
| |
| void State::setPolygonOffsetParams(GLfloat factor, GLfloat units) |
| { |
| // An application can pass NaN values here, so handle this gracefully |
| mRasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor; |
| mRasterizer.polygonOffsetUnits = units != units ? 0.0f : units; |
| } |
| |
| bool State::isSampleAlphaToCoverageEnabled() const |
| { |
| return mBlend.sampleAlphaToCoverage; |
| } |
| |
| void State::setSampleAlphaToCoverage(bool enabled) |
| { |
| mBlend.sampleAlphaToCoverage = enabled; |
| } |
| |
| bool State::isSampleCoverageEnabled() const |
| { |
| return mSampleCoverage; |
| } |
| |
| void State::setSampleCoverage(bool enabled) |
| { |
| mSampleCoverage = enabled; |
| } |
| |
| void State::setSampleCoverageParams(GLclampf value, bool invert) |
| { |
| mSampleCoverageValue = value; |
| mSampleCoverageInvert = invert; |
| } |
| |
| void State::getSampleCoverageParams(GLclampf *value, bool *invert) |
| { |
| ASSERT(value != NULL && invert != NULL); |
| |
| *value = mSampleCoverageValue; |
| *invert = mSampleCoverageInvert; |
| } |
| |
| bool State::isScissorTestEnabled() const |
| { |
| return mScissorTest; |
| } |
| |
| void State::setScissorTest(bool enabled) |
| { |
| mScissorTest = enabled; |
| } |
| |
| void State::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) |
| { |
| mScissor.x = x; |
| mScissor.y = y; |
| mScissor.width = width; |
| mScissor.height = height; |
| } |
| |
| const Rectangle &State::getScissor() const |
| { |
| return mScissor; |
| } |
| |
| bool State::isDitherEnabled() const |
| { |
| return mBlend.dither; |
| } |
| |
| void State::setDither(bool enabled) |
| { |
| mBlend.dither = enabled; |
| } |
| |
| void State::setEnableFeature(GLenum feature, bool enabled) |
| { |
| switch (feature) |
| { |
| case GL_CULL_FACE: setCullFace(enabled); break; |
| case GL_POLYGON_OFFSET_FILL: setPolygonOffsetFill(enabled); break; |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: setSampleAlphaToCoverage(enabled); break; |
| case GL_SAMPLE_COVERAGE: setSampleCoverage(enabled); break; |
| case GL_SCISSOR_TEST: setScissorTest(enabled); break; |
| case GL_STENCIL_TEST: setStencilTest(enabled); break; |
| case GL_DEPTH_TEST: setDepthTest(enabled); break; |
| case GL_BLEND: setBlend(enabled); break; |
| case GL_DITHER: setDither(enabled); break; |
| case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); break; |
| case GL_RASTERIZER_DISCARD: setRasterizerDiscard(enabled); break; |
| default: UNREACHABLE(); |
| } |
| } |
| |
| bool State::getEnableFeature(GLenum feature) |
| { |
| switch (feature) |
| { |
| case GL_CULL_FACE: return isCullFaceEnabled(); |
| case GL_POLYGON_OFFSET_FILL: return isPolygonOffsetFillEnabled(); |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: return isSampleAlphaToCoverageEnabled(); |
| case GL_SAMPLE_COVERAGE: return isSampleCoverageEnabled(); |
| case GL_SCISSOR_TEST: return isScissorTestEnabled(); |
| case GL_STENCIL_TEST: return isStencilTestEnabled(); |
| case GL_DEPTH_TEST: return isDepthTestEnabled(); |
| case GL_BLEND: return isBlendEnabled(); |
| case GL_DITHER: return isDitherEnabled(); |
| case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); return false; |
| case GL_RASTERIZER_DISCARD: return isRasterizerDiscardEnabled(); |
| default: UNREACHABLE(); return false; |
| } |
| } |
| |
| void State::setLineWidth(GLfloat width) |
| { |
| mLineWidth = width; |
| } |
| |
| void State::setGenerateMipmapHint(GLenum hint) |
| { |
| mGenerateMipmapHint = hint; |
| } |
| |
| void State::setFragmentShaderDerivativeHint(GLenum hint) |
| { |
| mFragmentShaderDerivativeHint = 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 State::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) |
| { |
| mViewport.x = x; |
| mViewport.y = y; |
| mViewport.width = width; |
| mViewport.height = height; |
| } |
| |
| const Rectangle &State::getViewport() const |
| { |
| return mViewport; |
| } |
| |
| void State::setActiveSampler(unsigned int active) |
| { |
| mActiveSampler = active; |
| } |
| |
| unsigned int State::getActiveSampler() const |
| { |
| return mActiveSampler; |
| } |
| |
| void State::setSamplerTexture(GLenum type, Texture *texture) |
| { |
| mSamplerTextures[type][mActiveSampler].set(texture); |
| } |
| |
| Texture *State::getSamplerTexture(unsigned int sampler, GLenum type) const |
| { |
| const BindingPointer<Texture>& binding = mSamplerTextures.at(type)[sampler]; |
| |
| if (binding.id() == 0) // Special case: 0 refers to default textures held by Context |
| { |
| return NULL; |
| } |
| |
| return binding.get(); |
| } |
| |
| GLuint State::getSamplerTextureId(unsigned int sampler, GLenum type) const |
| { |
| return mSamplerTextures.at(type)[sampler].id(); |
| } |
| |
| void State::detachTexture(GLuint texture) |
| { |
| // Textures have a detach method on State rather than a simple |
| // removeBinding, because the zero/null texture objects are managed |
| // separately, and don't have to go through the Context's maps or |
| // the ResourceManager. |
| |
| // [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 (TextureBindingMap::iterator bindingVec = mSamplerTextures.begin(); bindingVec != mSamplerTextures.end(); bindingVec++) |
| { |
| TextureBindingVector &textureVector = bindingVec->second; |
| for (size_t textureIdx = 0; textureIdx < textureVector.size(); textureIdx++) |
| { |
| BindingPointer<Texture> &binding = textureVector[textureIdx]; |
| if (binding.id() == texture) |
| { |
| binding.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 Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this |
| // image was attached in the currently bound framebuffer. |
| |
| if (mReadFramebuffer) |
| { |
| mReadFramebuffer->detachTexture(texture); |
| } |
| |
| if (mDrawFramebuffer) |
| { |
| mDrawFramebuffer->detachTexture(texture); |
| } |
| } |
| |
| void State::setSamplerBinding(GLuint textureUnit, Sampler *sampler) |
| { |
| mSamplers[textureUnit].set(sampler); |
| } |
| |
| GLuint State::getSamplerId(GLuint textureUnit) const |
| { |
| ASSERT(textureUnit < mSamplers.size()); |
| return mSamplers[textureUnit].id(); |
| } |
| |
| Sampler *State::getSampler(GLuint textureUnit) const |
| { |
| return mSamplers[textureUnit].get(); |
| } |
| |
| void State::detachSampler(GLuint sampler) |
| { |
| // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: |
| // If a sampler object that is currently bound to one or more texture units is |
| // deleted, it is as though BindSampler is called once for each texture unit to |
| // which the sampler is bound, with unit set to the texture unit and sampler set to zero. |
| for (size_t textureUnit = 0; textureUnit < mSamplers.size(); textureUnit++) |
| { |
| BindingPointer<Sampler> &samplerBinding = mSamplers[textureUnit]; |
| if (samplerBinding.id() == sampler) |
| { |
| samplerBinding.set(NULL); |
| } |
| } |
| } |
| |
| void State::setRenderbufferBinding(Renderbuffer *renderbuffer) |
| { |
| mRenderbuffer.set(renderbuffer); |
| } |
| |
| GLuint State::getRenderbufferId() const |
| { |
| return mRenderbuffer.id(); |
| } |
| |
| Renderbuffer *State::getCurrentRenderbuffer() |
| { |
| return mRenderbuffer.get(); |
| } |
| |
| void State::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 (mRenderbuffer.id() == renderbuffer) |
| { |
| mRenderbuffer.set(NULL); |
| } |
| |
| // [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 = mReadFramebuffer; |
| Framebuffer *drawFramebuffer = mDrawFramebuffer; |
| |
| if (readFramebuffer) |
| { |
| readFramebuffer->detachRenderbuffer(renderbuffer); |
| } |
| |
| if (drawFramebuffer && drawFramebuffer != readFramebuffer) |
| { |
| drawFramebuffer->detachRenderbuffer(renderbuffer); |
| } |
| |
| } |
| |
| void State::setReadFramebufferBinding(Framebuffer *framebuffer) |
| { |
| mReadFramebuffer = framebuffer; |
| } |
| |
| void State::setDrawFramebufferBinding(Framebuffer *framebuffer) |
| { |
| mDrawFramebuffer = framebuffer; |
| } |
| |
| Framebuffer *State::getTargetFramebuffer(GLenum target) const |
| { |
| switch (target) |
| { |
| case GL_READ_FRAMEBUFFER_ANGLE: return mReadFramebuffer; |
| case GL_DRAW_FRAMEBUFFER_ANGLE: |
| case GL_FRAMEBUFFER: return mDrawFramebuffer; |
| default: UNREACHABLE(); return NULL; |
| } |
| } |
| |
| Framebuffer *State::getReadFramebuffer() |
| { |
| return mReadFramebuffer; |
| } |
| |
| Framebuffer *State::getDrawFramebuffer() |
| { |
| return mDrawFramebuffer; |
| } |
| |
| const Framebuffer *State::getReadFramebuffer() const |
| { |
| return mReadFramebuffer; |
| } |
| |
| const Framebuffer *State::getDrawFramebuffer() const |
| { |
| return mDrawFramebuffer; |
| } |
| |
| bool State::removeReadFramebufferBinding(GLuint framebuffer) |
| { |
| if (mReadFramebuffer->id() == framebuffer) |
| { |
| mReadFramebuffer = NULL; |
| return true; |
| } |
| |
| return false; |
| } |
| |
| bool State::removeDrawFramebufferBinding(GLuint framebuffer) |
| { |
| if (mDrawFramebuffer->id() == framebuffer) |
| { |
| mDrawFramebuffer = NULL; |
| return true; |
| } |
| |
| return false; |
| } |
| |
| void State::setVertexArrayBinding(VertexArray *vertexArray) |
| { |
| mVertexArray = vertexArray; |
| } |
| |
| GLuint State::getVertexArrayId() const |
| { |
| ASSERT(mVertexArray != NULL); |
| return mVertexArray->id(); |
| } |
| |
| VertexArray *State::getVertexArray() const |
| { |
| ASSERT(mVertexArray != NULL); |
| return mVertexArray; |
| } |
| |
| bool State::removeVertexArrayBinding(GLuint vertexArray) |
| { |
| if (mVertexArray->id() == vertexArray) |
| { |
| mVertexArray = NULL; |
| return true; |
| } |
| |
| return false; |
| } |
| |
| void State::setCurrentProgram(GLuint programId, Program *newProgram) |
| { |
| mCurrentProgramId = programId; // set new ID before trying to delete program binary; otherwise it will only be flagged for deletion |
| mCurrentProgramBinary.set(NULL); |
| |
| if (newProgram) |
| { |
| newProgram->addRef(); |
| mCurrentProgramBinary.set(newProgram->getProgramBinary()); |
| } |
| } |
| |
| void State::setCurrentProgramBinary(ProgramBinary *binary) |
| { |
| mCurrentProgramBinary.set(binary); |
| } |
| |
| GLuint State::getCurrentProgramId() const |
| { |
| return mCurrentProgramId; |
| } |
| |
| ProgramBinary *State::getCurrentProgramBinary() const |
| { |
| return mCurrentProgramBinary.get(); |
| } |
| |
| void State::setTransformFeedbackBinding(TransformFeedback *transformFeedback) |
| { |
| mTransformFeedback.set(transformFeedback); |
| } |
| |
| TransformFeedback *State::getCurrentTransformFeedback() const |
| { |
| return mTransformFeedback.get(); |
| } |
| |
| void State::detachTransformFeedback(GLuint transformFeedback) |
| { |
| if (mTransformFeedback.id() == transformFeedback) |
| { |
| mTransformFeedback.set(NULL); |
| } |
| } |
| |
| bool State::isQueryActive() const |
| { |
| for (State::ActiveQueryMap::const_iterator i = mActiveQueries.begin(); |
| i != mActiveQueries.end(); i++) |
| { |
| if (i->second.get() != NULL) |
| { |
| return true; |
| } |
| } |
| |
| return false; |
| } |
| |
| void State::setActiveQuery(GLenum target, Query *query) |
| { |
| mActiveQueries[target].set(query); |
| } |
| |
| GLuint State::getActiveQueryId(GLenum target) const |
| { |
| const Query *query = getActiveQuery(target); |
| return (query ? query->id() : 0u); |
| } |
| |
| Query *State::getActiveQuery(GLenum target) const |
| { |
| // All query types should already exist in the activeQueries map |
| ASSERT(mActiveQueries.find(target) != mActiveQueries.end()); |
| |
| return mActiveQueries.at(target).get(); |
| } |
| |
| void State::setArrayBufferBinding(Buffer *buffer) |
| { |
| mArrayBuffer.set(buffer); |
| } |
| |
| GLuint State::getArrayBufferId() const |
| { |
| return mArrayBuffer.id(); |
| } |
| |
| bool State::removeArrayBufferBinding(GLuint buffer) |
| { |
| if (mArrayBuffer.id() == buffer) |
| { |
| mArrayBuffer.set(NULL); |
| return true; |
| } |
| |
| return false; |
| } |
| |
| void State::setGenericUniformBufferBinding(Buffer *buffer) |
| { |
| mGenericUniformBuffer.set(buffer); |
| } |
| |
| void State::setIndexedUniformBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size) |
| { |
| mUniformBuffers[index].set(buffer, offset, size); |
| } |
| |
| GLuint State::getIndexedUniformBufferId(GLuint index) const |
| { |
| ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS); |
| |
| return mUniformBuffers[index].id(); |
| } |
| |
| Buffer *State::getIndexedUniformBuffer(GLuint index) const |
| { |
| ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS); |
| |
| return mUniformBuffers[index].get(); |
| } |
| |
| void State::setGenericTransformFeedbackBufferBinding(Buffer *buffer) |
| { |
| mGenericTransformFeedbackBuffer.set(buffer); |
| } |
| |
| void State::setIndexedTransformFeedbackBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size) |
| { |
| mTransformFeedbackBuffers[index].set(buffer, offset, size); |
| } |
| |
| GLuint State::getIndexedTransformFeedbackBufferId(GLuint index) const |
| { |
| ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS); |
| |
| return mTransformFeedbackBuffers[index].id(); |
| } |
| |
| Buffer *State::getIndexedTransformFeedbackBuffer(GLuint index) const |
| { |
| ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS); |
| |
| return mTransformFeedbackBuffers[index].get(); |
| } |
| |
| GLuint State::getIndexedTransformFeedbackBufferOffset(GLuint index) const |
| { |
| ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS); |
| |
| return mTransformFeedbackBuffers[index].getOffset(); |
| } |
| |
| void State::setCopyReadBufferBinding(Buffer *buffer) |
| { |
| mCopyReadBuffer.set(buffer); |
| } |
| |
| void State::setCopyWriteBufferBinding(Buffer *buffer) |
| { |
| mCopyWriteBuffer.set(buffer); |
| } |
| |
| void State::setPixelPackBufferBinding(Buffer *buffer) |
| { |
| mPack.pixelBuffer.set(buffer); |
| } |
| |
| void State::setPixelUnpackBufferBinding(Buffer *buffer) |
| { |
| mUnpack.pixelBuffer.set(buffer); |
| } |
| |
| Buffer *State::getTargetBuffer(GLenum target) const |
| { |
| switch (target) |
| { |
| case GL_ARRAY_BUFFER: return mArrayBuffer.get(); |
| case GL_COPY_READ_BUFFER: return mCopyReadBuffer.get(); |
| case GL_COPY_WRITE_BUFFER: return mCopyWriteBuffer.get(); |
| case GL_ELEMENT_ARRAY_BUFFER: return getVertexArray()->getElementArrayBuffer(); |
| case GL_PIXEL_PACK_BUFFER: return mPack.pixelBuffer.get(); |
| case GL_PIXEL_UNPACK_BUFFER: return mUnpack.pixelBuffer.get(); |
| case GL_TRANSFORM_FEEDBACK_BUFFER: return mGenericTransformFeedbackBuffer.get(); |
| case GL_UNIFORM_BUFFER: return mGenericUniformBuffer.get(); |
| default: UNREACHABLE(); return NULL; |
| } |
| } |
| |
| void State::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) |
| { |
| getVertexArray()->enableAttribute(attribNum, enabled); |
| } |
| |
| void State::setVertexAttribf(GLuint index, const GLfloat values[4]) |
| { |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); |
| mVertexAttribCurrentValues[index].setFloatValues(values); |
| } |
| |
| void State::setVertexAttribu(GLuint index, const GLuint values[4]) |
| { |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); |
| mVertexAttribCurrentValues[index].setUnsignedIntValues(values); |
| } |
| |
| void State::setVertexAttribi(GLuint index, const GLint values[4]) |
| { |
| ASSERT(index < gl::MAX_VERTEX_ATTRIBS); |
| mVertexAttribCurrentValues[index].setIntValues(values); |
| } |
| |
| void State::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, |
| bool pureInteger, GLsizei stride, const void *pointer) |
| { |
| getVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer); |
| } |
| |
| const VertexAttribute &State::getVertexAttribState(unsigned int attribNum) const |
| { |
| return getVertexArray()->getVertexAttribute(attribNum); |
| } |
| |
| const VertexAttribCurrentValueData &State::getVertexAttribCurrentValue(unsigned int attribNum) const |
| { |
| ASSERT(attribNum < MAX_VERTEX_ATTRIBS); |
| return mVertexAttribCurrentValues[attribNum]; |
| } |
| |
| const VertexAttribCurrentValueData *State::getVertexAttribCurrentValues() const |
| { |
| return mVertexAttribCurrentValues; |
| } |
| |
| const void *State::getVertexAttribPointer(unsigned int attribNum) const |
| { |
| return getVertexArray()->getVertexAttribute(attribNum).pointer; |
| } |
| |
| void State::setPackAlignment(GLint alignment) |
| { |
| mPack.alignment = alignment; |
| } |
| |
| GLint State::getPackAlignment() const |
| { |
| return mPack.alignment; |
| } |
| |
| void State::setPackReverseRowOrder(bool reverseRowOrder) |
| { |
| mPack.reverseRowOrder = reverseRowOrder; |
| } |
| |
| bool State::getPackReverseRowOrder() const |
| { |
| return mPack.reverseRowOrder; |
| } |
| |
| const PixelPackState &State::getPackState() const |
| { |
| return mPack; |
| } |
| |
| void State::setUnpackAlignment(GLint alignment) |
| { |
| mUnpack.alignment = alignment; |
| } |
| |
| GLint State::getUnpackAlignment() const |
| { |
| return mUnpack.alignment; |
| } |
| |
| const PixelUnpackState &State::getUnpackState() const |
| { |
| return mUnpack; |
| } |
| |
| void State::getBooleanv(GLenum pname, GLboolean *params) |
| { |
| switch (pname) |
| { |
| case GL_SAMPLE_COVERAGE_INVERT: *params = mSampleCoverageInvert; break; |
| case GL_DEPTH_WRITEMASK: *params = mDepthStencil.depthMask; break; |
| case GL_COLOR_WRITEMASK: |
| params[0] = mBlend.colorMaskRed; |
| params[1] = mBlend.colorMaskGreen; |
| params[2] = mBlend.colorMaskBlue; |
| params[3] = mBlend.colorMaskAlpha; |
| break; |
| case GL_CULL_FACE: *params = mRasterizer.cullFace; break; |
| case GL_POLYGON_OFFSET_FILL: *params = mRasterizer.polygonOffsetFill; break; |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mBlend.sampleAlphaToCoverage; break; |
| case GL_SAMPLE_COVERAGE: *params = mSampleCoverage; break; |
| case GL_SCISSOR_TEST: *params = mScissorTest; break; |
| case GL_STENCIL_TEST: *params = mDepthStencil.stencilTest; break; |
| case GL_DEPTH_TEST: *params = mDepthStencil.depthTest; break; |
| case GL_BLEND: *params = mBlend.blend; break; |
| case GL_DITHER: *params = mBlend.dither; break; |
| case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isStarted(); break; |
| case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused(); break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| |
| void State::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 = mLineWidth; break; |
| case GL_SAMPLE_COVERAGE_VALUE: *params = mSampleCoverageValue; break; |
| case GL_DEPTH_CLEAR_VALUE: *params = mDepthClearValue; break; |
| case GL_POLYGON_OFFSET_FACTOR: *params = mRasterizer.polygonOffsetFactor; break; |
| case GL_POLYGON_OFFSET_UNITS: *params = mRasterizer.polygonOffsetUnits; break; |
| case GL_DEPTH_RANGE: |
| params[0] = mNearZ; |
| params[1] = mFarZ; |
| break; |
| case GL_COLOR_CLEAR_VALUE: |
| params[0] = mColorClearValue.red; |
| params[1] = mColorClearValue.green; |
| params[2] = mColorClearValue.blue; |
| params[3] = mColorClearValue.alpha; |
| break; |
| case GL_BLEND_COLOR: |
| params[0] = mBlendColor.red; |
| params[1] = mBlendColor.green; |
| params[2] = mBlendColor.blue; |
| params[3] = mBlendColor.alpha; |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| |
| void State::getIntegerv(GLenum pname, GLint *params) |
| { |
| if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) |
| { |
| unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT); |
| ASSERT(colorAttachment < mContext->getCaps().maxDrawBuffers); |
| Framebuffer *framebuffer = mDrawFramebuffer; |
| *params = framebuffer->getDrawBufferState(colorAttachment); |
| return; |
| } |
| |
| // 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 |
| // State::getFloatv. |
| switch (pname) |
| { |
| case GL_ARRAY_BUFFER_BINDING: *params = mArrayBuffer.id(); break; |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getVertexArray()->getElementArrayBufferId(); break; |
| //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE |
| case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mDrawFramebuffer->id(); break; |
| case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mReadFramebuffer->id(); break; |
| case GL_RENDERBUFFER_BINDING: *params = mRenderbuffer.id(); break; |
| case GL_VERTEX_ARRAY_BINDING: *params = mVertexArray->id(); break; |
| case GL_CURRENT_PROGRAM: *params = mCurrentProgramId; break; |
| case GL_PACK_ALIGNMENT: *params = mPack.alignment; break; |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mPack.reverseRowOrder; break; |
| case GL_UNPACK_ALIGNMENT: *params = mUnpack.alignment; break; |
| case GL_GENERATE_MIPMAP_HINT: *params = mGenerateMipmapHint; break; |
| case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mFragmentShaderDerivativeHint; break; |
| case GL_ACTIVE_TEXTURE: *params = (mActiveSampler + GL_TEXTURE0); break; |
| case GL_STENCIL_FUNC: *params = mDepthStencil.stencilFunc; break; |
| case GL_STENCIL_REF: *params = mStencilRef; break; |
| case GL_STENCIL_VALUE_MASK: *params = clampToInt(mDepthStencil.stencilMask); break; |
| case GL_STENCIL_BACK_FUNC: *params = mDepthStencil.stencilBackFunc; break; |
| case GL_STENCIL_BACK_REF: *params = mStencilBackRef; break; |
| case GL_STENCIL_BACK_VALUE_MASK: *params = clampToInt(mDepthStencil.stencilBackMask); break; |
| case GL_STENCIL_FAIL: *params = mDepthStencil.stencilFail; break; |
| case GL_STENCIL_PASS_DEPTH_FAIL: *params = mDepthStencil.stencilPassDepthFail; break; |
| case GL_STENCIL_PASS_DEPTH_PASS: *params = mDepthStencil.stencilPassDepthPass; break; |
| case GL_STENCIL_BACK_FAIL: *params = mDepthStencil.stencilBackFail; break; |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mDepthStencil.stencilBackPassDepthFail; break; |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mDepthStencil.stencilBackPassDepthPass; break; |
| case GL_DEPTH_FUNC: *params = mDepthStencil.depthFunc; break; |
| case GL_BLEND_SRC_RGB: *params = mBlend.sourceBlendRGB; break; |
| case GL_BLEND_SRC_ALPHA: *params = mBlend.sourceBlendAlpha; break; |
| case GL_BLEND_DST_RGB: *params = mBlend.destBlendRGB; break; |
| case GL_BLEND_DST_ALPHA: *params = mBlend.destBlendAlpha; break; |
| case GL_BLEND_EQUATION_RGB: *params = mBlend.blendEquationRGB; break; |
| case GL_BLEND_EQUATION_ALPHA: *params = mBlend.blendEquationAlpha; break; |
| case GL_STENCIL_WRITEMASK: *params = clampToInt(mDepthStencil.stencilWritemask); break; |
| case GL_STENCIL_BACK_WRITEMASK: *params = clampToInt(mDepthStencil.stencilBackWritemask); break; |
| case GL_STENCIL_CLEAR_VALUE: *params = mStencilClearValue; break; |
| case GL_SAMPLE_BUFFERS: |
| case GL_SAMPLES: |
| { |
| gl::Framebuffer *framebuffer = mDrawFramebuffer; |
| 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_VIEWPORT: |
| params[0] = mViewport.x; |
| params[1] = mViewport.y; |
| params[2] = mViewport.width; |
| params[3] = mViewport.height; |
| break; |
| case GL_SCISSOR_BOX: |
| params[0] = mScissor.x; |
| params[1] = mScissor.y; |
| params[2] = mScissor.width; |
| params[3] = mScissor.height; |
| break; |
| case GL_CULL_FACE_MODE: *params = mRasterizer.cullMode; break; |
| case GL_FRONT_FACE: *params = mRasterizer.frontFace; break; |
| case GL_RED_BITS: |
| case GL_GREEN_BITS: |
| case GL_BLUE_BITS: |
| case GL_ALPHA_BITS: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| gl::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer(); |
| |
| 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::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer(); |
| |
| if (depthbuffer) |
| { |
| *params = depthbuffer->getDepthSize(); |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_STENCIL_BITS: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer(); |
| |
| if (stencilbuffer) |
| { |
| *params = stencilbuffer->getStencilSize(); |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_TEXTURE_BINDING_2D: |
| ASSERT(mActiveSampler < mContext->getCaps().maxCombinedTextureImageUnits); |
| *params = mSamplerTextures.at(GL_TEXTURE_2D)[mActiveSampler].id(); |
| break; |
| case GL_TEXTURE_BINDING_CUBE_MAP: |
| ASSERT(mActiveSampler < mContext->getCaps().maxCombinedTextureImageUnits); |
| *params = mSamplerTextures.at(GL_TEXTURE_CUBE_MAP)[mActiveSampler].id(); |
| break; |
| case GL_TEXTURE_BINDING_3D: |
| ASSERT(mActiveSampler <mContext->getCaps().maxCombinedTextureImageUnits); |
| *params = mSamplerTextures.at(GL_TEXTURE_3D)[mActiveSampler].id(); |
| break; |
| case GL_TEXTURE_BINDING_2D_ARRAY: |
| ASSERT(mActiveSampler < mContext->getCaps().maxCombinedTextureImageUnits); |
| *params = mSamplerTextures.at(GL_TEXTURE_2D_ARRAY)[mActiveSampler].id(); |
| break; |
| case GL_UNIFORM_BUFFER_BINDING: |
| *params = mGenericUniformBuffer.id(); |
| break; |
| case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: |
| *params = mGenericTransformFeedbackBuffer.id(); |
| break; |
| case GL_COPY_READ_BUFFER_BINDING: |
| *params = mCopyReadBuffer.id(); |
| break; |
| case GL_COPY_WRITE_BUFFER_BINDING: |
| *params = mCopyWriteBuffer.id(); |
| break; |
| case GL_PIXEL_PACK_BUFFER_BINDING: |
| *params = mPack.pixelBuffer.id(); |
| break; |
| case GL_PIXEL_UNPACK_BUFFER_BINDING: |
| *params = mUnpack.pixelBuffer.id(); |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| |
| bool State::getIndexedIntegerv(GLenum target, GLuint index, GLint *data) |
| { |
| switch (target) |
| { |
| case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: |
| if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS) |
| { |
| *data = mTransformFeedbackBuffers[index].id(); |
| } |
| break; |
| case GL_UNIFORM_BUFFER_BINDING: |
| if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS) |
| { |
| *data = mUniformBuffers[index].id(); |
| } |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool State::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data) |
| { |
| switch (target) |
| { |
| case GL_TRANSFORM_FEEDBACK_BUFFER_START: |
| if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS) |
| { |
| *data = mTransformFeedbackBuffers[index].getOffset(); |
| } |
| break; |
| case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: |
| if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS) |
| { |
| *data = mTransformFeedbackBuffers[index].getSize(); |
| } |
| break; |
| case GL_UNIFORM_BUFFER_START: |
| if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS) |
| { |
| *data = mUniformBuffers[index].getOffset(); |
| } |
| break; |
| case GL_UNIFORM_BUFFER_SIZE: |
| if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS) |
| { |
| *data = mUniformBuffers[index].getSize(); |
| } |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool State::hasMappedBuffer(GLenum target) const |
| { |
| if (target == GL_ARRAY_BUFFER) |
| { |
| for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++) |
| { |
| const gl::VertexAttribute &vertexAttrib = getVertexAttribState(attribIndex); |
| gl::Buffer *boundBuffer = vertexAttrib.buffer.get(); |
| if (vertexAttrib.enabled && boundBuffer && boundBuffer->isMapped()) |
| { |
| return true; |
| } |
| } |
| |
| return false; |
| } |
| else |
| { |
| Buffer *buffer = getTargetBuffer(target); |
| return (buffer && buffer->isMapped()); |
| } |
| } |
| |
| } |