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apatrick@chromium.org144f2802012-07-12 01:42:34 +00001//
2// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Context.cpp: Implements the gl::Context class, managing all GL state and performing
8// rendering operations. It is the GLES2 specific implementation of EGLContext.
9
10#include "libGLESv2/Context.h"
11
12#include <algorithm>
13
14#include "libEGL/Display.h"
15
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
19#include "libGLESv2/Blit.h"
20#include "libGLESv2/ResourceManager.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Fence.h"
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000023#include "libGLESv2/Framebuffer.h"
apatrick@chromium.org144f2802012-07-12 01:42:34 +000024#include "libGLESv2/Program.h"
25#include "libGLESv2/ProgramBinary.h"
26#include "libGLESv2/Query.h"
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000027#include "libGLESv2/Renderbuffer.h"
apatrick@chromium.org144f2802012-07-12 01:42:34 +000028#include "libGLESv2/Shader.h"
29#include "libGLESv2/Texture.h"
30#include "libGLESv2/VertexDataManager.h"
31#include "libGLESv2/IndexDataManager.h"
32
33#undef near
34#undef far
35
36namespace gl
37{
38Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)
39{
40 ASSERT(robustAccess == false); // Unimplemented
41
42 mDisplay = NULL;
43 mDevice = NULL;
44
45 mFenceHandleAllocator.setBaseHandle(0);
46
47 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
48
49 mState.depthClearValue = 1.0f;
50 mState.stencilClearValue = 0;
51
52 mState.cullFace = false;
53 mState.cullMode = GL_BACK;
54 mState.frontFace = GL_CCW;
55 mState.depthTest = false;
56 mState.depthFunc = GL_LESS;
57 mState.blend = false;
58 mState.sourceBlendRGB = GL_ONE;
59 mState.sourceBlendAlpha = GL_ONE;
60 mState.destBlendRGB = GL_ZERO;
61 mState.destBlendAlpha = GL_ZERO;
62 mState.blendEquationRGB = GL_FUNC_ADD;
63 mState.blendEquationAlpha = GL_FUNC_ADD;
64 mState.blendColor.red = 0;
65 mState.blendColor.green = 0;
66 mState.blendColor.blue = 0;
67 mState.blendColor.alpha = 0;
68 mState.stencilTest = false;
69 mState.stencilFunc = GL_ALWAYS;
70 mState.stencilRef = 0;
71 mState.stencilMask = -1;
72 mState.stencilWritemask = -1;
73 mState.stencilBackFunc = GL_ALWAYS;
74 mState.stencilBackRef = 0;
75 mState.stencilBackMask = - 1;
76 mState.stencilBackWritemask = -1;
77 mState.stencilFail = GL_KEEP;
78 mState.stencilPassDepthFail = GL_KEEP;
79 mState.stencilPassDepthPass = GL_KEEP;
80 mState.stencilBackFail = GL_KEEP;
81 mState.stencilBackPassDepthFail = GL_KEEP;
82 mState.stencilBackPassDepthPass = GL_KEEP;
83 mState.polygonOffsetFill = false;
84 mState.polygonOffsetFactor = 0.0f;
85 mState.polygonOffsetUnits = 0.0f;
86 mState.sampleAlphaToCoverage = false;
87 mState.sampleCoverage = false;
88 mState.sampleCoverageValue = 1.0f;
89 mState.sampleCoverageInvert = false;
90 mState.scissorTest = false;
91 mState.dither = true;
92 mState.generateMipmapHint = GL_DONT_CARE;
93 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
94
95 mState.lineWidth = 1.0f;
96
97 mState.viewportX = 0;
98 mState.viewportY = 0;
99 mState.viewportWidth = config->mDisplayMode.Width;
100 mState.viewportHeight = config->mDisplayMode.Height;
101 mState.zNear = 0.0f;
102 mState.zFar = 1.0f;
103
104 mState.scissorX = 0;
105 mState.scissorY = 0;
106 mState.scissorWidth = config->mDisplayMode.Width;
107 mState.scissorHeight = config->mDisplayMode.Height;
108
109 mState.colorMaskRed = true;
110 mState.colorMaskGreen = true;
111 mState.colorMaskBlue = true;
112 mState.colorMaskAlpha = true;
113 mState.depthMask = true;
114
115 if (shareContext != NULL)
116 {
117 mResourceManager = shareContext->mResourceManager;
118 mResourceManager->addRef();
119 }
120 else
121 {
122 mResourceManager = new ResourceManager();
123 }
124
125 // [OpenGL ES 2.0.24] section 3.7 page 83:
126 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
127 // and cube map texture state vectors respectively associated with them.
128 // In order that access to these initial textures not be lost, they are treated as texture
129 // objects all of whose names are 0.
130
131 mTexture2DZero.set(new Texture2D(0));
132 mTextureCubeMapZero.set(new TextureCubeMap(0));
133
134 mState.activeSampler = 0;
135 bindArrayBuffer(0);
136 bindElementArrayBuffer(0);
137 bindTextureCubeMap(0);
138 bindTexture2D(0);
139 bindReadFramebuffer(0);
140 bindDrawFramebuffer(0);
141 bindRenderbuffer(0);
142
143 mState.currentProgram = 0;
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000144 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000145
146 mState.packAlignment = 4;
147 mState.unpackAlignment = 4;
148 mState.packReverseRowOrder = false;
149
150 mVertexDataManager = NULL;
151 mIndexDataManager = NULL;
152 mBlit = NULL;
153 mLineLoopIB = NULL;
154
155 mInvalidEnum = false;
156 mInvalidValue = false;
157 mInvalidOperation = false;
158 mOutOfMemory = false;
159 mInvalidFramebufferOperation = false;
160
161 mHasBeenCurrent = false;
162 mContextLost = false;
163 mResetStatus = GL_NO_ERROR;
164 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
165 mRobustAccess = robustAccess;
166
167 mSupportsDXT1Textures = false;
168 mSupportsDXT3Textures = false;
169 mSupportsDXT5Textures = false;
170 mSupportsEventQueries = false;
171 mSupportsOcclusionQueries = false;
172 mNumCompressedTextureFormats = 0;
173 mMaxSupportedSamples = 0;
174 mMaskedClearSavedState = NULL;
175 markAllStateDirty();
176}
177
178Context::~Context()
179{
180 if (mState.currentProgram != 0)
181 {
182 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
183 if (programObject)
184 {
185 programObject->release();
186 }
187 mState.currentProgram = 0;
188 }
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000189 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000190
191 while (!mFramebufferMap.empty())
192 {
193 deleteFramebuffer(mFramebufferMap.begin()->first);
194 }
195
196 while (!mFenceMap.empty())
197 {
198 deleteFence(mFenceMap.begin()->first);
199 }
200
201 while (!mQueryMap.empty())
202 {
203 deleteQuery(mQueryMap.begin()->first);
204 }
205
206 while (!mMultiSampleSupport.empty())
207 {
208 delete [] mMultiSampleSupport.begin()->second;
209 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
210 }
211
212 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
213 {
214 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
215 {
216 mState.samplerTexture[type][sampler].set(NULL);
217 }
218 }
219
220 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
221 {
222 mIncompleteTextures[type].set(NULL);
223 }
224
225 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
226 {
227 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
228 }
229
230 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
231 {
232 mState.activeQuery[i].set(NULL);
233 }
234
235 mState.arrayBuffer.set(NULL);
236 mState.elementArrayBuffer.set(NULL);
237 mState.renderbuffer.set(NULL);
238
239 mTexture2DZero.set(NULL);
240 mTextureCubeMapZero.set(NULL);
241
242 delete mVertexDataManager;
243 delete mIndexDataManager;
244 delete mBlit;
245 delete mLineLoopIB;
246
247 if (mMaskedClearSavedState)
248 {
249 mMaskedClearSavedState->Release();
250 }
251
252 mResourceManager->release();
253}
254
255void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
256{
257 mDisplay = display;
258 mDevice = mDisplay->getDevice();
259
260 if (!mHasBeenCurrent)
261 {
262 mDeviceCaps = mDisplay->getDeviceCaps();
263
264 mVertexDataManager = new VertexDataManager(this, mDevice);
265 mIndexDataManager = new IndexDataManager(this, mDevice);
266 mBlit = new Blit(this);
267
268 mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
269 mMaximumPointSize = mDeviceCaps.MaxPointSize;
270 mSupportsVertexTexture = mDisplay->getVertexTextureSupport();
271 mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();
272 mSupportsInstancing = mDisplay->getInstancingSupport();
273
274 mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),
275 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
276 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
277 mMaxRenderbufferDimension = mMaxTextureDimension;
278 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000279 mMaxTextureAnisotropy = mDisplay->getTextureFilterAnisotropySupport();
280 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
281 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000282
283 const D3DFORMAT renderBufferFormats[] =
284 {
285 D3DFMT_A8R8G8B8,
286 D3DFMT_X8R8G8B8,
287 D3DFMT_R5G6B5,
288 D3DFMT_D24S8
289 };
290
291 int max = 0;
292 for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)
293 {
294 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
295 mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
296 mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;
297
298 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
299 {
300 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
301 {
302 max = j;
303 }
304 }
305 }
306
307 mMaxSupportedSamples = max;
308
309 mSupportsEventQueries = mDisplay->getEventQuerySupport();
310 mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();
311 mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();
312 mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();
313 mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();
314 mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
315 mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
316 mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();
317 mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();
318 mSupportsDepthTextures = mDisplay->getDepthTextureSupport();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000319 mSupportsTextureFilterAnisotropy = mMaxTextureAnisotropy >= 2.0f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000320
321 mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
322
323 mNumCompressedTextureFormats = 0;
324 if (supportsDXT1Textures())
325 {
326 mNumCompressedTextureFormats += 2;
327 }
328 if (supportsDXT3Textures())
329 {
330 mNumCompressedTextureFormats += 1;
331 }
332 if (supportsDXT5Textures())
333 {
334 mNumCompressedTextureFormats += 1;
335 }
336
337 initExtensionString();
338 initRendererString();
339
340 mState.viewportX = 0;
341 mState.viewportY = 0;
342 mState.viewportWidth = surface->getWidth();
343 mState.viewportHeight = surface->getHeight();
344
345 mState.scissorX = 0;
346 mState.scissorY = 0;
347 mState.scissorWidth = surface->getWidth();
348 mState.scissorHeight = surface->getHeight();
349
350 mHasBeenCurrent = true;
351 }
352
353 // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
354 IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
355 IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
356
357 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
358 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
359 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
360
361 setFramebufferZero(framebufferZero);
362
363 if (defaultRenderTarget)
364 {
365 defaultRenderTarget->Release();
366 }
367
368 if (depthStencil)
369 {
370 depthStencil->Release();
371 }
apatrick@chromium.org909f21c2012-08-17 20:06:02 +0000372
373 // Reset pixel shader to null to work around a bug that only happens with Intel GPUs.
374 // http://crbug.com/110343
375 mDevice->SetPixelShader(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000376
377 markAllStateDirty();
378}
379
380// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
381void Context::markAllStateDirty()
382{
383 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
384 {
385 mAppliedTextureSerialPS[t] = 0;
386 }
387
388 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
389 {
390 mAppliedTextureSerialVS[t] = 0;
391 }
392
daniel@transgaming.come6af4f92012-07-24 18:31:31 +0000393 mAppliedProgramBinarySerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000394 mAppliedRenderTargetSerial = 0;
395 mAppliedDepthbufferSerial = 0;
396 mAppliedStencilbufferSerial = 0;
397 mAppliedIBSerial = 0;
398 mDepthStencilInitialized = false;
399 mViewportInitialized = false;
400 mRenderTargetDescInitialized = false;
401
402 mVertexDeclarationCache.markStateDirty();
403
404 mClearStateDirty = true;
405 mCullStateDirty = true;
406 mDepthStateDirty = true;
407 mMaskStateDirty = true;
408 mBlendStateDirty = true;
409 mStencilStateDirty = true;
410 mPolygonOffsetStateDirty = true;
411 mScissorStateDirty = true;
412 mSampleStateDirty = true;
413 mDitherStateDirty = true;
414 mFrontFaceDirty = true;
415 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000416}
417
418void Context::markDxUniformsDirty()
419{
420 mDxUniformsDirty = true;
421}
422
423void Context::markContextLost()
424{
425 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
426 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
427 mContextLost = true;
428}
429
430bool Context::isContextLost()
431{
432 return mContextLost;
433}
434
435void Context::setClearColor(float red, float green, float blue, float alpha)
436{
437 mState.colorClearValue.red = red;
438 mState.colorClearValue.green = green;
439 mState.colorClearValue.blue = blue;
440 mState.colorClearValue.alpha = alpha;
441}
442
443void Context::setClearDepth(float depth)
444{
445 mState.depthClearValue = depth;
446}
447
448void Context::setClearStencil(int stencil)
449{
450 mState.stencilClearValue = stencil;
451}
452
453void Context::setCullFace(bool enabled)
454{
455 if (mState.cullFace != enabled)
456 {
457 mState.cullFace = enabled;
458 mCullStateDirty = true;
459 }
460}
461
462bool Context::isCullFaceEnabled() const
463{
464 return mState.cullFace;
465}
466
467void Context::setCullMode(GLenum mode)
468{
469 if (mState.cullMode != mode)
470 {
471 mState.cullMode = mode;
472 mCullStateDirty = true;
473 }
474}
475
476void Context::setFrontFace(GLenum front)
477{
478 if (mState.frontFace != front)
479 {
480 mState.frontFace = front;
481 mFrontFaceDirty = true;
482 }
483}
484
485void Context::setDepthTest(bool enabled)
486{
487 if (mState.depthTest != enabled)
488 {
489 mState.depthTest = enabled;
490 mDepthStateDirty = true;
491 }
492}
493
494bool Context::isDepthTestEnabled() const
495{
496 return mState.depthTest;
497}
498
499void Context::setDepthFunc(GLenum depthFunc)
500{
501 if (mState.depthFunc != depthFunc)
502 {
503 mState.depthFunc = depthFunc;
504 mDepthStateDirty = true;
505 }
506}
507
508void Context::setDepthRange(float zNear, float zFar)
509{
510 mState.zNear = zNear;
511 mState.zFar = zFar;
512}
513
514void Context::setBlend(bool enabled)
515{
516 if (mState.blend != enabled)
517 {
518 mState.blend = enabled;
519 mBlendStateDirty = true;
520 }
521}
522
523bool Context::isBlendEnabled() const
524{
525 return mState.blend;
526}
527
528void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
529{
530 if (mState.sourceBlendRGB != sourceRGB ||
531 mState.sourceBlendAlpha != sourceAlpha ||
532 mState.destBlendRGB != destRGB ||
533 mState.destBlendAlpha != destAlpha)
534 {
535 mState.sourceBlendRGB = sourceRGB;
536 mState.destBlendRGB = destRGB;
537 mState.sourceBlendAlpha = sourceAlpha;
538 mState.destBlendAlpha = destAlpha;
539 mBlendStateDirty = true;
540 }
541}
542
543void Context::setBlendColor(float red, float green, float blue, float alpha)
544{
545 if (mState.blendColor.red != red ||
546 mState.blendColor.green != green ||
547 mState.blendColor.blue != blue ||
548 mState.blendColor.alpha != alpha)
549 {
550 mState.blendColor.red = red;
551 mState.blendColor.green = green;
552 mState.blendColor.blue = blue;
553 mState.blendColor.alpha = alpha;
554 mBlendStateDirty = true;
555 }
556}
557
558void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
559{
560 if (mState.blendEquationRGB != rgbEquation ||
561 mState.blendEquationAlpha != alphaEquation)
562 {
563 mState.blendEquationRGB = rgbEquation;
564 mState.blendEquationAlpha = alphaEquation;
565 mBlendStateDirty = true;
566 }
567}
568
569void Context::setStencilTest(bool enabled)
570{
571 if (mState.stencilTest != enabled)
572 {
573 mState.stencilTest = enabled;
574 mStencilStateDirty = true;
575 }
576}
577
578bool Context::isStencilTestEnabled() const
579{
580 return mState.stencilTest;
581}
582
583void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
584{
585 if (mState.stencilFunc != stencilFunc ||
586 mState.stencilRef != stencilRef ||
587 mState.stencilMask != stencilMask)
588 {
589 mState.stencilFunc = stencilFunc;
590 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
591 mState.stencilMask = stencilMask;
592 mStencilStateDirty = true;
593 }
594}
595
596void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
597{
598 if (mState.stencilBackFunc != stencilBackFunc ||
599 mState.stencilBackRef != stencilBackRef ||
600 mState.stencilBackMask != stencilBackMask)
601 {
602 mState.stencilBackFunc = stencilBackFunc;
603 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
604 mState.stencilBackMask = stencilBackMask;
605 mStencilStateDirty = true;
606 }
607}
608
609void Context::setStencilWritemask(GLuint stencilWritemask)
610{
611 if (mState.stencilWritemask != stencilWritemask)
612 {
613 mState.stencilWritemask = stencilWritemask;
614 mStencilStateDirty = true;
615 }
616}
617
618void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
619{
620 if (mState.stencilBackWritemask != stencilBackWritemask)
621 {
622 mState.stencilBackWritemask = stencilBackWritemask;
623 mStencilStateDirty = true;
624 }
625}
626
627void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
628{
629 if (mState.stencilFail != stencilFail ||
630 mState.stencilPassDepthFail != stencilPassDepthFail ||
631 mState.stencilPassDepthPass != stencilPassDepthPass)
632 {
633 mState.stencilFail = stencilFail;
634 mState.stencilPassDepthFail = stencilPassDepthFail;
635 mState.stencilPassDepthPass = stencilPassDepthPass;
636 mStencilStateDirty = true;
637 }
638}
639
640void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
641{
642 if (mState.stencilBackFail != stencilBackFail ||
643 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
644 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
645 {
646 mState.stencilBackFail = stencilBackFail;
647 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
648 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
649 mStencilStateDirty = true;
650 }
651}
652
653void Context::setPolygonOffsetFill(bool enabled)
654{
655 if (mState.polygonOffsetFill != enabled)
656 {
657 mState.polygonOffsetFill = enabled;
658 mPolygonOffsetStateDirty = true;
659 }
660}
661
662bool Context::isPolygonOffsetFillEnabled() const
663{
664 return mState.polygonOffsetFill;
665
666}
667
668void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
669{
670 if (mState.polygonOffsetFactor != factor ||
671 mState.polygonOffsetUnits != units)
672 {
673 mState.polygonOffsetFactor = factor;
674 mState.polygonOffsetUnits = units;
675 mPolygonOffsetStateDirty = true;
676 }
677}
678
679void Context::setSampleAlphaToCoverage(bool enabled)
680{
681 if (mState.sampleAlphaToCoverage != enabled)
682 {
683 mState.sampleAlphaToCoverage = enabled;
684 mSampleStateDirty = true;
685 }
686}
687
688bool Context::isSampleAlphaToCoverageEnabled() const
689{
690 return mState.sampleAlphaToCoverage;
691}
692
693void Context::setSampleCoverage(bool enabled)
694{
695 if (mState.sampleCoverage != enabled)
696 {
697 mState.sampleCoverage = enabled;
698 mSampleStateDirty = true;
699 }
700}
701
702bool Context::isSampleCoverageEnabled() const
703{
704 return mState.sampleCoverage;
705}
706
707void Context::setSampleCoverageParams(GLclampf value, bool invert)
708{
709 if (mState.sampleCoverageValue != value ||
710 mState.sampleCoverageInvert != invert)
711 {
712 mState.sampleCoverageValue = value;
713 mState.sampleCoverageInvert = invert;
714 mSampleStateDirty = true;
715 }
716}
717
718void Context::setScissorTest(bool enabled)
719{
720 if (mState.scissorTest != enabled)
721 {
722 mState.scissorTest = enabled;
723 mScissorStateDirty = true;
724 }
725}
726
727bool Context::isScissorTestEnabled() const
728{
729 return mState.scissorTest;
730}
731
732void Context::setDither(bool enabled)
733{
734 if (mState.dither != enabled)
735 {
736 mState.dither = enabled;
737 mDitherStateDirty = true;
738 }
739}
740
741bool Context::isDitherEnabled() const
742{
743 return mState.dither;
744}
745
746void Context::setLineWidth(GLfloat width)
747{
748 mState.lineWidth = width;
749}
750
751void Context::setGenerateMipmapHint(GLenum hint)
752{
753 mState.generateMipmapHint = hint;
754}
755
756void Context::setFragmentShaderDerivativeHint(GLenum hint)
757{
758 mState.fragmentShaderDerivativeHint = hint;
759 // TODO: Propagate the hint to shader translator so we can write
760 // ddx, ddx_coarse, or ddx_fine depending on the hint.
761 // Ignore for now. It is valid for implementations to ignore hint.
762}
763
764void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
765{
766 mState.viewportX = x;
767 mState.viewportY = y;
768 mState.viewportWidth = width;
769 mState.viewportHeight = height;
770}
771
772void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
773{
774 if (mState.scissorX != x || mState.scissorY != y ||
775 mState.scissorWidth != width || mState.scissorHeight != height)
776 {
777 mState.scissorX = x;
778 mState.scissorY = y;
779 mState.scissorWidth = width;
780 mState.scissorHeight = height;
781 mScissorStateDirty = true;
782 }
783}
784
785void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
786{
787 if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
788 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
789 {
790 mState.colorMaskRed = red;
791 mState.colorMaskGreen = green;
792 mState.colorMaskBlue = blue;
793 mState.colorMaskAlpha = alpha;
794 mMaskStateDirty = true;
795 }
796}
797
798void Context::setDepthMask(bool mask)
799{
800 if (mState.depthMask != mask)
801 {
802 mState.depthMask = mask;
803 mMaskStateDirty = true;
804 }
805}
806
807void Context::setActiveSampler(unsigned int active)
808{
809 mState.activeSampler = active;
810}
811
812GLuint Context::getReadFramebufferHandle() const
813{
814 return mState.readFramebuffer;
815}
816
817GLuint Context::getDrawFramebufferHandle() const
818{
819 return mState.drawFramebuffer;
820}
821
822GLuint Context::getRenderbufferHandle() const
823{
824 return mState.renderbuffer.id();
825}
826
827GLuint Context::getArrayBufferHandle() const
828{
829 return mState.arrayBuffer.id();
830}
831
832GLuint Context::getActiveQuery(GLenum target) const
833{
834 Query *queryObject = NULL;
835
836 switch (target)
837 {
838 case GL_ANY_SAMPLES_PASSED_EXT:
839 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
840 break;
841 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
842 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
843 break;
844 default:
845 ASSERT(false);
846 }
847
848 if (queryObject)
849 {
850 return queryObject->id();
851 }
852 else
853 {
854 return 0;
855 }
856}
857
858void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
859{
860 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
861}
862
863const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
864{
865 return mState.vertexAttribute[attribNum];
866}
867
868void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
869 GLsizei stride, const void *pointer)
870{
871 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
872 mState.vertexAttribute[attribNum].mSize = size;
873 mState.vertexAttribute[attribNum].mType = type;
874 mState.vertexAttribute[attribNum].mNormalized = normalized;
875 mState.vertexAttribute[attribNum].mStride = stride;
876 mState.vertexAttribute[attribNum].mPointer = pointer;
877}
878
879const void *Context::getVertexAttribPointer(unsigned int attribNum) const
880{
881 return mState.vertexAttribute[attribNum].mPointer;
882}
883
884const VertexAttributeArray &Context::getVertexAttributes()
885{
886 return mState.vertexAttribute;
887}
888
889void Context::setPackAlignment(GLint alignment)
890{
891 mState.packAlignment = alignment;
892}
893
894GLint Context::getPackAlignment() const
895{
896 return mState.packAlignment;
897}
898
899void Context::setUnpackAlignment(GLint alignment)
900{
901 mState.unpackAlignment = alignment;
902}
903
904GLint Context::getUnpackAlignment() const
905{
906 return mState.unpackAlignment;
907}
908
909void Context::setPackReverseRowOrder(bool reverseRowOrder)
910{
911 mState.packReverseRowOrder = reverseRowOrder;
912}
913
914bool Context::getPackReverseRowOrder() const
915{
916 return mState.packReverseRowOrder;
917}
918
919GLuint Context::createBuffer()
920{
921 return mResourceManager->createBuffer();
922}
923
924GLuint Context::createProgram()
925{
926 return mResourceManager->createProgram();
927}
928
929GLuint Context::createShader(GLenum type)
930{
931 return mResourceManager->createShader(type);
932}
933
934GLuint Context::createTexture()
935{
936 return mResourceManager->createTexture();
937}
938
939GLuint Context::createRenderbuffer()
940{
941 return mResourceManager->createRenderbuffer();
942}
943
944// Returns an unused framebuffer name
945GLuint Context::createFramebuffer()
946{
947 GLuint handle = mFramebufferHandleAllocator.allocate();
948
949 mFramebufferMap[handle] = NULL;
950
951 return handle;
952}
953
954GLuint Context::createFence()
955{
956 GLuint handle = mFenceHandleAllocator.allocate();
957
958 mFenceMap[handle] = new Fence(mDisplay);
959
960 return handle;
961}
962
963// Returns an unused query name
964GLuint Context::createQuery()
965{
966 GLuint handle = mQueryHandleAllocator.allocate();
967
968 mQueryMap[handle] = NULL;
969
970 return handle;
971}
972
973void Context::deleteBuffer(GLuint buffer)
974{
975 if (mResourceManager->getBuffer(buffer))
976 {
977 detachBuffer(buffer);
978 }
979
980 mResourceManager->deleteBuffer(buffer);
981}
982
983void Context::deleteShader(GLuint shader)
984{
985 mResourceManager->deleteShader(shader);
986}
987
988void Context::deleteProgram(GLuint program)
989{
990 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000991}
992
993void Context::deleteTexture(GLuint texture)
994{
995 if (mResourceManager->getTexture(texture))
996 {
997 detachTexture(texture);
998 }
999
1000 mResourceManager->deleteTexture(texture);
1001}
1002
1003void Context::deleteRenderbuffer(GLuint renderbuffer)
1004{
1005 if (mResourceManager->getRenderbuffer(renderbuffer))
1006 {
1007 detachRenderbuffer(renderbuffer);
1008 }
1009
1010 mResourceManager->deleteRenderbuffer(renderbuffer);
1011}
1012
1013void Context::deleteFramebuffer(GLuint framebuffer)
1014{
1015 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
1016
1017 if (framebufferObject != mFramebufferMap.end())
1018 {
1019 detachFramebuffer(framebuffer);
1020
1021 mFramebufferHandleAllocator.release(framebufferObject->first);
1022 delete framebufferObject->second;
1023 mFramebufferMap.erase(framebufferObject);
1024 }
1025}
1026
1027void Context::deleteFence(GLuint fence)
1028{
1029 FenceMap::iterator fenceObject = mFenceMap.find(fence);
1030
1031 if (fenceObject != mFenceMap.end())
1032 {
1033 mFenceHandleAllocator.release(fenceObject->first);
1034 delete fenceObject->second;
1035 mFenceMap.erase(fenceObject);
1036 }
1037}
1038
1039void Context::deleteQuery(GLuint query)
1040{
1041 QueryMap::iterator queryObject = mQueryMap.find(query);
1042 if (queryObject != mQueryMap.end())
1043 {
1044 mQueryHandleAllocator.release(queryObject->first);
1045 if (queryObject->second)
1046 {
1047 queryObject->second->release();
1048 }
1049 mQueryMap.erase(queryObject);
1050 }
1051}
1052
1053Buffer *Context::getBuffer(GLuint handle)
1054{
1055 return mResourceManager->getBuffer(handle);
1056}
1057
1058Shader *Context::getShader(GLuint handle)
1059{
1060 return mResourceManager->getShader(handle);
1061}
1062
1063Program *Context::getProgram(GLuint handle)
1064{
1065 return mResourceManager->getProgram(handle);
1066}
1067
1068Texture *Context::getTexture(GLuint handle)
1069{
1070 return mResourceManager->getTexture(handle);
1071}
1072
1073Renderbuffer *Context::getRenderbuffer(GLuint handle)
1074{
1075 return mResourceManager->getRenderbuffer(handle);
1076}
1077
1078Framebuffer *Context::getReadFramebuffer()
1079{
1080 return getFramebuffer(mState.readFramebuffer);
1081}
1082
1083Framebuffer *Context::getDrawFramebuffer()
1084{
1085 return mBoundDrawFramebuffer;
1086}
1087
1088void Context::bindArrayBuffer(unsigned int buffer)
1089{
1090 mResourceManager->checkBufferAllocation(buffer);
1091
1092 mState.arrayBuffer.set(getBuffer(buffer));
1093}
1094
1095void Context::bindElementArrayBuffer(unsigned int buffer)
1096{
1097 mResourceManager->checkBufferAllocation(buffer);
1098
1099 mState.elementArrayBuffer.set(getBuffer(buffer));
1100}
1101
1102void Context::bindTexture2D(GLuint texture)
1103{
1104 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1105
1106 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
1107}
1108
1109void Context::bindTextureCubeMap(GLuint texture)
1110{
1111 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1112
1113 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
1114}
1115
1116void Context::bindReadFramebuffer(GLuint framebuffer)
1117{
1118 if (!getFramebuffer(framebuffer))
1119 {
1120 mFramebufferMap[framebuffer] = new Framebuffer();
1121 }
1122
1123 mState.readFramebuffer = framebuffer;
1124}
1125
1126void Context::bindDrawFramebuffer(GLuint framebuffer)
1127{
1128 if (!getFramebuffer(framebuffer))
1129 {
1130 mFramebufferMap[framebuffer] = new Framebuffer();
1131 }
1132
1133 mState.drawFramebuffer = framebuffer;
1134
1135 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
1136}
1137
1138void Context::bindRenderbuffer(GLuint renderbuffer)
1139{
1140 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1141
1142 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
1143}
1144
1145void Context::useProgram(GLuint program)
1146{
1147 GLuint priorProgram = mState.currentProgram;
1148 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1149
1150 if (priorProgram != program)
1151 {
1152 Program *newProgram = mResourceManager->getProgram(program);
1153 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001154 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001155 mDxUniformsDirty = true;
1156
1157 if (newProgram)
1158 {
1159 newProgram->addRef();
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001160 mCurrentProgramBinary.set(newProgram->getProgramBinary());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001161 }
1162
1163 if (oldProgram)
1164 {
1165 oldProgram->release();
1166 }
1167 }
1168}
1169
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001170void Context::linkProgram(GLuint program)
1171{
1172 Program *programObject = mResourceManager->getProgram(program);
1173
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001174 bool linked = programObject->link();
1175
1176 // if the current program was relinked successfully we
1177 // need to install the new executables
1178 if (linked && program == mState.currentProgram)
1179 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001180 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001181 mDxUniformsDirty = true;
1182 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001183}
1184
1185void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
1186{
1187 Program *programObject = mResourceManager->getProgram(program);
1188
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001189 bool loaded = programObject->setProgramBinary(binary, length);
1190
1191 // if the current program was reloaded successfully we
1192 // need to install the new executables
1193 if (loaded && program == mState.currentProgram)
1194 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001195 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001196 mDxUniformsDirty = true;
1197 }
1198
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001199}
1200
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001201void Context::beginQuery(GLenum target, GLuint query)
1202{
1203 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1204 // of zero, if the active query object name for <target> is non-zero (for the
1205 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1206 // the active query for either target is non-zero), if <id> is the name of an
1207 // existing query object whose type does not match <target>, or if <id> is the
1208 // active query object name for any query type, the error INVALID_OPERATION is
1209 // generated.
1210
1211 // Ensure no other queries are active
1212 // NOTE: If other queries than occlusion are supported, we will need to check
1213 // separately that:
1214 // a) The query ID passed is not the current active query for any target/type
1215 // b) There are no active queries for the requested target (and in the case
1216 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1217 // no query may be active for either if glBeginQuery targets either.
1218 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1219 {
1220 if (mState.activeQuery[i].get() != NULL)
1221 {
1222 return error(GL_INVALID_OPERATION);
1223 }
1224 }
1225
1226 QueryType qType;
1227 switch (target)
1228 {
1229 case GL_ANY_SAMPLES_PASSED_EXT:
1230 qType = QUERY_ANY_SAMPLES_PASSED;
1231 break;
1232 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1233 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1234 break;
1235 default:
1236 ASSERT(false);
1237 return;
1238 }
1239
1240 Query *queryObject = getQuery(query, true, target);
1241
1242 // check that name was obtained with glGenQueries
1243 if (!queryObject)
1244 {
1245 return error(GL_INVALID_OPERATION);
1246 }
1247
1248 // check for type mismatch
1249 if (queryObject->getType() != target)
1250 {
1251 return error(GL_INVALID_OPERATION);
1252 }
1253
1254 // set query as active for specified target
1255 mState.activeQuery[qType].set(queryObject);
1256
1257 // begin query
1258 queryObject->begin();
1259}
1260
1261void Context::endQuery(GLenum target)
1262{
1263 QueryType qType;
1264
1265 switch (target)
1266 {
1267 case GL_ANY_SAMPLES_PASSED_EXT:
1268 qType = QUERY_ANY_SAMPLES_PASSED;
1269 break;
1270 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1271 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1272 break;
1273 default:
1274 ASSERT(false);
1275 return;
1276 }
1277
1278 Query *queryObject = mState.activeQuery[qType].get();
1279
1280 if (queryObject == NULL)
1281 {
1282 return error(GL_INVALID_OPERATION);
1283 }
1284
1285 queryObject->end();
1286
1287 mState.activeQuery[qType].set(NULL);
1288}
1289
1290void Context::setFramebufferZero(Framebuffer *buffer)
1291{
1292 delete mFramebufferMap[0];
1293 mFramebufferMap[0] = buffer;
1294 if (mState.drawFramebuffer == 0)
1295 {
1296 mBoundDrawFramebuffer = buffer;
1297 }
1298}
1299
1300void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1301{
1302 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1303 renderbufferObject->setStorage(renderbuffer);
1304}
1305
1306Framebuffer *Context::getFramebuffer(unsigned int handle)
1307{
1308 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1309
1310 if (framebuffer == mFramebufferMap.end())
1311 {
1312 return NULL;
1313 }
1314 else
1315 {
1316 return framebuffer->second;
1317 }
1318}
1319
1320Fence *Context::getFence(unsigned int handle)
1321{
1322 FenceMap::iterator fence = mFenceMap.find(handle);
1323
1324 if (fence == mFenceMap.end())
1325 {
1326 return NULL;
1327 }
1328 else
1329 {
1330 return fence->second;
1331 }
1332}
1333
1334Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1335{
1336 QueryMap::iterator query = mQueryMap.find(handle);
1337
1338 if (query == mQueryMap.end())
1339 {
1340 return NULL;
1341 }
1342 else
1343 {
1344 if (!query->second && create)
1345 {
1346 query->second = new Query(handle, type);
1347 query->second->addRef();
1348 }
1349 return query->second;
1350 }
1351}
1352
1353Buffer *Context::getArrayBuffer()
1354{
1355 return mState.arrayBuffer.get();
1356}
1357
1358Buffer *Context::getElementArrayBuffer()
1359{
1360 return mState.elementArrayBuffer.get();
1361}
1362
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001363ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001364{
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001365 return mCurrentProgramBinary.get();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001366}
1367
1368Texture2D *Context::getTexture2D()
1369{
1370 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1371}
1372
1373TextureCubeMap *Context::getTextureCubeMap()
1374{
1375 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1376}
1377
1378Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1379{
1380 GLuint texid = mState.samplerTexture[type][sampler].id();
1381
1382 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1383 {
1384 switch (type)
1385 {
1386 default: UNREACHABLE();
1387 case TEXTURE_2D: return mTexture2DZero.get();
1388 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1389 }
1390 }
1391
1392 return mState.samplerTexture[type][sampler].get();
1393}
1394
1395bool Context::getBooleanv(GLenum pname, GLboolean *params)
1396{
1397 switch (pname)
1398 {
1399 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1400 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1401 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1402 case GL_COLOR_WRITEMASK:
1403 params[0] = mState.colorMaskRed;
1404 params[1] = mState.colorMaskGreen;
1405 params[2] = mState.colorMaskBlue;
1406 params[3] = mState.colorMaskAlpha;
1407 break;
1408 case GL_CULL_FACE: *params = mState.cullFace; break;
1409 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
1410 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
1411 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1412 case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
1413 case GL_STENCIL_TEST: *params = mState.stencilTest; break;
1414 case GL_DEPTH_TEST: *params = mState.depthTest; break;
1415 case GL_BLEND: *params = mState.blend; break;
1416 case GL_DITHER: *params = mState.dither; break;
1417 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
1418 default:
1419 return false;
1420 }
1421
1422 return true;
1423}
1424
1425bool Context::getFloatv(GLenum pname, GLfloat *params)
1426{
1427 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1428 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1429 // GetIntegerv as its native query function. As it would require conversion in any
1430 // case, this should make no difference to the calling application.
1431 switch (pname)
1432 {
1433 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1434 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1435 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1436 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1437 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1438 case GL_ALIASED_LINE_WIDTH_RANGE:
1439 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1440 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1441 break;
1442 case GL_ALIASED_POINT_SIZE_RANGE:
1443 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1444 params[1] = getMaximumPointSize();
1445 break;
1446 case GL_DEPTH_RANGE:
1447 params[0] = mState.zNear;
1448 params[1] = mState.zFar;
1449 break;
1450 case GL_COLOR_CLEAR_VALUE:
1451 params[0] = mState.colorClearValue.red;
1452 params[1] = mState.colorClearValue.green;
1453 params[2] = mState.colorClearValue.blue;
1454 params[3] = mState.colorClearValue.alpha;
1455 break;
1456 case GL_BLEND_COLOR:
1457 params[0] = mState.blendColor.red;
1458 params[1] = mState.blendColor.green;
1459 params[2] = mState.blendColor.blue;
1460 params[3] = mState.blendColor.alpha;
1461 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001462 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1463 if (!supportsTextureFilterAnisotropy())
1464 {
1465 return false;
1466 }
1467 *params = mMaxTextureAnisotropy;
1468 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001469 default:
1470 return false;
1471 }
1472
1473 return true;
1474}
1475
1476bool Context::getIntegerv(GLenum pname, GLint *params)
1477{
1478 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1479 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1480 // GetIntegerv as its native query function. As it would require conversion in any
1481 // case, this should make no difference to the calling application. You may find it in
1482 // Context::getFloatv.
1483 switch (pname)
1484 {
1485 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1486 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1487 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1488 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1489 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1490 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1491 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1492 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1493 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1494 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1495 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1496 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1497 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1498 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1499 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1500 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1501 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1502 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1503 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1504 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1505 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1506 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1507 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
1508 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
1509 case GL_STENCIL_REF: *params = mState.stencilRef; break;
1510 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
1511 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
1512 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
1513 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
1514 case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
1515 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
1516 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
1517 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
1518 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
1519 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
1520 case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
1521 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
1522 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
1523 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
1524 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
1525 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
1526 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
1527 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
1528 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
1529 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1530 case GL_SUBPIXEL_BITS: *params = 4; break;
1531 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1532 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1533 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1534 params[0] = mNumCompressedTextureFormats;
1535 break;
1536 case GL_MAX_SAMPLES_ANGLE:
1537 {
1538 GLsizei maxSamples = getMaxSupportedSamples();
1539 if (maxSamples != 0)
1540 {
1541 *params = maxSamples;
1542 }
1543 else
1544 {
1545 return false;
1546 }
1547
1548 break;
1549 }
1550 case GL_SAMPLE_BUFFERS:
1551 case GL_SAMPLES:
1552 {
1553 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1554 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1555 {
1556 switch (pname)
1557 {
1558 case GL_SAMPLE_BUFFERS:
1559 if (framebuffer->getSamples() != 0)
1560 {
1561 *params = 1;
1562 }
1563 else
1564 {
1565 *params = 0;
1566 }
1567 break;
1568 case GL_SAMPLES:
1569 *params = framebuffer->getSamples();
1570 break;
1571 }
1572 }
1573 else
1574 {
1575 *params = 0;
1576 }
1577 }
1578 break;
1579 case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break;
1580 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
1581 case GL_MAX_VIEWPORT_DIMS:
1582 {
1583 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1584 params[0] = maxDimension;
1585 params[1] = maxDimension;
1586 }
1587 break;
1588 case GL_COMPRESSED_TEXTURE_FORMATS:
1589 {
1590 if (supportsDXT1Textures())
1591 {
1592 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1593 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1594 }
1595 if (supportsDXT3Textures())
1596 {
1597 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1598 }
1599 if (supportsDXT5Textures())
1600 {
1601 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1602 }
1603 }
1604 break;
1605 case GL_VIEWPORT:
1606 params[0] = mState.viewportX;
1607 params[1] = mState.viewportY;
1608 params[2] = mState.viewportWidth;
1609 params[3] = mState.viewportHeight;
1610 break;
1611 case GL_SCISSOR_BOX:
1612 params[0] = mState.scissorX;
1613 params[1] = mState.scissorY;
1614 params[2] = mState.scissorWidth;
1615 params[3] = mState.scissorHeight;
1616 break;
1617 case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
1618 case GL_FRONT_FACE: *params = mState.frontFace; break;
1619 case GL_RED_BITS:
1620 case GL_GREEN_BITS:
1621 case GL_BLUE_BITS:
1622 case GL_ALPHA_BITS:
1623 {
1624 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1625 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1626
1627 if (colorbuffer)
1628 {
1629 switch (pname)
1630 {
1631 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1632 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1633 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1634 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1635 }
1636 }
1637 else
1638 {
1639 *params = 0;
1640 }
1641 }
1642 break;
1643 case GL_DEPTH_BITS:
1644 {
1645 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1646 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1647
1648 if (depthbuffer)
1649 {
1650 *params = depthbuffer->getDepthSize();
1651 }
1652 else
1653 {
1654 *params = 0;
1655 }
1656 }
1657 break;
1658 case GL_STENCIL_BITS:
1659 {
1660 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1661 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1662
1663 if (stencilbuffer)
1664 {
1665 *params = stencilbuffer->getStencilSize();
1666 }
1667 else
1668 {
1669 *params = 0;
1670 }
1671 }
1672 break;
1673 case GL_TEXTURE_BINDING_2D:
1674 {
1675 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1676 {
1677 error(GL_INVALID_OPERATION);
1678 return false;
1679 }
1680
1681 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1682 }
1683 break;
1684 case GL_TEXTURE_BINDING_CUBE_MAP:
1685 {
1686 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1687 {
1688 error(GL_INVALID_OPERATION);
1689 return false;
1690 }
1691
1692 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1693 }
1694 break;
1695 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1696 *params = mResetStrategy;
1697 break;
1698 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1699 *params = 1;
1700 break;
1701 case GL_PROGRAM_BINARY_FORMATS_OES:
1702 *params = GL_PROGRAM_BINARY_ANGLE;
1703 break;
1704 default:
1705 return false;
1706 }
1707
1708 return true;
1709}
1710
1711bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1712{
1713 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1714 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1715 // to the fact that it is stored internally as a float, and so would require conversion
1716 // if returned from Context::getIntegerv. Since this conversion is already implemented
1717 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1718 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1719 // application.
1720 switch (pname)
1721 {
1722 case GL_COMPRESSED_TEXTURE_FORMATS:
1723 {
1724 *type = GL_INT;
1725 *numParams = mNumCompressedTextureFormats;
1726 }
1727 break;
1728 case GL_SHADER_BINARY_FORMATS:
1729 {
1730 *type = GL_INT;
1731 *numParams = 0;
1732 }
1733 break;
1734 case GL_MAX_VERTEX_ATTRIBS:
1735 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1736 case GL_MAX_VARYING_VECTORS:
1737 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1738 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1739 case GL_MAX_TEXTURE_IMAGE_UNITS:
1740 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1741 case GL_MAX_RENDERBUFFER_SIZE:
1742 case GL_NUM_SHADER_BINARY_FORMATS:
1743 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1744 case GL_ARRAY_BUFFER_BINDING:
1745 case GL_FRAMEBUFFER_BINDING:
1746 case GL_RENDERBUFFER_BINDING:
1747 case GL_CURRENT_PROGRAM:
1748 case GL_PACK_ALIGNMENT:
1749 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1750 case GL_UNPACK_ALIGNMENT:
1751 case GL_GENERATE_MIPMAP_HINT:
1752 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1753 case GL_RED_BITS:
1754 case GL_GREEN_BITS:
1755 case GL_BLUE_BITS:
1756 case GL_ALPHA_BITS:
1757 case GL_DEPTH_BITS:
1758 case GL_STENCIL_BITS:
1759 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1760 case GL_CULL_FACE_MODE:
1761 case GL_FRONT_FACE:
1762 case GL_ACTIVE_TEXTURE:
1763 case GL_STENCIL_FUNC:
1764 case GL_STENCIL_VALUE_MASK:
1765 case GL_STENCIL_REF:
1766 case GL_STENCIL_FAIL:
1767 case GL_STENCIL_PASS_DEPTH_FAIL:
1768 case GL_STENCIL_PASS_DEPTH_PASS:
1769 case GL_STENCIL_BACK_FUNC:
1770 case GL_STENCIL_BACK_VALUE_MASK:
1771 case GL_STENCIL_BACK_REF:
1772 case GL_STENCIL_BACK_FAIL:
1773 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1774 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1775 case GL_DEPTH_FUNC:
1776 case GL_BLEND_SRC_RGB:
1777 case GL_BLEND_SRC_ALPHA:
1778 case GL_BLEND_DST_RGB:
1779 case GL_BLEND_DST_ALPHA:
1780 case GL_BLEND_EQUATION_RGB:
1781 case GL_BLEND_EQUATION_ALPHA:
1782 case GL_STENCIL_WRITEMASK:
1783 case GL_STENCIL_BACK_WRITEMASK:
1784 case GL_STENCIL_CLEAR_VALUE:
1785 case GL_SUBPIXEL_BITS:
1786 case GL_MAX_TEXTURE_SIZE:
1787 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1788 case GL_SAMPLE_BUFFERS:
1789 case GL_SAMPLES:
1790 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1791 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1792 case GL_TEXTURE_BINDING_2D:
1793 case GL_TEXTURE_BINDING_CUBE_MAP:
1794 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1795 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1796 case GL_PROGRAM_BINARY_FORMATS_OES:
1797 {
1798 *type = GL_INT;
1799 *numParams = 1;
1800 }
1801 break;
1802 case GL_MAX_SAMPLES_ANGLE:
1803 {
1804 if (getMaxSupportedSamples() != 0)
1805 {
1806 *type = GL_INT;
1807 *numParams = 1;
1808 }
1809 else
1810 {
1811 return false;
1812 }
1813 }
1814 break;
1815 case GL_MAX_VIEWPORT_DIMS:
1816 {
1817 *type = GL_INT;
1818 *numParams = 2;
1819 }
1820 break;
1821 case GL_VIEWPORT:
1822 case GL_SCISSOR_BOX:
1823 {
1824 *type = GL_INT;
1825 *numParams = 4;
1826 }
1827 break;
1828 case GL_SHADER_COMPILER:
1829 case GL_SAMPLE_COVERAGE_INVERT:
1830 case GL_DEPTH_WRITEMASK:
1831 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1832 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1833 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1834 case GL_SAMPLE_COVERAGE:
1835 case GL_SCISSOR_TEST:
1836 case GL_STENCIL_TEST:
1837 case GL_DEPTH_TEST:
1838 case GL_BLEND:
1839 case GL_DITHER:
1840 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1841 {
1842 *type = GL_BOOL;
1843 *numParams = 1;
1844 }
1845 break;
1846 case GL_COLOR_WRITEMASK:
1847 {
1848 *type = GL_BOOL;
1849 *numParams = 4;
1850 }
1851 break;
1852 case GL_POLYGON_OFFSET_FACTOR:
1853 case GL_POLYGON_OFFSET_UNITS:
1854 case GL_SAMPLE_COVERAGE_VALUE:
1855 case GL_DEPTH_CLEAR_VALUE:
1856 case GL_LINE_WIDTH:
1857 {
1858 *type = GL_FLOAT;
1859 *numParams = 1;
1860 }
1861 break;
1862 case GL_ALIASED_LINE_WIDTH_RANGE:
1863 case GL_ALIASED_POINT_SIZE_RANGE:
1864 case GL_DEPTH_RANGE:
1865 {
1866 *type = GL_FLOAT;
1867 *numParams = 2;
1868 }
1869 break;
1870 case GL_COLOR_CLEAR_VALUE:
1871 case GL_BLEND_COLOR:
1872 {
1873 *type = GL_FLOAT;
1874 *numParams = 4;
1875 }
1876 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001877 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1878 if (!supportsTextureFilterAnisotropy())
1879 {
1880 return false;
1881 }
1882 *type = GL_FLOAT;
1883 *numParams = 1;
1884 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001885 default:
1886 return false;
1887 }
1888
1889 return true;
1890}
1891
1892// Applies the render target surface, depth stencil surface, viewport rectangle and
1893// scissor rectangle to the Direct3D 9 device
1894bool Context::applyRenderTarget(bool ignoreViewport)
1895{
1896 Framebuffer *framebufferObject = getDrawFramebuffer();
1897
1898 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1899 {
1900 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1901 }
1902
1903 // if there is no color attachment we must synthesize a NULL colorattachment
1904 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1905 Renderbuffer *renderbufferObject = NULL;
1906 if (framebufferObject->getColorbufferType() != GL_NONE)
1907 {
1908 renderbufferObject = framebufferObject->getColorbuffer();
1909 }
1910 else
1911 {
1912 renderbufferObject = framebufferObject->getNullColorbuffer();
1913 }
1914 if (!renderbufferObject)
1915 {
1916 ERR("unable to locate renderbuffer for FBO.");
1917 return false;
1918 }
1919
1920 bool renderTargetChanged = false;
1921 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1922 if (renderTargetSerial != mAppliedRenderTargetSerial)
1923 {
1924 IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();
1925 if (!renderTarget)
1926 {
1927 ERR("render target pointer unexpectedly null.");
1928 return false; // Context must be lost
1929 }
1930 mDevice->SetRenderTarget(0, renderTarget);
1931 mAppliedRenderTargetSerial = renderTargetSerial;
1932 mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
1933 renderTargetChanged = true;
1934 renderTarget->Release();
1935 }
1936
1937 IDirect3DSurface9 *depthStencil = NULL;
1938 unsigned int depthbufferSerial = 0;
1939 unsigned int stencilbufferSerial = 0;
1940 if (framebufferObject->getDepthbufferType() != GL_NONE)
1941 {
1942 Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
1943 depthStencil = depthbuffer->getDepthStencil();
1944 if (!depthStencil)
1945 {
1946 ERR("Depth stencil pointer unexpectedly null.");
1947 return false;
1948 }
1949
1950 depthbufferSerial = depthbuffer->getSerial();
1951 }
1952 else if (framebufferObject->getStencilbufferType() != GL_NONE)
1953 {
1954 Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
1955 depthStencil = stencilbuffer->getDepthStencil();
1956 if (!depthStencil)
1957 {
1958 ERR("Depth stencil pointer unexpectedly null.");
1959 return false;
1960 }
1961
1962 stencilbufferSerial = stencilbuffer->getSerial();
1963 }
1964
1965 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1966 stencilbufferSerial != mAppliedStencilbufferSerial ||
1967 !mDepthStencilInitialized)
1968 {
1969 mDevice->SetDepthStencilSurface(depthStencil);
1970 mAppliedDepthbufferSerial = depthbufferSerial;
1971 mAppliedStencilbufferSerial = stencilbufferSerial;
1972 mDepthStencilInitialized = true;
1973 }
1974
1975 if (depthStencil)
1976 {
1977 depthStencil->Release();
1978 }
1979
1980 if (!mRenderTargetDescInitialized || renderTargetChanged)
1981 {
1982 IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();
1983 if (!renderTarget)
1984 {
1985 return false; // Context must be lost
1986 }
1987 renderTarget->GetDesc(&mRenderTargetDesc);
1988 mRenderTargetDescInitialized = true;
1989 renderTarget->Release();
1990 }
1991
1992 D3DVIEWPORT9 viewport;
1993
1994 float zNear = clamp01(mState.zNear);
1995 float zFar = clamp01(mState.zFar);
1996
1997 if (ignoreViewport)
1998 {
1999 viewport.X = 0;
2000 viewport.Y = 0;
2001 viewport.Width = mRenderTargetDesc.Width;
2002 viewport.Height = mRenderTargetDesc.Height;
2003 viewport.MinZ = 0.0f;
2004 viewport.MaxZ = 1.0f;
2005 }
2006 else
2007 {
2008 viewport.X = clamp(mState.viewportX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2009 viewport.Y = clamp(mState.viewportY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2010 viewport.Width = clamp(mState.viewportWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
2011 viewport.Height = clamp(mState.viewportHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));
2012 viewport.MinZ = zNear;
2013 viewport.MaxZ = zFar;
2014 }
2015
2016 if (viewport.Width <= 0 || viewport.Height <= 0)
2017 {
2018 return false; // Nothing to render
2019 }
2020
2021 if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
2022 {
2023 mDevice->SetViewport(&viewport);
2024 mSetViewport = viewport;
2025 mViewportInitialized = true;
2026 mDxUniformsDirty = true;
2027 }
2028
2029 if (mScissorStateDirty)
2030 {
2031 if (mState.scissorTest)
2032 {
2033 RECT rect;
2034 rect.left = clamp(mState.scissorX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2035 rect.top = clamp(mState.scissorY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2036 rect.right = clamp(mState.scissorX + mState.scissorWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2037 rect.bottom = clamp(mState.scissorY + mState.scissorHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2038 mDevice->SetScissorRect(&rect);
2039 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
2040 }
2041 else
2042 {
2043 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
2044 }
2045
2046 mScissorStateDirty = false;
2047 }
2048
2049 if (mState.currentProgram && mDxUniformsDirty)
2050 {
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002051 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002052
2053 GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation();
2054 GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
2055 programBinary->setUniform2fv(halfPixelSize, 1, xy);
2056
2057 // These values are used for computing gl_FragCoord in Program::linkVaryings().
2058 GLint coord = programBinary->getDxCoordLocation();
2059 GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
2060 (float)mState.viewportX + mState.viewportWidth / 2.0f,
2061 (float)mState.viewportY + mState.viewportHeight / 2.0f};
2062 programBinary->setUniform4fv(coord, 1, whxy);
2063
2064 GLint depth = programBinary->getDxDepthLocation();
2065 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
2066 programBinary->setUniform2fv(depth, 1, dz);
2067
2068 GLint depthRange = programBinary->getDxDepthRangeLocation();
2069 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2070 programBinary->setUniform3fv(depthRange, 1, nearFarDiff);
2071 mDxUniformsDirty = false;
2072 }
2073
2074 return true;
2075}
2076
2077// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
2078void Context::applyState(GLenum drawMode)
2079{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002080 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002081
2082 Framebuffer *framebufferObject = getDrawFramebuffer();
2083
2084 GLint frontCCW = programBinary->getDxFrontCCWLocation();
2085 GLint ccw = (mState.frontFace == GL_CCW);
2086 programBinary->setUniform1iv(frontCCW, 1, &ccw);
2087
2088 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
2089 GLint alwaysFront = !isTriangleMode(drawMode);
2090 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
2091
2092 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
2093 bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;
2094 // Apparently some ATI cards have a bug where a draw with a zero color
2095 // write mask can cause later draws to have incorrect results. Instead,
2096 // set a nonzero color write mask but modify the blend state so that no
2097 // drawing is done.
2098 // http://code.google.com/p/angleproject/issues/detail?id=169
2099
2100 if (mCullStateDirty || mFrontFaceDirty)
2101 {
2102 if (mState.cullFace)
2103 {
2104 mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
2105 }
2106 else
2107 {
2108 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2109 }
2110
2111 mCullStateDirty = false;
2112 }
2113
2114 if (mDepthStateDirty)
2115 {
2116 if (mState.depthTest)
2117 {
2118 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
2119 mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
2120 }
2121 else
2122 {
2123 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
2124 }
2125
2126 mDepthStateDirty = false;
2127 }
2128
2129 if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
2130 {
2131 mBlendStateDirty = true;
2132 mMaskStateDirty = true;
2133 }
2134
2135 if (mBlendStateDirty)
2136 {
2137 if (mState.blend)
2138 {
2139 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2140
2141 if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
2142 mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
2143 {
2144 mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
2145 }
2146 else
2147 {
2148 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
2149 unorm<8>(mState.blendColor.alpha),
2150 unorm<8>(mState.blendColor.alpha),
2151 unorm<8>(mState.blendColor.alpha)));
2152 }
2153
2154 mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
2155 mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
2156 mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
2157
2158 if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
2159 mState.destBlendRGB != mState.destBlendAlpha ||
2160 mState.blendEquationRGB != mState.blendEquationAlpha)
2161 {
2162 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2163
2164 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
2165 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
2166 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
2167 }
2168 else
2169 {
2170 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
2171 }
2172 }
2173 else
2174 {
2175 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2176 }
2177
2178 mBlendStateDirty = false;
2179 }
2180
2181 if (mStencilStateDirty || mFrontFaceDirty)
2182 {
2183 if (mState.stencilTest && framebufferObject->hasStencil())
2184 {
2185 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2186 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
2187
2188 // FIXME: Unsupported by D3D9
2189 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
2190 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
2191 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
2192 if (mState.stencilWritemask != mState.stencilBackWritemask ||
2193 mState.stencilRef != mState.stencilBackRef ||
2194 mState.stencilMask != mState.stencilBackMask)
2195 {
2196 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
2197 return error(GL_INVALID_OPERATION);
2198 }
2199
2200 // get the maximum size of the stencil ref
2201 gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
2202 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2203
2204 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
2205 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
2206 es2dx::ConvertComparison(mState.stencilFunc));
2207
2208 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2209 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
2210
2211 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
2212 es2dx::ConvertStencilOp(mState.stencilFail));
2213 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
2214 es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
2215 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
2216 es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
2217
2218 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
2219 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
2220 es2dx::ConvertComparison(mState.stencilBackFunc));
2221
2222 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2223 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
2224
2225 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
2226 es2dx::ConvertStencilOp(mState.stencilBackFail));
2227 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
2228 es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
2229 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
2230 es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
2231 }
2232 else
2233 {
2234 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2235 }
2236
2237 mStencilStateDirty = false;
2238 mFrontFaceDirty = false;
2239 }
2240
2241 if (mMaskStateDirty)
2242 {
2243 int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
2244 mState.colorMaskBlue, mState.colorMaskAlpha);
2245 if (colorMask == 0 && !zeroColorMaskAllowed)
2246 {
2247 // Enable green channel, but set blending so nothing will be drawn.
2248 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
2249 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2250
2251 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
2252 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
2253 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
2254 }
2255 else
2256 {
2257 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
2258 }
2259 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
2260
2261 mMaskStateDirty = false;
2262 }
2263
2264 if (mPolygonOffsetStateDirty)
2265 {
2266 if (mState.polygonOffsetFill)
2267 {
2268 gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
2269 if (depthbuffer)
2270 {
2271 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
2272 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2273 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
2274 }
2275 }
2276 else
2277 {
2278 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
2279 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
2280 }
2281
2282 mPolygonOffsetStateDirty = false;
2283 }
2284
2285 if (mSampleStateDirty)
2286 {
2287 if (mState.sampleAlphaToCoverage)
2288 {
2289 FIXME("Sample alpha to coverage is unimplemented.");
2290 }
2291
2292 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
2293 if (mState.sampleCoverage)
2294 {
2295 unsigned int mask = 0;
2296 if (mState.sampleCoverageValue != 0)
2297 {
2298 float threshold = 0.5f;
2299
2300 for (int i = 0; i < framebufferObject->getSamples(); ++i)
2301 {
2302 mask <<= 1;
2303
2304 if ((i + 1) * mState.sampleCoverageValue >= threshold)
2305 {
2306 threshold += 1.0f;
2307 mask |= 1;
2308 }
2309 }
2310 }
2311
2312 if (mState.sampleCoverageInvert)
2313 {
2314 mask = ~mask;
2315 }
2316
2317 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
2318 }
2319 else
2320 {
2321 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2322 }
2323
2324 mSampleStateDirty = false;
2325 }
2326
2327 if (mDitherStateDirty)
2328 {
2329 mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
2330
2331 mDitherStateDirty = false;
2332 }
2333}
2334
2335GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
2336{
2337 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2338
2339 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances);
2340 if (err != GL_NO_ERROR)
2341 {
2342 return err;
2343 }
2344
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002345 ProgramBinary *programBinary = getCurrentProgramBinary();
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00002346 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002347}
2348
2349// Applies the indices and element array bindings to the Direct3D 9 device
2350GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2351{
2352 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
2353
2354 if (err == GL_NO_ERROR)
2355 {
2356 if (indexInfo->serial != mAppliedIBSerial)
2357 {
2358 mDevice->SetIndices(indexInfo->indexBuffer);
2359 mAppliedIBSerial = indexInfo->serial;
2360 }
2361 }
2362
2363 return err;
2364}
2365
2366// Applies the shaders and shader constants to the Direct3D 9 device
2367void Context::applyShaders()
2368{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002369 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002370
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00002371 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002372 {
2373 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
2374 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
2375
2376 mDevice->SetPixelShader(pixelShader);
2377 mDevice->SetVertexShader(vertexShader);
2378 programBinary->dirtyAllUniforms();
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00002379 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002380 }
2381
2382 programBinary->applyUniforms();
2383}
2384
2385// Applies the textures and sampler states to the Direct3D 9 device
2386void Context::applyTextures()
2387{
2388 applyTextures(SAMPLER_PIXEL);
2389
2390 if (mSupportsVertexTexture)
2391 {
2392 applyTextures(SAMPLER_VERTEX);
2393 }
2394}
2395
2396// For each Direct3D 9 sampler of either the pixel or vertex stage,
2397// looks up the corresponding OpenGL texture image unit and texture type,
2398// and sets the texture and its addressing/filtering state (or NULL when inactive).
2399void Context::applyTextures(SamplerType type)
2400{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002401 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002402
2403 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
2404 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
2405 int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
2406 int samplerRange = programBinary->getUsedSamplerRange(type);
2407
2408 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
2409 {
2410 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
2411 int d3dSampler = samplerIndex + d3dSamplerOffset;
2412
2413 if (textureUnit != -1)
2414 {
2415 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
2416
2417 Texture *texture = getSamplerTexture(textureUnit, textureType);
2418 unsigned int texSerial = texture->getTextureSerial();
2419
2420 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
2421 {
2422 IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();
2423
2424 if (d3dTexture)
2425 {
2426 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
2427 {
2428 GLenum wrapS = texture->getWrapS();
2429 GLenum wrapT = texture->getWrapT();
2430 GLenum minFilter = texture->getMinFilter();
2431 GLenum magFilter = texture->getMagFilter();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002432 float maxAnisotropy = texture->getMaxAnisotropy();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002433
2434 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
2435 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
2436
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002437 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter, maxAnisotropy));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002438 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002439 es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter, maxAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002440 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
2441 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
jbauman@chromium.org68715282012-07-12 23:28:41 +00002442 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, texture->getLodOffset());
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002443
2444 if (supportsTextureFilterAnisotropy())
2445 {
2446 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)maxAnisotropy);
2447 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002448 }
2449
2450 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
2451 {
2452 mDevice->SetTexture(d3dSampler, d3dTexture);
2453 }
2454 }
2455 else
2456 {
2457 mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());
2458 }
2459
2460 appliedTextureSerial[samplerIndex] = texSerial;
2461 texture->resetDirty();
2462 }
2463 }
2464 else
2465 {
2466 if (appliedTextureSerial[samplerIndex] != 0)
2467 {
2468 mDevice->SetTexture(d3dSampler, NULL);
2469 appliedTextureSerial[samplerIndex] = 0;
2470 }
2471 }
2472 }
2473
2474 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2475 {
2476 if (appliedTextureSerial[samplerIndex] != 0)
2477 {
2478 mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);
2479 appliedTextureSerial[samplerIndex] = 0;
2480 }
2481 }
2482}
2483
2484void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2485 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2486{
2487 Framebuffer *framebuffer = getReadFramebuffer();
2488
2489 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2490 {
2491 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2492 }
2493
2494 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2495 {
2496 return error(GL_INVALID_OPERATION);
2497 }
2498
2499 GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
2500 // sized query sanity check
2501 if (bufSize)
2502 {
2503 int requiredSize = outputPitch * height;
2504 if (requiredSize > *bufSize)
2505 {
2506 return error(GL_INVALID_OPERATION);
2507 }
2508 }
2509
2510 IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
2511 if (!renderTarget)
2512 {
2513 return; // Context must be lost, return silently
2514 }
2515
2516 D3DSURFACE_DESC desc;
2517 renderTarget->GetDesc(&desc);
2518
2519 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2520 {
2521 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
2522 renderTarget->Release();
2523 return error(GL_OUT_OF_MEMORY);
2524 }
2525
2526 HRESULT result;
2527 IDirect3DSurface9 *systemSurface = NULL;
2528 bool directToPixels = !getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&
2529 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2530 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2531 if (directToPixels)
2532 {
2533 // Use the pixels ptr as a shared handle to write directly into client's memory
2534 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2535 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2536 if (FAILED(result))
2537 {
2538 // Try again without the shared handle
2539 directToPixels = false;
2540 }
2541 }
2542
2543 if (!directToPixels)
2544 {
2545 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2546 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2547 if (FAILED(result))
2548 {
2549 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2550 renderTarget->Release();
2551 return error(GL_OUT_OF_MEMORY);
2552 }
2553 }
2554
2555 result = mDevice->GetRenderTargetData(renderTarget, systemSurface);
2556 renderTarget->Release();
2557 renderTarget = NULL;
2558
2559 if (FAILED(result))
2560 {
2561 systemSurface->Release();
2562
2563 // It turns out that D3D will sometimes produce more error
2564 // codes than those documented.
2565 if (checkDeviceLost(result))
2566 return error(GL_OUT_OF_MEMORY);
2567 else
2568 {
2569 UNREACHABLE();
2570 return;
2571 }
2572
2573 }
2574
2575 if (directToPixels)
2576 {
2577 systemSurface->Release();
2578 return;
2579 }
2580
2581 RECT rect;
2582 rect.left = clamp(x, 0L, static_cast<LONG>(desc.Width));
2583 rect.top = clamp(y, 0L, static_cast<LONG>(desc.Height));
2584 rect.right = clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2585 rect.bottom = clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2586
2587 D3DLOCKED_RECT lock;
2588 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2589
2590 if (FAILED(result))
2591 {
2592 UNREACHABLE();
2593 systemSurface->Release();
2594
2595 return; // No sensible error to generate
2596 }
2597
2598 unsigned char *dest = (unsigned char*)pixels;
2599 unsigned short *dest16 = (unsigned short*)pixels;
2600
2601 unsigned char *source;
2602 int inputPitch;
2603 if (getPackReverseRowOrder())
2604 {
2605 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2606 inputPitch = -lock.Pitch;
2607 }
2608 else
2609 {
2610 source = (unsigned char*)lock.pBits;
2611 inputPitch = lock.Pitch;
2612 }
2613
2614 for (int j = 0; j < rect.bottom - rect.top; j++)
2615 {
2616 if (desc.Format == D3DFMT_A8R8G8B8 &&
2617 format == GL_BGRA_EXT &&
2618 type == GL_UNSIGNED_BYTE)
2619 {
2620 // Fast path for EXT_read_format_bgra, given
2621 // an RGBA source buffer. Note that buffers with no
2622 // alpha go through the slow path below.
2623 memcpy(dest + j * outputPitch,
2624 source + j * inputPitch,
2625 (rect.right - rect.left) * 4);
2626 continue;
2627 }
2628
2629 for (int i = 0; i < rect.right - rect.left; i++)
2630 {
2631 float r;
2632 float g;
2633 float b;
2634 float a;
2635
2636 switch (desc.Format)
2637 {
2638 case D3DFMT_R5G6B5:
2639 {
2640 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2641
2642 a = 1.0f;
2643 b = (rgb & 0x001F) * (1.0f / 0x001F);
2644 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2645 r = (rgb & 0xF800) * (1.0f / 0xF800);
2646 }
2647 break;
2648 case D3DFMT_A1R5G5B5:
2649 {
2650 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2651
2652 a = (argb & 0x8000) ? 1.0f : 0.0f;
2653 b = (argb & 0x001F) * (1.0f / 0x001F);
2654 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2655 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2656 }
2657 break;
2658 case D3DFMT_A8R8G8B8:
2659 {
2660 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2661
2662 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2663 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2664 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2665 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2666 }
2667 break;
2668 case D3DFMT_X8R8G8B8:
2669 {
2670 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2671
2672 a = 1.0f;
2673 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2674 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2675 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2676 }
2677 break;
2678 case D3DFMT_A2R10G10B10:
2679 {
2680 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2681
2682 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2683 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2684 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2685 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2686 }
2687 break;
2688 case D3DFMT_A32B32G32R32F:
2689 {
2690 // float formats in D3D are stored rgba, rather than the other way round
2691 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2692 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2693 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2694 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2695 }
2696 break;
2697 case D3DFMT_A16B16G16R16F:
2698 {
2699 // float formats in D3D are stored rgba, rather than the other way round
apatrick@chromium.orgaa480672012-09-05 19:32:38 +00002700 r = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2701 g = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2702 b = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2703 a = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002704 }
2705 break;
2706 default:
2707 UNIMPLEMENTED(); // FIXME
2708 UNREACHABLE();
2709 return;
2710 }
2711
2712 switch (format)
2713 {
2714 case GL_RGBA:
2715 switch (type)
2716 {
2717 case GL_UNSIGNED_BYTE:
2718 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2719 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2720 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2721 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2722 break;
2723 default: UNREACHABLE();
2724 }
2725 break;
2726 case GL_BGRA_EXT:
2727 switch (type)
2728 {
2729 case GL_UNSIGNED_BYTE:
2730 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2731 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2732 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2733 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2734 break;
2735 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2736 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2737 // this type is packed as follows:
2738 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2739 // --------------------------------------------------------------------------------
2740 // | 4th | 3rd | 2nd | 1st component |
2741 // --------------------------------------------------------------------------------
2742 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2743 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2744 ((unsigned short)(15 * a + 0.5f) << 12)|
2745 ((unsigned short)(15 * r + 0.5f) << 8) |
2746 ((unsigned short)(15 * g + 0.5f) << 4) |
2747 ((unsigned short)(15 * b + 0.5f) << 0);
2748 break;
2749 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2750 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2751 // this type is packed as follows:
2752 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2753 // --------------------------------------------------------------------------------
2754 // | 4th | 3rd | 2nd | 1st component |
2755 // --------------------------------------------------------------------------------
2756 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2757 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2758 ((unsigned short)( a + 0.5f) << 15) |
2759 ((unsigned short)(31 * r + 0.5f) << 10) |
2760 ((unsigned short)(31 * g + 0.5f) << 5) |
2761 ((unsigned short)(31 * b + 0.5f) << 0);
2762 break;
2763 default: UNREACHABLE();
2764 }
2765 break;
2766 case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT
2767 switch (type)
2768 {
2769 case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE
2770 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2771 ((unsigned short)(31 * b + 0.5f) << 0) |
2772 ((unsigned short)(63 * g + 0.5f) << 5) |
2773 ((unsigned short)(31 * r + 0.5f) << 11);
2774 break;
2775 default: UNREACHABLE();
2776 }
2777 break;
2778 default: UNREACHABLE();
2779 }
2780 }
2781 }
2782
2783 systemSurface->UnlockRect();
2784
2785 systemSurface->Release();
2786}
2787
2788void Context::clear(GLbitfield mask)
2789{
2790 Framebuffer *framebufferObject = getDrawFramebuffer();
2791
2792 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2793 {
2794 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2795 }
2796
2797 DWORD flags = 0;
2798
2799 if (mask & GL_COLOR_BUFFER_BIT)
2800 {
2801 mask &= ~GL_COLOR_BUFFER_BIT;
2802
2803 if (framebufferObject->getColorbufferType() != GL_NONE)
2804 {
2805 flags |= D3DCLEAR_TARGET;
2806 }
2807 }
2808
2809 if (mask & GL_DEPTH_BUFFER_BIT)
2810 {
2811 mask &= ~GL_DEPTH_BUFFER_BIT;
2812 if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
2813 {
2814 flags |= D3DCLEAR_ZBUFFER;
2815 }
2816 }
2817
2818 GLuint stencilUnmasked = 0x0;
2819
2820 if (mask & GL_STENCIL_BUFFER_BIT)
2821 {
2822 mask &= ~GL_STENCIL_BUFFER_BIT;
2823 if (framebufferObject->getStencilbufferType() != GL_NONE)
2824 {
2825 IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
2826 if (!depthStencil)
2827 {
2828 ERR("Depth stencil pointer unexpectedly null.");
2829 return;
2830 }
2831
2832 D3DSURFACE_DESC desc;
2833 depthStencil->GetDesc(&desc);
2834 depthStencil->Release();
2835
2836 unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
2837 stencilUnmasked = (0x1 << stencilSize) - 1;
2838
2839 if (stencilUnmasked != 0x0)
2840 {
2841 flags |= D3DCLEAR_STENCIL;
2842 }
2843 }
2844 }
2845
2846 if (mask != 0)
2847 {
2848 return error(GL_INVALID_VALUE);
2849 }
2850
2851 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2852 {
2853 return;
2854 }
2855
2856 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2857 unorm<8>(mState.colorClearValue.red),
2858 unorm<8>(mState.colorClearValue.green),
2859 unorm<8>(mState.colorClearValue.blue));
2860 float depth = clamp01(mState.depthClearValue);
2861 int stencil = mState.stencilClearValue & 0x000000FF;
2862
2863 bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
2864
2865 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
2866 (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
2867 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
2868 !(mState.colorMaskRed && mState.colorMaskGreen &&
2869 mState.colorMaskBlue && alphaUnmasked);
2870
2871 if (needMaskedColorClear || needMaskedStencilClear)
2872 {
2873 // State which is altered in all paths from this point to the clear call is saved.
2874 // State which is altered in only some paths will be flagged dirty in the case that
2875 // that path is taken.
2876 HRESULT hr;
2877 if (mMaskedClearSavedState == NULL)
2878 {
2879 hr = mDevice->BeginStateBlock();
2880 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2881
2882 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2883 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2884 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2885 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2886 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2887 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2888 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2889 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2890 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2891 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2892 mDevice->SetPixelShader(NULL);
2893 mDevice->SetVertexShader(NULL);
2894 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2895 mDevice->SetStreamSource(0, NULL, 0, 0);
2896 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2897 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2898 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2899 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2900 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2901 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2902 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2903
2904 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2905 {
2906 mDevice->SetStreamSourceFreq(i, 1);
2907 }
2908
2909 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2910 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2911 }
2912
2913 ASSERT(mMaskedClearSavedState != NULL);
2914
2915 if (mMaskedClearSavedState != NULL)
2916 {
2917 hr = mMaskedClearSavedState->Capture();
2918 ASSERT(SUCCEEDED(hr));
2919 }
2920
2921 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2922 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2923 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2924 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2925 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2926 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2927 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2928 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2929
2930 if (flags & D3DCLEAR_TARGET)
2931 {
2932 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2933 }
2934 else
2935 {
2936 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2937 }
2938
2939 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2940 {
2941 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2942 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2943 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2944 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2945 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
2946 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2947 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2948 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
2949 mStencilStateDirty = true;
2950 }
2951 else
2952 {
2953 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2954 }
2955
2956 mDevice->SetPixelShader(NULL);
2957 mDevice->SetVertexShader(NULL);
2958 mDevice->SetFVF(D3DFVF_XYZRHW);
2959 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2960 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2961 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2962 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2963 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2964 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2965 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2966
2967 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2968 {
2969 mDevice->SetStreamSourceFreq(i, 1);
2970 }
2971
2972 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2973 quad[0][0] = -0.5f;
2974 quad[0][1] = mRenderTargetDesc.Height - 0.5f;
2975 quad[0][2] = 0.0f;
2976 quad[0][3] = 1.0f;
2977
2978 quad[1][0] = mRenderTargetDesc.Width - 0.5f;
2979 quad[1][1] = mRenderTargetDesc.Height - 0.5f;
2980 quad[1][2] = 0.0f;
2981 quad[1][3] = 1.0f;
2982
2983 quad[2][0] = -0.5f;
2984 quad[2][1] = -0.5f;
2985 quad[2][2] = 0.0f;
2986 quad[2][3] = 1.0f;
2987
2988 quad[3][0] = mRenderTargetDesc.Width - 0.5f;
2989 quad[3][1] = -0.5f;
2990 quad[3][2] = 0.0f;
2991 quad[3][3] = 1.0f;
2992
2993 mDisplay->startScene();
2994 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2995
2996 if (flags & D3DCLEAR_ZBUFFER)
2997 {
2998 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2999 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
3000 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
3001 }
3002
3003 if (mMaskedClearSavedState != NULL)
3004 {
3005 mMaskedClearSavedState->Apply();
3006 }
3007 }
3008 else if (flags)
3009 {
3010 mDevice->Clear(0, NULL, flags, color, depth, stencil);
3011 }
3012}
3013
3014void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
3015{
3016 if (!mState.currentProgram)
3017 {
3018 return error(GL_INVALID_OPERATION);
3019 }
3020
3021 D3DPRIMITIVETYPE primitiveType;
3022 int primitiveCount;
3023
3024 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
3025 return error(GL_INVALID_ENUM);
3026
3027 if (primitiveCount <= 0)
3028 {
3029 return;
3030 }
3031
3032 if (!applyRenderTarget(false))
3033 {
3034 return;
3035 }
3036
3037 applyState(mode);
3038
3039 GLsizei repeatDraw = 1;
3040 GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
3041 if (err != GL_NO_ERROR)
3042 {
3043 return error(err);
3044 }
3045
3046 applyShaders();
3047 applyTextures();
3048
daniel@transgaming.com62a28462012-07-24 18:33:59 +00003049 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003050 {
3051 return error(GL_INVALID_OPERATION);
3052 }
3053
3054 if (!cullSkipsDraw(mode))
3055 {
3056 mDisplay->startScene();
3057
3058 if (mode == GL_LINE_LOOP)
3059 {
3060 drawLineLoop(count, GL_NONE, NULL, 0);
3061 }
3062 else if (instances > 0)
3063 {
3064 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
3065 if (countingIB)
3066 {
3067 if (mAppliedIBSerial != countingIB->getSerial())
3068 {
3069 mDevice->SetIndices(countingIB->getBuffer());
3070 mAppliedIBSerial = countingIB->getSerial();
3071 }
3072
3073 for (int i = 0; i < repeatDraw; i++)
3074 {
3075 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
3076 }
3077 }
3078 else
3079 {
3080 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
3081 return error(GL_OUT_OF_MEMORY);
3082 }
3083 }
3084 else // Regular case
3085 {
3086 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
3087 }
3088 }
3089}
3090
3091void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
3092{
3093 if (!mState.currentProgram)
3094 {
3095 return error(GL_INVALID_OPERATION);
3096 }
3097
3098 if (!indices && !mState.elementArrayBuffer)
3099 {
3100 return error(GL_INVALID_OPERATION);
3101 }
3102
3103 D3DPRIMITIVETYPE primitiveType;
3104 int primitiveCount;
3105
3106 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
3107 return error(GL_INVALID_ENUM);
3108
3109 if (primitiveCount <= 0)
3110 {
3111 return;
3112 }
3113
3114 if (!applyRenderTarget(false))
3115 {
3116 return;
3117 }
3118
3119 applyState(mode);
3120
3121 TranslatedIndexData indexInfo;
3122 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
3123 if (err != GL_NO_ERROR)
3124 {
3125 return error(err);
3126 }
3127
3128 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3129 GLsizei repeatDraw = 1;
3130 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
3131 if (err != GL_NO_ERROR)
3132 {
3133 return error(err);
3134 }
3135
3136 applyShaders();
3137 applyTextures();
3138
daniel@transgaming.com62a28462012-07-24 18:33:59 +00003139 if (!getCurrentProgramBinary()->validateSamplers(false))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003140 {
3141 return error(GL_INVALID_OPERATION);
3142 }
3143
3144 if (!cullSkipsDraw(mode))
3145 {
3146 mDisplay->startScene();
3147
3148 if (mode == GL_LINE_LOOP)
3149 {
3150 drawLineLoop(count, type, indices, indexInfo.minIndex);
3151 }
3152 else
3153 {
3154 for (int i = 0; i < repeatDraw; i++)
3155 {
3156 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
3157 }
3158 }
3159 }
3160}
3161
3162// Implements glFlush when block is false, glFinish when block is true
3163void Context::sync(bool block)
3164{
3165 mDisplay->sync(block);
3166}
3167
3168void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
3169{
3170 // Get the raw indices for an indexed draw
3171 if (type != GL_NONE && mState.elementArrayBuffer.get())
3172 {
3173 Buffer *indexBuffer = mState.elementArrayBuffer.get();
3174 intptr_t offset = reinterpret_cast<intptr_t>(indices);
3175 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
3176 }
3177
3178 UINT startIndex = 0;
3179 bool succeeded = false;
3180
3181 if (supports32bitIndices())
3182 {
3183 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
3184
3185 if (!mLineLoopIB)
3186 {
3187 mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
3188 }
3189
3190 if (mLineLoopIB)
3191 {
3192 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
3193
3194 UINT offset = 0;
3195 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
3196 startIndex = offset / 4;
3197
3198 if (data)
3199 {
3200 switch (type)
3201 {
3202 case GL_NONE: // Non-indexed draw
3203 for (int i = 0; i < count; i++)
3204 {
3205 data[i] = i;
3206 }
3207 data[count] = 0;
3208 break;
3209 case GL_UNSIGNED_BYTE:
3210 for (int i = 0; i < count; i++)
3211 {
3212 data[i] = static_cast<const GLubyte*>(indices)[i];
3213 }
3214 data[count] = static_cast<const GLubyte*>(indices)[0];
3215 break;
3216 case GL_UNSIGNED_SHORT:
3217 for (int i = 0; i < count; i++)
3218 {
3219 data[i] = static_cast<const GLushort*>(indices)[i];
3220 }
3221 data[count] = static_cast<const GLushort*>(indices)[0];
3222 break;
3223 case GL_UNSIGNED_INT:
3224 for (int i = 0; i < count; i++)
3225 {
3226 data[i] = static_cast<const GLuint*>(indices)[i];
3227 }
3228 data[count] = static_cast<const GLuint*>(indices)[0];
3229 break;
3230 default: UNREACHABLE();
3231 }
3232
3233 mLineLoopIB->unmap();
3234 succeeded = true;
3235 }
3236 }
3237 }
3238 else
3239 {
3240 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
3241
3242 if (!mLineLoopIB)
3243 {
3244 mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
3245 }
3246
3247 if (mLineLoopIB)
3248 {
3249 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
3250
3251 UINT offset = 0;
3252 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
3253 startIndex = offset / 2;
3254
3255 if (data)
3256 {
3257 switch (type)
3258 {
3259 case GL_NONE: // Non-indexed draw
3260 for (int i = 0; i < count; i++)
3261 {
3262 data[i] = i;
3263 }
3264 data[count] = 0;
3265 break;
3266 case GL_UNSIGNED_BYTE:
3267 for (int i = 0; i < count; i++)
3268 {
3269 data[i] = static_cast<const GLubyte*>(indices)[i];
3270 }
3271 data[count] = static_cast<const GLubyte*>(indices)[0];
3272 break;
3273 case GL_UNSIGNED_SHORT:
3274 for (int i = 0; i < count; i++)
3275 {
3276 data[i] = static_cast<const GLushort*>(indices)[i];
3277 }
3278 data[count] = static_cast<const GLushort*>(indices)[0];
3279 break;
3280 case GL_UNSIGNED_INT:
3281 for (int i = 0; i < count; i++)
3282 {
3283 data[i] = static_cast<const GLuint*>(indices)[i];
3284 }
3285 data[count] = static_cast<const GLuint*>(indices)[0];
3286 break;
3287 default: UNREACHABLE();
3288 }
3289
3290 mLineLoopIB->unmap();
3291 succeeded = true;
3292 }
3293 }
3294 }
3295
3296 if (succeeded)
3297 {
3298 if (mAppliedIBSerial != mLineLoopIB->getSerial())
3299 {
3300 mDevice->SetIndices(mLineLoopIB->getBuffer());
3301 mAppliedIBSerial = mLineLoopIB->getSerial();
3302 }
3303
3304 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
3305 }
3306 else
3307 {
3308 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
3309 return error(GL_OUT_OF_MEMORY);
3310 }
3311}
3312
3313void Context::recordInvalidEnum()
3314{
3315 mInvalidEnum = true;
3316}
3317
3318void Context::recordInvalidValue()
3319{
3320 mInvalidValue = true;
3321}
3322
3323void Context::recordInvalidOperation()
3324{
3325 mInvalidOperation = true;
3326}
3327
3328void Context::recordOutOfMemory()
3329{
3330 mOutOfMemory = true;
3331}
3332
3333void Context::recordInvalidFramebufferOperation()
3334{
3335 mInvalidFramebufferOperation = true;
3336}
3337
3338// Get one of the recorded errors and clear its flag, if any.
3339// [OpenGL ES 2.0.24] section 2.5 page 13.
3340GLenum Context::getError()
3341{
3342 if (mInvalidEnum)
3343 {
3344 mInvalidEnum = false;
3345
3346 return GL_INVALID_ENUM;
3347 }
3348
3349 if (mInvalidValue)
3350 {
3351 mInvalidValue = false;
3352
3353 return GL_INVALID_VALUE;
3354 }
3355
3356 if (mInvalidOperation)
3357 {
3358 mInvalidOperation = false;
3359
3360 return GL_INVALID_OPERATION;
3361 }
3362
3363 if (mOutOfMemory)
3364 {
3365 mOutOfMemory = false;
3366
3367 return GL_OUT_OF_MEMORY;
3368 }
3369
3370 if (mInvalidFramebufferOperation)
3371 {
3372 mInvalidFramebufferOperation = false;
3373
3374 return GL_INVALID_FRAMEBUFFER_OPERATION;
3375 }
3376
3377 return GL_NO_ERROR;
3378}
3379
3380GLenum Context::getResetStatus()
3381{
3382 if (mResetStatus == GL_NO_ERROR)
3383 {
3384 bool lost = mDisplay->testDeviceLost();
3385
3386 if (lost)
3387 {
3388 mDisplay->notifyDeviceLost(); // Sets mResetStatus
3389 }
3390 }
3391
3392 GLenum status = mResetStatus;
3393
3394 if (mResetStatus != GL_NO_ERROR)
3395 {
3396 if (mDisplay->testDeviceResettable())
3397 {
3398 mResetStatus = GL_NO_ERROR;
3399 }
3400 }
3401
3402 return status;
3403}
3404
3405bool Context::isResetNotificationEnabled()
3406{
3407 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
3408}
3409
3410bool Context::supportsShaderModel3() const
3411{
3412 return mSupportsShaderModel3;
3413}
3414
3415float Context::getMaximumPointSize() const
3416{
3417 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
3418}
3419
3420int Context::getMaximumVaryingVectors() const
3421{
3422 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
3423}
3424
3425unsigned int Context::getMaximumVertexTextureImageUnits() const
3426{
3427 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
3428}
3429
3430unsigned int Context::getMaximumCombinedTextureImageUnits() const
3431{
3432 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
3433}
3434
3435int Context::getMaximumFragmentUniformVectors() const
3436{
3437 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
3438}
3439
3440int Context::getMaxSupportedSamples() const
3441{
3442 return mMaxSupportedSamples;
3443}
3444
3445int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const
3446{
3447 if (requested == 0)
3448 {
3449 return requested;
3450 }
3451
3452 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
3453 if (itr == mMultiSampleSupport.end())
3454 {
3455 return -1;
3456 }
3457
3458 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
3459 {
3460 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
3461 {
3462 return i;
3463 }
3464 }
3465
3466 return -1;
3467}
3468
3469bool Context::supportsEventQueries() const
3470{
3471 return mSupportsEventQueries;
3472}
3473
3474bool Context::supportsOcclusionQueries() const
3475{
3476 return mSupportsOcclusionQueries;
3477}
3478
3479bool Context::supportsDXT1Textures() const
3480{
3481 return mSupportsDXT1Textures;
3482}
3483
3484bool Context::supportsDXT3Textures() const
3485{
3486 return mSupportsDXT3Textures;
3487}
3488
3489bool Context::supportsDXT5Textures() const
3490{
3491 return mSupportsDXT5Textures;
3492}
3493
3494bool Context::supportsFloat32Textures() const
3495{
3496 return mSupportsFloat32Textures;
3497}
3498
3499bool Context::supportsFloat32LinearFilter() const
3500{
3501 return mSupportsFloat32LinearFilter;
3502}
3503
3504bool Context::supportsFloat32RenderableTextures() const
3505{
3506 return mSupportsFloat32RenderableTextures;
3507}
3508
3509bool Context::supportsFloat16Textures() const
3510{
3511 return mSupportsFloat16Textures;
3512}
3513
3514bool Context::supportsFloat16LinearFilter() const
3515{
3516 return mSupportsFloat16LinearFilter;
3517}
3518
3519bool Context::supportsFloat16RenderableTextures() const
3520{
3521 return mSupportsFloat16RenderableTextures;
3522}
3523
3524int Context::getMaximumRenderbufferDimension() const
3525{
3526 return mMaxRenderbufferDimension;
3527}
3528
3529int Context::getMaximumTextureDimension() const
3530{
3531 return mMaxTextureDimension;
3532}
3533
3534int Context::getMaximumCubeTextureDimension() const
3535{
3536 return mMaxCubeTextureDimension;
3537}
3538
3539int Context::getMaximumTextureLevel() const
3540{
3541 return mMaxTextureLevel;
3542}
3543
3544bool Context::supportsLuminanceTextures() const
3545{
3546 return mSupportsLuminanceTextures;
3547}
3548
3549bool Context::supportsLuminanceAlphaTextures() const
3550{
3551 return mSupportsLuminanceAlphaTextures;
3552}
3553
3554bool Context::supportsDepthTextures() const
3555{
3556 return mSupportsDepthTextures;
3557}
3558
3559bool Context::supports32bitIndices() const
3560{
3561 return mSupports32bitIndices;
3562}
3563
3564bool Context::supportsNonPower2Texture() const
3565{
3566 return mSupportsNonPower2Texture;
3567}
3568
3569bool Context::supportsInstancing() const
3570{
3571 return mSupportsInstancing;
3572}
3573
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003574bool Context::supportsTextureFilterAnisotropy() const
3575{
3576 return mSupportsTextureFilterAnisotropy;
3577}
3578
3579float Context::getTextureMaxAnisotropy() const
3580{
3581 return mMaxTextureAnisotropy;
3582}
3583
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003584void Context::detachBuffer(GLuint buffer)
3585{
3586 // [OpenGL ES 2.0.24] section 2.9 page 22:
3587 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3588 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3589
3590 if (mState.arrayBuffer.id() == buffer)
3591 {
3592 mState.arrayBuffer.set(NULL);
3593 }
3594
3595 if (mState.elementArrayBuffer.id() == buffer)
3596 {
3597 mState.elementArrayBuffer.set(NULL);
3598 }
3599
3600 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3601 {
3602 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
3603 {
3604 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
3605 }
3606 }
3607}
3608
3609void Context::detachTexture(GLuint texture)
3610{
3611 // [OpenGL ES 2.0.24] section 3.8 page 84:
3612 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3613 // rebound to texture object zero
3614
3615 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3616 {
3617 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
3618 {
3619 if (mState.samplerTexture[type][sampler].id() == texture)
3620 {
3621 mState.samplerTexture[type][sampler].set(NULL);
3622 }
3623 }
3624 }
3625
3626 // [OpenGL ES 2.0.24] section 4.4 page 112:
3627 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3628 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3629 // image was attached in the currently bound framebuffer.
3630
3631 Framebuffer *readFramebuffer = getReadFramebuffer();
3632 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3633
3634 if (readFramebuffer)
3635 {
3636 readFramebuffer->detachTexture(texture);
3637 }
3638
3639 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3640 {
3641 drawFramebuffer->detachTexture(texture);
3642 }
3643}
3644
3645void Context::detachFramebuffer(GLuint framebuffer)
3646{
3647 // [OpenGL ES 2.0.24] section 4.4 page 107:
3648 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3649 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3650
3651 if (mState.readFramebuffer == framebuffer)
3652 {
3653 bindReadFramebuffer(0);
3654 }
3655
3656 if (mState.drawFramebuffer == framebuffer)
3657 {
3658 bindDrawFramebuffer(0);
3659 }
3660}
3661
3662void Context::detachRenderbuffer(GLuint renderbuffer)
3663{
3664 // [OpenGL ES 2.0.24] section 4.4 page 109:
3665 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3666 // had been executed with the target RENDERBUFFER and name of zero.
3667
3668 if (mState.renderbuffer.id() == renderbuffer)
3669 {
3670 bindRenderbuffer(0);
3671 }
3672
3673 // [OpenGL ES 2.0.24] section 4.4 page 111:
3674 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3675 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3676 // point to which this image was attached in the currently bound framebuffer.
3677
3678 Framebuffer *readFramebuffer = getReadFramebuffer();
3679 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3680
3681 if (readFramebuffer)
3682 {
3683 readFramebuffer->detachRenderbuffer(renderbuffer);
3684 }
3685
3686 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3687 {
3688 drawFramebuffer->detachRenderbuffer(renderbuffer);
3689 }
3690}
3691
3692Texture *Context::getIncompleteTexture(TextureType type)
3693{
3694 Texture *t = mIncompleteTextures[type].get();
3695
3696 if (t == NULL)
3697 {
3698 static const GLubyte color[] = { 0, 0, 0, 255 };
3699
3700 switch (type)
3701 {
3702 default:
3703 UNREACHABLE();
3704 // default falls through to TEXTURE_2D
3705
3706 case TEXTURE_2D:
3707 {
3708 Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);
3709 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3710 t = incomplete2d;
3711 }
3712 break;
3713
3714 case TEXTURE_CUBE:
3715 {
3716 TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);
3717
3718 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3719 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3720 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3721 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3722 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3723 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3724
3725 t = incompleteCube;
3726 }
3727 break;
3728 }
3729
3730 mIncompleteTextures[type].set(t);
3731 }
3732
3733 return t;
3734}
3735
3736bool Context::cullSkipsDraw(GLenum drawMode)
3737{
3738 return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3739}
3740
3741bool Context::isTriangleMode(GLenum drawMode)
3742{
3743 switch (drawMode)
3744 {
3745 case GL_TRIANGLES:
3746 case GL_TRIANGLE_FAN:
3747 case GL_TRIANGLE_STRIP:
3748 return true;
3749 case GL_POINTS:
3750 case GL_LINES:
3751 case GL_LINE_LOOP:
3752 case GL_LINE_STRIP:
3753 return false;
3754 default: UNREACHABLE();
3755 }
3756
3757 return false;
3758}
3759
3760void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3761{
3762 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3763
3764 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3765 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3766 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3767 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
3768
3769 mVertexDataManager->dirtyCurrentValue(index);
3770}
3771
3772void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3773{
3774 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3775
3776 mState.vertexAttribute[index].mDivisor = divisor;
3777}
3778
3779// keep list sorted in following order
3780// OES extensions
3781// EXT extensions
3782// Vendor extensions
3783void Context::initExtensionString()
3784{
3785 mExtensionString = "";
3786
3787 // OES extensions
3788 if (supports32bitIndices())
3789 {
3790 mExtensionString += "GL_OES_element_index_uint ";
3791 }
3792
3793 mExtensionString += "GL_OES_packed_depth_stencil ";
3794 mExtensionString += "GL_OES_get_program_binary ";
3795 mExtensionString += "GL_OES_rgb8_rgba8 ";
3796 mExtensionString += "GL_OES_standard_derivatives ";
3797
3798 if (supportsFloat16Textures())
3799 {
3800 mExtensionString += "GL_OES_texture_half_float ";
3801 }
3802 if (supportsFloat16LinearFilter())
3803 {
3804 mExtensionString += "GL_OES_texture_half_float_linear ";
3805 }
3806 if (supportsFloat32Textures())
3807 {
3808 mExtensionString += "GL_OES_texture_float ";
3809 }
3810 if (supportsFloat32LinearFilter())
3811 {
3812 mExtensionString += "GL_OES_texture_float_linear ";
3813 }
3814
3815 if (supportsNonPower2Texture())
3816 {
3817 mExtensionString += "GL_OES_texture_npot ";
3818 }
3819
3820 // Multi-vendor (EXT) extensions
3821 if (supportsOcclusionQueries())
3822 {
3823 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3824 }
3825
3826 mExtensionString += "GL_EXT_read_format_bgra ";
3827 mExtensionString += "GL_EXT_robustness ";
3828
3829 if (supportsDXT1Textures())
3830 {
3831 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3832 }
3833
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003834 if (supportsTextureFilterAnisotropy())
3835 {
3836 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3837 }
3838
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003839 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3840 mExtensionString += "GL_EXT_texture_storage ";
3841
3842 // ANGLE-specific extensions
3843 if (supportsDepthTextures())
3844 {
3845 mExtensionString += "GL_ANGLE_depth_texture ";
3846 }
3847
3848 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3849 if (getMaxSupportedSamples() != 0)
3850 {
3851 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3852 }
3853
3854 if (supportsInstancing())
3855 {
3856 mExtensionString += "GL_ANGLE_instanced_arrays ";
3857 }
3858
3859 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3860
3861 if (supportsDXT3Textures())
3862 {
3863 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3864 }
3865 if (supportsDXT5Textures())
3866 {
3867 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3868 }
3869
3870 mExtensionString += "GL_ANGLE_texture_usage ";
3871 mExtensionString += "GL_ANGLE_translated_shader_source ";
3872
3873 // Other vendor-specific extensions
3874 if (supportsEventQueries())
3875 {
3876 mExtensionString += "GL_NV_fence ";
3877 }
3878
3879 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3880 if (end != std::string::npos)
3881 {
3882 mExtensionString.resize(end+1);
3883 }
3884}
3885
3886const char *Context::getExtensionString() const
3887{
3888 return mExtensionString.c_str();
3889}
3890
3891void Context::initRendererString()
3892{
3893 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
3894
3895 mRendererString = "ANGLE (";
3896 mRendererString += identifier->Description;
3897 mRendererString += ")";
3898}
3899
3900const char *Context::getRendererString() const
3901{
3902 return mRendererString.c_str();
3903}
3904
3905void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3906 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3907 GLbitfield mask)
3908{
3909 Framebuffer *readFramebuffer = getReadFramebuffer();
3910 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3911
3912 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3913 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3914 {
3915 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3916 }
3917
3918 if (drawFramebuffer->getSamples() != 0)
3919 {
3920 return error(GL_INVALID_OPERATION);
3921 }
3922
3923 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3924 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3925 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3926 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3927
3928 RECT sourceRect;
3929 RECT destRect;
3930
3931 if (srcX0 < srcX1)
3932 {
3933 sourceRect.left = srcX0;
3934 sourceRect.right = srcX1;
3935 destRect.left = dstX0;
3936 destRect.right = dstX1;
3937 }
3938 else
3939 {
3940 sourceRect.left = srcX1;
3941 destRect.left = dstX1;
3942 sourceRect.right = srcX0;
3943 destRect.right = dstX0;
3944 }
3945
3946 if (srcY0 < srcY1)
3947 {
3948 sourceRect.bottom = srcY1;
3949 destRect.bottom = dstY1;
3950 sourceRect.top = srcY0;
3951 destRect.top = dstY0;
3952 }
3953 else
3954 {
3955 sourceRect.bottom = srcY0;
3956 destRect.bottom = dstY0;
3957 sourceRect.top = srcY1;
3958 destRect.top = dstY1;
3959 }
3960
3961 RECT sourceScissoredRect = sourceRect;
3962 RECT destScissoredRect = destRect;
3963
3964 if (mState.scissorTest)
3965 {
3966 // Only write to parts of the destination framebuffer which pass the scissor test
3967 // Please note: the destRect is now in D3D-style coordinates, so the *top* of the
3968 // rect will be checked against scissorY, rather than the bottom.
3969 if (destRect.left < mState.scissorX)
3970 {
3971 int xDiff = mState.scissorX - destRect.left;
3972 destScissoredRect.left = mState.scissorX;
3973 sourceScissoredRect.left += xDiff;
3974 }
3975
3976 if (destRect.right > mState.scissorX + mState.scissorWidth)
3977 {
3978 int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
3979 destScissoredRect.right = mState.scissorX + mState.scissorWidth;
3980 sourceScissoredRect.right -= xDiff;
3981 }
3982
3983 if (destRect.top < mState.scissorY)
3984 {
3985 int yDiff = mState.scissorY - destRect.top;
3986 destScissoredRect.top = mState.scissorY;
3987 sourceScissoredRect.top += yDiff;
3988 }
3989
3990 if (destRect.bottom > mState.scissorY + mState.scissorHeight)
3991 {
3992 int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
3993 destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
3994 sourceScissoredRect.bottom -= yDiff;
3995 }
3996 }
3997
3998 bool blitRenderTarget = false;
3999 bool blitDepthStencil = false;
4000
4001 RECT sourceTrimmedRect = sourceScissoredRect;
4002 RECT destTrimmedRect = destScissoredRect;
4003
4004 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
4005 // the actual draw and read surfaces.
4006 if (sourceTrimmedRect.left < 0)
4007 {
4008 int xDiff = 0 - sourceTrimmedRect.left;
4009 sourceTrimmedRect.left = 0;
4010 destTrimmedRect.left += xDiff;
4011 }
4012
4013 if (sourceTrimmedRect.right > readBufferWidth)
4014 {
4015 int xDiff = sourceTrimmedRect.right - readBufferWidth;
4016 sourceTrimmedRect.right = readBufferWidth;
4017 destTrimmedRect.right -= xDiff;
4018 }
4019
4020 if (sourceTrimmedRect.top < 0)
4021 {
4022 int yDiff = 0 - sourceTrimmedRect.top;
4023 sourceTrimmedRect.top = 0;
4024 destTrimmedRect.top += yDiff;
4025 }
4026
4027 if (sourceTrimmedRect.bottom > readBufferHeight)
4028 {
4029 int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
4030 sourceTrimmedRect.bottom = readBufferHeight;
4031 destTrimmedRect.bottom -= yDiff;
4032 }
4033
4034 if (destTrimmedRect.left < 0)
4035 {
4036 int xDiff = 0 - destTrimmedRect.left;
4037 destTrimmedRect.left = 0;
4038 sourceTrimmedRect.left += xDiff;
4039 }
4040
4041 if (destTrimmedRect.right > drawBufferWidth)
4042 {
4043 int xDiff = destTrimmedRect.right - drawBufferWidth;
4044 destTrimmedRect.right = drawBufferWidth;
4045 sourceTrimmedRect.right -= xDiff;
4046 }
4047
4048 if (destTrimmedRect.top < 0)
4049 {
4050 int yDiff = 0 - destTrimmedRect.top;
4051 destTrimmedRect.top = 0;
4052 sourceTrimmedRect.top += yDiff;
4053 }
4054
4055 if (destTrimmedRect.bottom > drawBufferHeight)
4056 {
4057 int yDiff = destTrimmedRect.bottom - drawBufferHeight;
4058 destTrimmedRect.bottom = drawBufferHeight;
4059 sourceTrimmedRect.bottom -= yDiff;
4060 }
4061
4062 bool partialBufferCopy = false;
4063 if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
4064 sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth ||
4065 destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
4066 destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
4067 sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
4068 {
4069 partialBufferCopy = true;
4070 }
4071
4072 if (mask & GL_COLOR_BUFFER_BIT)
4073 {
4074 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
4075 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
4076 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
4077 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
4078 if (!validReadType || !validDrawType ||
4079 readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat())
4080 {
4081 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
4082 return error(GL_INVALID_OPERATION);
4083 }
4084
4085 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
4086 {
4087 return error(GL_INVALID_OPERATION);
4088 }
4089
4090 blitRenderTarget = true;
4091
4092 }
4093
4094 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4095 {
4096 Renderbuffer *readDSBuffer = NULL;
4097 Renderbuffer *drawDSBuffer = NULL;
4098
4099 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
4100 // both a depth and stencil buffer, it will be the same buffer.
4101
4102 if (mask & GL_DEPTH_BUFFER_BIT)
4103 {
4104 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4105 {
4106 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
4107 readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat())
4108 {
4109 return error(GL_INVALID_OPERATION);
4110 }
4111
4112 blitDepthStencil = true;
4113 readDSBuffer = readFramebuffer->getDepthbuffer();
4114 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4115 }
4116 }
4117
4118 if (mask & GL_STENCIL_BUFFER_BIT)
4119 {
4120 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4121 {
4122 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
4123 readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat())
4124 {
4125 return error(GL_INVALID_OPERATION);
4126 }
4127
4128 blitDepthStencil = true;
4129 readDSBuffer = readFramebuffer->getStencilbuffer();
4130 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4131 }
4132 }
4133
4134 if (partialBufferCopy)
4135 {
4136 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4137 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
4138 }
4139
4140 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
4141 (readDSBuffer && readDSBuffer->getSamples() != 0))
4142 {
4143 return error(GL_INVALID_OPERATION);
4144 }
4145 }
4146
4147 if (blitRenderTarget || blitDepthStencil)
4148 {
4149 mDisplay->endScene();
4150
4151 if (blitRenderTarget)
4152 {
4153 IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();
4154 IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();
4155
4156 HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect,
4157 drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);
4158
4159 readRenderTarget->Release();
4160 drawRenderTarget->Release();
4161
4162 if (FAILED(result))
4163 {
4164 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
4165 return;
4166 }
4167 }
4168
4169 if (blitDepthStencil)
4170 {
4171 IDirect3DSurface9* readDepthStencil = readFramebuffer->getDepthStencil();
4172 IDirect3DSurface9* drawDepthStencil = drawFramebuffer->getDepthStencil();
4173
4174 HRESULT result = mDevice->StretchRect(readDepthStencil, NULL, drawDepthStencil, NULL, D3DTEXF_NONE);
4175
4176 readDepthStencil->Release();
4177 drawDepthStencil->Release();
4178
4179 if (FAILED(result))
4180 {
4181 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
4182 return;
4183 }
4184 }
4185 }
4186}
4187
4188VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
4189{
4190 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4191 {
4192 mVertexDeclCache[i].vertexDeclaration = NULL;
4193 mVertexDeclCache[i].lruCount = 0;
4194 }
4195}
4196
4197VertexDeclarationCache::~VertexDeclarationCache()
4198{
4199 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4200 {
4201 if (mVertexDeclCache[i].vertexDeclaration)
4202 {
4203 mVertexDeclCache[i].vertexDeclaration->Release();
4204 }
4205 }
4206}
4207
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00004208GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00004209{
4210 *repeatDraw = 1;
4211
4212 int indexedAttribute = MAX_VERTEX_ATTRIBS;
4213 int instancedAttribute = MAX_VERTEX_ATTRIBS;
4214
4215 if (instances > 0)
4216 {
4217 // Find an indexed attribute to be mapped to D3D stream 0
4218 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4219 {
4220 if (attributes[i].active)
4221 {
4222 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
4223 {
4224 if (attributes[i].divisor == 0)
4225 {
4226 indexedAttribute = i;
4227 }
4228 }
4229 else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
4230 {
4231 if (attributes[i].divisor != 0)
4232 {
4233 instancedAttribute = i;
4234 }
4235 }
4236 else break; // Found both an indexed and instanced attribute
4237 }
4238 }
4239
4240 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
4241 {
4242 return GL_INVALID_OPERATION;
4243 }
4244 }
4245
4246 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
4247 D3DVERTEXELEMENT9 *element = &elements[0];
4248
apatrick@chromium.org144f2802012-07-12 01:42:34 +00004249 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4250 {
4251 if (attributes[i].active)
4252 {
4253 int stream = i;
4254
4255 if (instances > 0)
4256 {
4257 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
4258 if (instancedAttribute == MAX_VERTEX_ATTRIBS)
4259 {
4260 *repeatDraw = instances;
4261 }
4262 else
4263 {
4264 if (i == indexedAttribute)
4265 {
4266 stream = 0;
4267 }
4268 else if (i == 0)
4269 {
4270 stream = indexedAttribute;
4271 }
4272
4273 UINT frequency = 1;
4274
4275 if (attributes[i].divisor == 0)
4276 {
4277 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
4278 }
4279 else
4280 {
4281 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
4282 }
4283
4284 device->SetStreamSourceFreq(stream, frequency);
4285 mInstancingEnabled = true;
4286 }
4287 }
4288
4289 if (mAppliedVBs[stream].serial != attributes[i].serial ||
4290 mAppliedVBs[stream].stride != attributes[i].stride ||
4291 mAppliedVBs[stream].offset != attributes[i].offset)
4292 {
4293 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
4294 mAppliedVBs[stream].serial = attributes[i].serial;
4295 mAppliedVBs[stream].stride = attributes[i].stride;
4296 mAppliedVBs[stream].offset = attributes[i].offset;
4297 }
4298
4299 element->Stream = stream;
4300 element->Offset = 0;
4301 element->Type = attributes[i].type;
4302 element->Method = D3DDECLMETHOD_DEFAULT;
4303 element->Usage = D3DDECLUSAGE_TEXCOORD;
4304 element->UsageIndex = programBinary->getSemanticIndex(i);
4305 element++;
4306 }
4307 }
4308
4309 if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
4310 {
4311 if (mInstancingEnabled)
4312 {
4313 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4314 {
4315 device->SetStreamSourceFreq(i, 1);
4316 }
4317
4318 mInstancingEnabled = false;
4319 }
4320 }
4321
4322 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
4323 *(element++) = end;
4324
4325 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4326 {
4327 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
4328 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
4329 {
4330 entry->lruCount = ++mMaxLru;
4331 if(entry->vertexDeclaration != mLastSetVDecl)
4332 {
4333 device->SetVertexDeclaration(entry->vertexDeclaration);
4334 mLastSetVDecl = entry->vertexDeclaration;
4335 }
4336
4337 return GL_NO_ERROR;
4338 }
4339 }
4340
4341 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
4342
4343 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4344 {
4345 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
4346 {
4347 lastCache = &mVertexDeclCache[i];
4348 }
4349 }
4350
4351 if (lastCache->vertexDeclaration != NULL)
4352 {
4353 lastCache->vertexDeclaration->Release();
4354 lastCache->vertexDeclaration = NULL;
4355 // mLastSetVDecl is set to the replacement, so we don't have to worry
4356 // about it.
4357 }
4358
4359 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
4360 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
4361 device->SetVertexDeclaration(lastCache->vertexDeclaration);
4362 mLastSetVDecl = lastCache->vertexDeclaration;
4363 lastCache->lruCount = ++mMaxLru;
4364
4365 return GL_NO_ERROR;
4366}
4367
4368void VertexDeclarationCache::markStateDirty()
4369{
4370 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4371 {
4372 mAppliedVBs[i].serial = 0;
4373 }
4374
4375 mLastSetVDecl = NULL;
4376 mInstancingEnabled = true; // Forces it to be disabled when not used
4377}
4378
4379}
4380
4381extern "C"
4382{
4383gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)
4384{
4385 return new gl::Context(config, shareContext, notifyResets, robustAccess);
4386}
4387
4388void glDestroyContext(gl::Context *context)
4389{
4390 delete context;
4391
4392 if (context == gl::getContext())
4393 {
4394 gl::makeCurrent(NULL, NULL, NULL);
4395 }
4396}
4397
4398void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
4399{
4400 gl::makeCurrent(context, display, surface);
4401}
4402
4403gl::Context *glGetCurrentContext()
4404{
4405 return gl::getContext();
4406}
4407}