Merge no-flip-rows r1142 to trunk.
Review URL: https://codereview.appspot.com/6304052
git-svn-id: https://angleproject.googlecode.com/svn/trunk@1162 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 820f640..2004f51 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1,4343 +1,4339 @@
-//
-// 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);
- 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;
- TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d",
- mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel);
-
- 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();
-
- 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] = supportsShaderModel3() ? gl::ALIASED_POINT_SIZE_RANGE_MAX_SM3 : gl::ALIASED_POINT_SIZE_RANGE_MAX_SM2;
- 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;
- 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;
- 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
- {
- RECT rect = transformPixelRect(mState.viewportX, mState.viewportY, mState.viewportWidth, mState.viewportHeight, mRenderTargetDesc.Height);
- viewport.X = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
- viewport.Y = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
- viewport.Width = clamp(rect.right - rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
- viewport.Height = clamp(rect.bottom - rect.top, 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 = transformPixelRect(mState.scissorX, mState.scissorY, mState.scissorWidth, mState.scissorHeight, mRenderTargetDesc.Height);
- rect.left = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
- rect.top = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
- rect.right = clamp(rect.right, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
- rect.bottom = clamp(rect.bottom, 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(). The approach depends on Shader Model 3.0 support.
- GLint coord = programBinary->getDxCoordLocation();
- float h = mSupportsShaderModel3 ? mRenderTargetDesc.Height : mState.viewportHeight / 2.0f;
- GLfloat whxy[4] = {mState.viewportWidth / 2.0f, h,
- (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();
-
- GLenum adjustedFrontFace = adjustWinding(mState.frontFace);
-
- GLint frontCCW = programBinary->getDxFrontCCWLocation();
- GLint ccw = (adjustedFrontFace == 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, adjustedFrontFace));
- }
- 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(adjustedFrontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
- mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
- es2dx::ConvertComparison(mState.stencilFunc));
-
- mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
- mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
-
- mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
- es2dx::ConvertStencilOp(mState.stencilFail));
- mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
- es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
- mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
- es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
-
- mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
- mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
- es2dx::ConvertComparison(mState.stencilBackFunc));
-
- mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
- mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
-
- mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
- es2dx::ConvertStencilOp(mState.stencilBackFail));
- mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
- es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
- mDevice->SetRenderState(adjustedFrontFace == 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();
-
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
-
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
- D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
- es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
- }
-
- 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;
- }
-
- D3DLOCKED_RECT lock;
- RECT rect = transformPixelRect(x, y, width, height, desc.Height);
- rect.left = clamp(rect.left, 0L, static_cast<LONG>(desc.Width));
- rect.top = clamp(rect.top, 0L, static_cast<LONG>(desc.Height));
- rect.right = clamp(rect.right, 0L, static_cast<LONG>(desc.Width));
- rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(desc.Height));
-
- 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;
- inputPitch = lock.Pitch;
- }
- else
- {
- source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
- 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(false))
- {
- 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;
-}
-
-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;
-}
-
-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 ";
- }
-
- 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.top = readBufferHeight - srcY1;
- destRect.top = drawBufferHeight - dstY1;
- sourceRect.bottom = readBufferHeight - srcY0;
- destRect.bottom = drawBufferHeight - dstY0;
- }
- else
- {
- sourceRect.top = readBufferHeight - srcY0;
- destRect.top = drawBufferHeight - dstY0;
- sourceRect.bottom = readBufferHeight - srcY1;
- destRect.bottom = drawBufferHeight - 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();
-}
-}
+//
+// 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);
+ 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;
+ TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d",
+ mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel);
+
+ 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();
+
+ 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] = supportsShaderModel3() ? gl::ALIASED_POINT_SIZE_RANGE_MAX_SM3 : gl::ALIASED_POINT_SIZE_RANGE_MAX_SM2;
+ 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;
+ 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;
+ 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();
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
+ D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
+ es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
+ }
+
+ 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(false))
+ {
+ 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;
+}
+
+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;
+}
+
+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 ";
+ }
+
+ 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();
+}
+}