blob: 6f78d4ac9313af736fa3253da3d380d70f5ee025 [file] [log] [blame]
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"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000019#include "libGLESv2/renderer/renderer9_utils.h" // D3D9_REPLACE
apatrick@chromium.org144f2802012-07-12 01:42:34 +000020#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{
daniel@transgaming.com03d39092012-11-28 19:31:59 +000038Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +000039{
40 ASSERT(robustAccess == false); // Unimplemented
41
daniel@transgaming.com03d39092012-11-28 19:31:59 +000042 ASSERT(dynamic_cast<rx::Renderer9*>(renderer) != NULL); // D3D9_REPLACE
43 mRenderer = static_cast<rx::Renderer9*>(renderer);
44
apatrick@chromium.org144f2802012-07-12 01:42:34 +000045 mDevice = NULL;
46
47 mFenceHandleAllocator.setBaseHandle(0);
48
49 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
50
51 mState.depthClearValue = 1.0f;
52 mState.stencilClearValue = 0;
53
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000054 mState.rasterizer.cullFace = false;
55 mState.rasterizer.cullMode = GL_BACK;
56 mState.rasterizer.frontFace = GL_CCW;
57 mState.rasterizer.polygonOffsetFill = false;
58 mState.rasterizer.polygonOffsetFactor = 0.0f;
59 mState.rasterizer.polygonOffsetUnits = 0.0f;
60 mState.rasterizer.scissorTest = false;
61 mState.scissor.x = 0;
62 mState.scissor.y = 0;
63 mState.scissor.width = 0;
64 mState.scissor.height = 0;
65
66 mState.blend.blend = false;
67 mState.blend.sourceBlendRGB = GL_ONE;
68 mState.blend.sourceBlendAlpha = GL_ONE;
69 mState.blend.destBlendRGB = GL_ZERO;
70 mState.blend.destBlendAlpha = GL_ZERO;
71 mState.blend.blendEquationRGB = GL_FUNC_ADD;
72 mState.blend.blendEquationAlpha = GL_FUNC_ADD;
73 mState.blend.sampleAlphaToCoverage = false;
74 mState.blend.dither = true;
75
apatrick@chromium.org144f2802012-07-12 01:42:34 +000076 mState.blendColor.red = 0;
77 mState.blendColor.green = 0;
78 mState.blendColor.blue = 0;
79 mState.blendColor.alpha = 0;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000080
81 mState.depthStencil.depthTest = false;
82 mState.depthStencil.depthFunc = GL_LESS;
83 mState.depthStencil.depthMask = true;
84 mState.depthStencil.stencilTest = false;
85 mState.depthStencil.stencilFunc = GL_ALWAYS;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000086 mState.depthStencil.stencilMask = -1;
87 mState.depthStencil.stencilWritemask = -1;
88 mState.depthStencil.stencilBackFunc = GL_ALWAYS;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000089 mState.depthStencil.stencilBackMask = - 1;
90 mState.depthStencil.stencilBackWritemask = -1;
91 mState.depthStencil.stencilFail = GL_KEEP;
92 mState.depthStencil.stencilPassDepthFail = GL_KEEP;
93 mState.depthStencil.stencilPassDepthPass = GL_KEEP;
94 mState.depthStencil.stencilBackFail = GL_KEEP;
95 mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
96 mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
97
daniel@transgaming.com08c331d2012-11-28 19:38:39 +000098 mState.stencilRef = 0;
99 mState.stencilBackRef = 0;
100
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000101 mState.sampleCoverage = false;
102 mState.sampleCoverageValue = 1.0f;
103 mState.sampleCoverageInvert = false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000104 mState.generateMipmapHint = GL_DONT_CARE;
105 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
106
107 mState.lineWidth = 1.0f;
108
109 mState.viewportX = 0;
110 mState.viewportY = 0;
daniel@transgaming.com21290e62012-10-31 18:38:28 +0000111 mState.viewportWidth = 0;
112 mState.viewportHeight = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000113 mState.zNear = 0.0f;
114 mState.zFar = 1.0f;
115
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000116 mState.blend.colorMaskRed = true;
117 mState.blend.colorMaskGreen = true;
118 mState.blend.colorMaskBlue = true;
119 mState.blend.colorMaskAlpha = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000120
121 if (shareContext != NULL)
122 {
123 mResourceManager = shareContext->mResourceManager;
124 mResourceManager->addRef();
125 }
126 else
127 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000128 mResourceManager = new ResourceManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000129 }
130
131 // [OpenGL ES 2.0.24] section 3.7 page 83:
132 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
133 // and cube map texture state vectors respectively associated with them.
134 // In order that access to these initial textures not be lost, they are treated as texture
135 // objects all of whose names are 0.
136
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000137 mTexture2DZero.set(new Texture2D(mRenderer, 0));
138 mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000139
140 mState.activeSampler = 0;
141 bindArrayBuffer(0);
142 bindElementArrayBuffer(0);
143 bindTextureCubeMap(0);
144 bindTexture2D(0);
145 bindReadFramebuffer(0);
146 bindDrawFramebuffer(0);
147 bindRenderbuffer(0);
148
149 mState.currentProgram = 0;
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000150 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000151
152 mState.packAlignment = 4;
153 mState.unpackAlignment = 4;
154 mState.packReverseRowOrder = false;
155
156 mVertexDataManager = NULL;
157 mIndexDataManager = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000158 mLineLoopIB = NULL;
159
160 mInvalidEnum = false;
161 mInvalidValue = false;
162 mInvalidOperation = false;
163 mOutOfMemory = false;
164 mInvalidFramebufferOperation = false;
165
166 mHasBeenCurrent = false;
167 mContextLost = false;
168 mResetStatus = GL_NO_ERROR;
169 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
170 mRobustAccess = robustAccess;
171
172 mSupportsDXT1Textures = false;
173 mSupportsDXT3Textures = false;
174 mSupportsDXT5Textures = false;
175 mSupportsEventQueries = false;
176 mSupportsOcclusionQueries = false;
177 mNumCompressedTextureFormats = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000178 mMaskedClearSavedState = NULL;
179 markAllStateDirty();
180}
181
182Context::~Context()
183{
184 if (mState.currentProgram != 0)
185 {
186 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
187 if (programObject)
188 {
189 programObject->release();
190 }
191 mState.currentProgram = 0;
192 }
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000193 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000194
195 while (!mFramebufferMap.empty())
196 {
197 deleteFramebuffer(mFramebufferMap.begin()->first);
198 }
199
200 while (!mFenceMap.empty())
201 {
202 deleteFence(mFenceMap.begin()->first);
203 }
204
205 while (!mQueryMap.empty())
206 {
207 deleteQuery(mQueryMap.begin()->first);
208 }
209
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000210 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
211 {
212 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
213 {
214 mState.samplerTexture[type][sampler].set(NULL);
215 }
216 }
217
218 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
219 {
220 mIncompleteTextures[type].set(NULL);
221 }
222
223 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
224 {
225 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
226 }
227
228 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
229 {
230 mState.activeQuery[i].set(NULL);
231 }
232
233 mState.arrayBuffer.set(NULL);
234 mState.elementArrayBuffer.set(NULL);
235 mState.renderbuffer.set(NULL);
236
237 mTexture2DZero.set(NULL);
238 mTextureCubeMapZero.set(NULL);
239
240 delete mVertexDataManager;
241 delete mIndexDataManager;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000242 delete mLineLoopIB;
243
244 if (mMaskedClearSavedState)
245 {
246 mMaskedClearSavedState->Release();
247 }
248
249 mResourceManager->release();
250}
251
daniel@transgaming.comad629872012-11-28 19:32:06 +0000252void Context::makeCurrent(egl::Surface *surface)
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000253{
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000254 mDevice = mRenderer->getDevice(); // D3D9_REMOVE
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000255
256 if (!mHasBeenCurrent)
257 {
daniel@transgaming.com408caa52012-10-31 18:47:01 +0000258 mVertexDataManager = new VertexDataManager(mRenderer);
259 mIndexDataManager = new IndexDataManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000260
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000261 mSupportsShaderModel3 = mRenderer->getShaderModel3Support();
262 mMaximumPointSize = mRenderer->getMaxPointSize();
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000263 mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
264 mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
265 mSupportsInstancing = mRenderer->getInstancingSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000266
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000267 mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000268 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
269 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
270 mMaxRenderbufferDimension = mMaxTextureDimension;
271 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000272 mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000273 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
274 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000275
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000276 mSupportsEventQueries = mRenderer->getEventQuerySupport();
277 mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
278 mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
279 mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
280 mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
281 mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
282 mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
283 mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
284 mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
285 mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000286 mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000287
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000288 mSupports32bitIndices = mRenderer->get32BitIndexSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000289
290 mNumCompressedTextureFormats = 0;
291 if (supportsDXT1Textures())
292 {
293 mNumCompressedTextureFormats += 2;
294 }
295 if (supportsDXT3Textures())
296 {
297 mNumCompressedTextureFormats += 1;
298 }
299 if (supportsDXT5Textures())
300 {
301 mNumCompressedTextureFormats += 1;
302 }
303
304 initExtensionString();
305 initRendererString();
306
307 mState.viewportX = 0;
308 mState.viewportY = 0;
309 mState.viewportWidth = surface->getWidth();
310 mState.viewportHeight = surface->getHeight();
311
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000312 mState.scissor.x = 0;
313 mState.scissor.y = 0;
314 mState.scissor.width = surface->getWidth();
315 mState.scissor.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000316
317 mHasBeenCurrent = true;
318 }
319
daniel@transgaming.com024786d2012-10-31 18:42:55 +0000320 // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000321 rx::SwapChain *swapchain = surface->getSwapChain();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000322
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000323 Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
324 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000325 Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000326
327 setFramebufferZero(framebufferZero);
328
apatrick@chromium.org909f21c2012-08-17 20:06:02 +0000329 // Reset pixel shader to null to work around a bug that only happens with Intel GPUs.
330 // http://crbug.com/110343
331 mDevice->SetPixelShader(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000332
333 markAllStateDirty();
334}
335
336// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
337void Context::markAllStateDirty()
338{
339 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
340 {
341 mAppliedTextureSerialPS[t] = 0;
342 }
343
344 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
345 {
346 mAppliedTextureSerialVS[t] = 0;
347 }
348
daniel@transgaming.come6af4f92012-07-24 18:31:31 +0000349 mAppliedProgramBinarySerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000350 mAppliedRenderTargetSerial = 0;
351 mAppliedDepthbufferSerial = 0;
352 mAppliedStencilbufferSerial = 0;
353 mAppliedIBSerial = 0;
354 mDepthStencilInitialized = false;
355 mViewportInitialized = false;
356 mRenderTargetDescInitialized = false;
357
358 mVertexDeclarationCache.markStateDirty();
359
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000360 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000361}
362
363void Context::markDxUniformsDirty()
364{
365 mDxUniformsDirty = true;
366}
367
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000368// NOTE: this function should not assume that this context is current!
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000369void Context::markContextLost()
370{
371 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
372 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
373 mContextLost = true;
374}
375
376bool Context::isContextLost()
377{
378 return mContextLost;
379}
380
381void Context::setClearColor(float red, float green, float blue, float alpha)
382{
383 mState.colorClearValue.red = red;
384 mState.colorClearValue.green = green;
385 mState.colorClearValue.blue = blue;
386 mState.colorClearValue.alpha = alpha;
387}
388
389void Context::setClearDepth(float depth)
390{
391 mState.depthClearValue = depth;
392}
393
394void Context::setClearStencil(int stencil)
395{
396 mState.stencilClearValue = stencil;
397}
398
399void Context::setCullFace(bool enabled)
400{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000401 mState.rasterizer.cullFace = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000402}
403
404bool Context::isCullFaceEnabled() const
405{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000406 return mState.rasterizer.cullFace;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000407}
408
409void Context::setCullMode(GLenum mode)
410{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000411 mState.rasterizer.cullMode = mode;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000412}
413
414void Context::setFrontFace(GLenum front)
415{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000416 mState.rasterizer.frontFace = front;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000417}
418
419void Context::setDepthTest(bool enabled)
420{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000421 mState.depthStencil.depthTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000422}
423
424bool Context::isDepthTestEnabled() const
425{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000426 return mState.depthStencil.depthTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000427}
428
429void Context::setDepthFunc(GLenum depthFunc)
430{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000431 mState.depthStencil.depthFunc = depthFunc;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000432}
433
434void Context::setDepthRange(float zNear, float zFar)
435{
436 mState.zNear = zNear;
437 mState.zFar = zFar;
438}
439
440void Context::setBlend(bool enabled)
441{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000442 mState.blend.blend = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000443}
444
445bool Context::isBlendEnabled() const
446{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000447 return mState.blend.blend;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000448}
449
450void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
451{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000452 mState.blend.sourceBlendRGB = sourceRGB;
453 mState.blend.destBlendRGB = destRGB;
454 mState.blend.sourceBlendAlpha = sourceAlpha;
455 mState.blend.destBlendAlpha = destAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000456}
457
458void Context::setBlendColor(float red, float green, float blue, float alpha)
459{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000460 mState.blendColor.red = red;
461 mState.blendColor.green = green;
462 mState.blendColor.blue = blue;
463 mState.blendColor.alpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000464}
465
466void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
467{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000468 mState.blend.blendEquationRGB = rgbEquation;
469 mState.blend.blendEquationAlpha = alphaEquation;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000470}
471
472void Context::setStencilTest(bool enabled)
473{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000474 mState.depthStencil.stencilTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000475}
476
477bool Context::isStencilTestEnabled() const
478{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000479 return mState.depthStencil.stencilTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000480}
481
482void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
483{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000484 mState.depthStencil.stencilFunc = stencilFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000485 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000486 mState.depthStencil.stencilMask = stencilMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000487}
488
489void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
490{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000491 mState.depthStencil.stencilBackFunc = stencilBackFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000492 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000493 mState.depthStencil.stencilBackMask = stencilBackMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000494}
495
496void Context::setStencilWritemask(GLuint stencilWritemask)
497{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000498 mState.depthStencil.stencilWritemask = stencilWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000499}
500
501void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
502{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000503 mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000504}
505
506void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
507{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000508 mState.depthStencil.stencilFail = stencilFail;
509 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
510 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000511}
512
513void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
514{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000515 mState.depthStencil.stencilBackFail = stencilBackFail;
516 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
517 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000518}
519
520void Context::setPolygonOffsetFill(bool enabled)
521{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000522 mState.rasterizer.polygonOffsetFill = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000523}
524
525bool Context::isPolygonOffsetFillEnabled() const
526{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000527 return mState.rasterizer.polygonOffsetFill;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000528}
529
530void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
531{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000532 mState.rasterizer.polygonOffsetFactor = factor;
533 mState.rasterizer.polygonOffsetUnits = units;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000534}
535
536void Context::setSampleAlphaToCoverage(bool enabled)
537{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000538 mState.blend.sampleAlphaToCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000539}
540
541bool Context::isSampleAlphaToCoverageEnabled() const
542{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000543 return mState.blend.sampleAlphaToCoverage;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000544}
545
546void Context::setSampleCoverage(bool enabled)
547{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000548 mState.sampleCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000549}
550
551bool Context::isSampleCoverageEnabled() const
552{
553 return mState.sampleCoverage;
554}
555
556void Context::setSampleCoverageParams(GLclampf value, bool invert)
557{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000558 mState.sampleCoverageValue = value;
559 mState.sampleCoverageInvert = invert;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000560}
561
562void Context::setScissorTest(bool enabled)
563{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000564 mState.rasterizer.scissorTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000565}
566
567bool Context::isScissorTestEnabled() const
568{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000569 return mState.rasterizer.scissorTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000570}
571
572void Context::setDither(bool enabled)
573{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000574 mState.blend.dither = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000575}
576
577bool Context::isDitherEnabled() const
578{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000579 return mState.blend.dither;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000580}
581
582void Context::setLineWidth(GLfloat width)
583{
584 mState.lineWidth = width;
585}
586
587void Context::setGenerateMipmapHint(GLenum hint)
588{
589 mState.generateMipmapHint = hint;
590}
591
592void Context::setFragmentShaderDerivativeHint(GLenum hint)
593{
594 mState.fragmentShaderDerivativeHint = hint;
595 // TODO: Propagate the hint to shader translator so we can write
596 // ddx, ddx_coarse, or ddx_fine depending on the hint.
597 // Ignore for now. It is valid for implementations to ignore hint.
598}
599
600void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
601{
602 mState.viewportX = x;
603 mState.viewportY = y;
604 mState.viewportWidth = width;
605 mState.viewportHeight = height;
606}
607
608void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
609{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000610 mState.scissor.x = x;
611 mState.scissor.y = y;
612 mState.scissor.width = width;
613 mState.scissor.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000614}
615
616void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
617{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000618 mState.blend.colorMaskRed = red;
619 mState.blend.colorMaskGreen = green;
620 mState.blend.colorMaskBlue = blue;
621 mState.blend.colorMaskAlpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000622}
623
624void Context::setDepthMask(bool mask)
625{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000626 mState.depthStencil.depthMask = mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000627}
628
629void Context::setActiveSampler(unsigned int active)
630{
631 mState.activeSampler = active;
632}
633
634GLuint Context::getReadFramebufferHandle() const
635{
636 return mState.readFramebuffer;
637}
638
639GLuint Context::getDrawFramebufferHandle() const
640{
641 return mState.drawFramebuffer;
642}
643
644GLuint Context::getRenderbufferHandle() const
645{
646 return mState.renderbuffer.id();
647}
648
649GLuint Context::getArrayBufferHandle() const
650{
651 return mState.arrayBuffer.id();
652}
653
654GLuint Context::getActiveQuery(GLenum target) const
655{
656 Query *queryObject = NULL;
657
658 switch (target)
659 {
660 case GL_ANY_SAMPLES_PASSED_EXT:
661 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
662 break;
663 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
664 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
665 break;
666 default:
667 ASSERT(false);
668 }
669
670 if (queryObject)
671 {
672 return queryObject->id();
673 }
674 else
675 {
676 return 0;
677 }
678}
679
680void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
681{
682 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
683}
684
685const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
686{
687 return mState.vertexAttribute[attribNum];
688}
689
690void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
691 GLsizei stride, const void *pointer)
692{
693 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
694 mState.vertexAttribute[attribNum].mSize = size;
695 mState.vertexAttribute[attribNum].mType = type;
696 mState.vertexAttribute[attribNum].mNormalized = normalized;
697 mState.vertexAttribute[attribNum].mStride = stride;
698 mState.vertexAttribute[attribNum].mPointer = pointer;
699}
700
701const void *Context::getVertexAttribPointer(unsigned int attribNum) const
702{
703 return mState.vertexAttribute[attribNum].mPointer;
704}
705
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000706void Context::setPackAlignment(GLint alignment)
707{
708 mState.packAlignment = alignment;
709}
710
711GLint Context::getPackAlignment() const
712{
713 return mState.packAlignment;
714}
715
716void Context::setUnpackAlignment(GLint alignment)
717{
718 mState.unpackAlignment = alignment;
719}
720
721GLint Context::getUnpackAlignment() const
722{
723 return mState.unpackAlignment;
724}
725
726void Context::setPackReverseRowOrder(bool reverseRowOrder)
727{
728 mState.packReverseRowOrder = reverseRowOrder;
729}
730
731bool Context::getPackReverseRowOrder() const
732{
733 return mState.packReverseRowOrder;
734}
735
736GLuint Context::createBuffer()
737{
738 return mResourceManager->createBuffer();
739}
740
741GLuint Context::createProgram()
742{
743 return mResourceManager->createProgram();
744}
745
746GLuint Context::createShader(GLenum type)
747{
748 return mResourceManager->createShader(type);
749}
750
751GLuint Context::createTexture()
752{
753 return mResourceManager->createTexture();
754}
755
756GLuint Context::createRenderbuffer()
757{
758 return mResourceManager->createRenderbuffer();
759}
760
761// Returns an unused framebuffer name
762GLuint Context::createFramebuffer()
763{
764 GLuint handle = mFramebufferHandleAllocator.allocate();
765
766 mFramebufferMap[handle] = NULL;
767
768 return handle;
769}
770
771GLuint Context::createFence()
772{
773 GLuint handle = mFenceHandleAllocator.allocate();
774
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000775 mFenceMap[handle] = new Fence(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000776
777 return handle;
778}
779
780// Returns an unused query name
781GLuint Context::createQuery()
782{
783 GLuint handle = mQueryHandleAllocator.allocate();
784
785 mQueryMap[handle] = NULL;
786
787 return handle;
788}
789
790void Context::deleteBuffer(GLuint buffer)
791{
792 if (mResourceManager->getBuffer(buffer))
793 {
794 detachBuffer(buffer);
795 }
796
797 mResourceManager->deleteBuffer(buffer);
798}
799
800void Context::deleteShader(GLuint shader)
801{
802 mResourceManager->deleteShader(shader);
803}
804
805void Context::deleteProgram(GLuint program)
806{
807 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000808}
809
810void Context::deleteTexture(GLuint texture)
811{
812 if (mResourceManager->getTexture(texture))
813 {
814 detachTexture(texture);
815 }
816
817 mResourceManager->deleteTexture(texture);
818}
819
820void Context::deleteRenderbuffer(GLuint renderbuffer)
821{
822 if (mResourceManager->getRenderbuffer(renderbuffer))
823 {
824 detachRenderbuffer(renderbuffer);
825 }
826
827 mResourceManager->deleteRenderbuffer(renderbuffer);
828}
829
830void Context::deleteFramebuffer(GLuint framebuffer)
831{
832 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
833
834 if (framebufferObject != mFramebufferMap.end())
835 {
836 detachFramebuffer(framebuffer);
837
838 mFramebufferHandleAllocator.release(framebufferObject->first);
839 delete framebufferObject->second;
840 mFramebufferMap.erase(framebufferObject);
841 }
842}
843
844void Context::deleteFence(GLuint fence)
845{
846 FenceMap::iterator fenceObject = mFenceMap.find(fence);
847
848 if (fenceObject != mFenceMap.end())
849 {
850 mFenceHandleAllocator.release(fenceObject->first);
851 delete fenceObject->second;
852 mFenceMap.erase(fenceObject);
853 }
854}
855
856void Context::deleteQuery(GLuint query)
857{
858 QueryMap::iterator queryObject = mQueryMap.find(query);
859 if (queryObject != mQueryMap.end())
860 {
861 mQueryHandleAllocator.release(queryObject->first);
862 if (queryObject->second)
863 {
864 queryObject->second->release();
865 }
866 mQueryMap.erase(queryObject);
867 }
868}
869
870Buffer *Context::getBuffer(GLuint handle)
871{
872 return mResourceManager->getBuffer(handle);
873}
874
875Shader *Context::getShader(GLuint handle)
876{
877 return mResourceManager->getShader(handle);
878}
879
880Program *Context::getProgram(GLuint handle)
881{
882 return mResourceManager->getProgram(handle);
883}
884
885Texture *Context::getTexture(GLuint handle)
886{
887 return mResourceManager->getTexture(handle);
888}
889
890Renderbuffer *Context::getRenderbuffer(GLuint handle)
891{
892 return mResourceManager->getRenderbuffer(handle);
893}
894
895Framebuffer *Context::getReadFramebuffer()
896{
897 return getFramebuffer(mState.readFramebuffer);
898}
899
900Framebuffer *Context::getDrawFramebuffer()
901{
902 return mBoundDrawFramebuffer;
903}
904
905void Context::bindArrayBuffer(unsigned int buffer)
906{
907 mResourceManager->checkBufferAllocation(buffer);
908
909 mState.arrayBuffer.set(getBuffer(buffer));
910}
911
912void Context::bindElementArrayBuffer(unsigned int buffer)
913{
914 mResourceManager->checkBufferAllocation(buffer);
915
916 mState.elementArrayBuffer.set(getBuffer(buffer));
917}
918
919void Context::bindTexture2D(GLuint texture)
920{
921 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
922
923 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
924}
925
926void Context::bindTextureCubeMap(GLuint texture)
927{
928 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
929
930 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
931}
932
933void Context::bindReadFramebuffer(GLuint framebuffer)
934{
935 if (!getFramebuffer(framebuffer))
936 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000937 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000938 }
939
940 mState.readFramebuffer = framebuffer;
941}
942
943void Context::bindDrawFramebuffer(GLuint framebuffer)
944{
945 if (!getFramebuffer(framebuffer))
946 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000947 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000948 }
949
950 mState.drawFramebuffer = framebuffer;
951
952 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
953}
954
955void Context::bindRenderbuffer(GLuint renderbuffer)
956{
957 mResourceManager->checkRenderbufferAllocation(renderbuffer);
958
959 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
960}
961
962void Context::useProgram(GLuint program)
963{
964 GLuint priorProgram = mState.currentProgram;
965 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
966
967 if (priorProgram != program)
968 {
969 Program *newProgram = mResourceManager->getProgram(program);
970 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000971 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000972 mDxUniformsDirty = true;
973
974 if (newProgram)
975 {
976 newProgram->addRef();
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000977 mCurrentProgramBinary.set(newProgram->getProgramBinary());
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000978 }
979
980 if (oldProgram)
981 {
982 oldProgram->release();
983 }
984 }
985}
986
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000987void Context::linkProgram(GLuint program)
988{
989 Program *programObject = mResourceManager->getProgram(program);
990
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000991 bool linked = programObject->link();
992
993 // if the current program was relinked successfully we
994 // need to install the new executables
995 if (linked && program == mState.currentProgram)
996 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000997 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000998 mDxUniformsDirty = true;
999 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001000}
1001
1002void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
1003{
1004 Program *programObject = mResourceManager->getProgram(program);
1005
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001006 bool loaded = programObject->setProgramBinary(binary, length);
1007
1008 // if the current program was reloaded successfully we
1009 // need to install the new executables
1010 if (loaded && program == mState.currentProgram)
1011 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001012 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001013 mDxUniformsDirty = true;
1014 }
1015
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001016}
1017
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001018void Context::beginQuery(GLenum target, GLuint query)
1019{
1020 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1021 // of zero, if the active query object name for <target> is non-zero (for the
1022 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1023 // the active query for either target is non-zero), if <id> is the name of an
1024 // existing query object whose type does not match <target>, or if <id> is the
1025 // active query object name for any query type, the error INVALID_OPERATION is
1026 // generated.
1027
1028 // Ensure no other queries are active
1029 // NOTE: If other queries than occlusion are supported, we will need to check
1030 // separately that:
1031 // a) The query ID passed is not the current active query for any target/type
1032 // b) There are no active queries for the requested target (and in the case
1033 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1034 // no query may be active for either if glBeginQuery targets either.
1035 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1036 {
1037 if (mState.activeQuery[i].get() != NULL)
1038 {
1039 return error(GL_INVALID_OPERATION);
1040 }
1041 }
1042
1043 QueryType qType;
1044 switch (target)
1045 {
1046 case GL_ANY_SAMPLES_PASSED_EXT:
1047 qType = QUERY_ANY_SAMPLES_PASSED;
1048 break;
1049 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1050 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1051 break;
1052 default:
1053 ASSERT(false);
1054 return;
1055 }
1056
1057 Query *queryObject = getQuery(query, true, target);
1058
1059 // check that name was obtained with glGenQueries
1060 if (!queryObject)
1061 {
1062 return error(GL_INVALID_OPERATION);
1063 }
1064
1065 // check for type mismatch
1066 if (queryObject->getType() != target)
1067 {
1068 return error(GL_INVALID_OPERATION);
1069 }
1070
1071 // set query as active for specified target
1072 mState.activeQuery[qType].set(queryObject);
1073
1074 // begin query
1075 queryObject->begin();
1076}
1077
1078void Context::endQuery(GLenum target)
1079{
1080 QueryType qType;
1081
1082 switch (target)
1083 {
1084 case GL_ANY_SAMPLES_PASSED_EXT:
1085 qType = QUERY_ANY_SAMPLES_PASSED;
1086 break;
1087 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1088 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1089 break;
1090 default:
1091 ASSERT(false);
1092 return;
1093 }
1094
1095 Query *queryObject = mState.activeQuery[qType].get();
1096
1097 if (queryObject == NULL)
1098 {
1099 return error(GL_INVALID_OPERATION);
1100 }
1101
1102 queryObject->end();
1103
1104 mState.activeQuery[qType].set(NULL);
1105}
1106
1107void Context::setFramebufferZero(Framebuffer *buffer)
1108{
1109 delete mFramebufferMap[0];
1110 mFramebufferMap[0] = buffer;
1111 if (mState.drawFramebuffer == 0)
1112 {
1113 mBoundDrawFramebuffer = buffer;
1114 }
1115}
1116
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001117void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001118{
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001119 RenderbufferStorage *renderbuffer = NULL;
1120 switch (internalformat)
1121 {
1122 case GL_DEPTH_COMPONENT16:
1123 renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
1124 break;
1125 case GL_RGBA4:
1126 case GL_RGB5_A1:
1127 case GL_RGB565:
1128 case GL_RGB8_OES:
1129 case GL_RGBA8_OES:
1130 renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
1131 break;
1132 case GL_STENCIL_INDEX8:
1133 renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
1134 break;
1135 case GL_DEPTH24_STENCIL8_OES:
1136 renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
1137 break;
1138 default:
1139 UNREACHABLE(); return;
1140 }
1141
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001142 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1143 renderbufferObject->setStorage(renderbuffer);
1144}
1145
1146Framebuffer *Context::getFramebuffer(unsigned int handle)
1147{
1148 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1149
1150 if (framebuffer == mFramebufferMap.end())
1151 {
1152 return NULL;
1153 }
1154 else
1155 {
1156 return framebuffer->second;
1157 }
1158}
1159
1160Fence *Context::getFence(unsigned int handle)
1161{
1162 FenceMap::iterator fence = mFenceMap.find(handle);
1163
1164 if (fence == mFenceMap.end())
1165 {
1166 return NULL;
1167 }
1168 else
1169 {
1170 return fence->second;
1171 }
1172}
1173
1174Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1175{
1176 QueryMap::iterator query = mQueryMap.find(handle);
1177
1178 if (query == mQueryMap.end())
1179 {
1180 return NULL;
1181 }
1182 else
1183 {
1184 if (!query->second && create)
1185 {
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001186 query->second = new Query(mRenderer, handle, type);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001187 query->second->addRef();
1188 }
1189 return query->second;
1190 }
1191}
1192
1193Buffer *Context::getArrayBuffer()
1194{
1195 return mState.arrayBuffer.get();
1196}
1197
1198Buffer *Context::getElementArrayBuffer()
1199{
1200 return mState.elementArrayBuffer.get();
1201}
1202
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001203ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001204{
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001205 return mCurrentProgramBinary.get();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001206}
1207
1208Texture2D *Context::getTexture2D()
1209{
1210 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1211}
1212
1213TextureCubeMap *Context::getTextureCubeMap()
1214{
1215 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1216}
1217
1218Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1219{
1220 GLuint texid = mState.samplerTexture[type][sampler].id();
1221
1222 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1223 {
1224 switch (type)
1225 {
1226 default: UNREACHABLE();
1227 case TEXTURE_2D: return mTexture2DZero.get();
1228 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1229 }
1230 }
1231
1232 return mState.samplerTexture[type][sampler].get();
1233}
1234
1235bool Context::getBooleanv(GLenum pname, GLboolean *params)
1236{
1237 switch (pname)
1238 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001239 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1240 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1241 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001242 case GL_COLOR_WRITEMASK:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001243 params[0] = mState.blend.colorMaskRed;
1244 params[1] = mState.blend.colorMaskGreen;
1245 params[2] = mState.blend.colorMaskBlue;
1246 params[3] = mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001247 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001248 case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
1249 case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
1250 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
1251 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1252 case GL_SCISSOR_TEST: *params = mState.rasterizer.scissorTest; break;
1253 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
1254 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
1255 case GL_BLEND: *params = mState.blend.blend; break;
1256 case GL_DITHER: *params = mState.blend.dither; break;
1257 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001258 default:
1259 return false;
1260 }
1261
1262 return true;
1263}
1264
1265bool Context::getFloatv(GLenum pname, GLfloat *params)
1266{
1267 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1268 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1269 // GetIntegerv as its native query function. As it would require conversion in any
1270 // case, this should make no difference to the calling application.
1271 switch (pname)
1272 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001273 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1274 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1275 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1276 case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
1277 case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001278 case GL_ALIASED_LINE_WIDTH_RANGE:
1279 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1280 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1281 break;
1282 case GL_ALIASED_POINT_SIZE_RANGE:
1283 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1284 params[1] = getMaximumPointSize();
1285 break;
1286 case GL_DEPTH_RANGE:
1287 params[0] = mState.zNear;
1288 params[1] = mState.zFar;
1289 break;
1290 case GL_COLOR_CLEAR_VALUE:
1291 params[0] = mState.colorClearValue.red;
1292 params[1] = mState.colorClearValue.green;
1293 params[2] = mState.colorClearValue.blue;
1294 params[3] = mState.colorClearValue.alpha;
1295 break;
1296 case GL_BLEND_COLOR:
1297 params[0] = mState.blendColor.red;
1298 params[1] = mState.blendColor.green;
1299 params[2] = mState.blendColor.blue;
1300 params[3] = mState.blendColor.alpha;
1301 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001302 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1303 if (!supportsTextureFilterAnisotropy())
1304 {
1305 return false;
1306 }
1307 *params = mMaxTextureAnisotropy;
1308 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001309 default:
1310 return false;
1311 }
1312
1313 return true;
1314}
1315
1316bool Context::getIntegerv(GLenum pname, GLint *params)
1317{
1318 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1319 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1320 // GetIntegerv as its native query function. As it would require conversion in any
1321 // case, this should make no difference to the calling application. You may find it in
1322 // Context::getFloatv.
1323 switch (pname)
1324 {
1325 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1326 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1327 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1328 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1329 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1330 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1331 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1332 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1333 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1334 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1335 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1336 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1337 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1338 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1339 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1340 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1341 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1342 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1343 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1344 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1345 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1346 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1347 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001348 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001349 case GL_STENCIL_REF: *params = mState.stencilRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001350 case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
1351 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001352 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001353 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
1354 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
1355 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
1356 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
1357 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
1358 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
1359 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
1360 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
1361 case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
1362 case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
1363 case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
1364 case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
1365 case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
1366 case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
1367 case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
1368 case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001369 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1370 case GL_SUBPIXEL_BITS: *params = 4; break;
1371 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1372 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1373 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1374 params[0] = mNumCompressedTextureFormats;
1375 break;
1376 case GL_MAX_SAMPLES_ANGLE:
1377 {
1378 GLsizei maxSamples = getMaxSupportedSamples();
1379 if (maxSamples != 0)
1380 {
1381 *params = maxSamples;
1382 }
1383 else
1384 {
1385 return false;
1386 }
1387
1388 break;
1389 }
1390 case GL_SAMPLE_BUFFERS:
1391 case GL_SAMPLES:
1392 {
1393 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1394 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1395 {
1396 switch (pname)
1397 {
1398 case GL_SAMPLE_BUFFERS:
1399 if (framebuffer->getSamples() != 0)
1400 {
1401 *params = 1;
1402 }
1403 else
1404 {
1405 *params = 0;
1406 }
1407 break;
1408 case GL_SAMPLES:
1409 *params = framebuffer->getSamples();
1410 break;
1411 }
1412 }
1413 else
1414 {
1415 *params = 0;
1416 }
1417 }
1418 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001419 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1420 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1421 {
1422 GLenum format, type;
1423 if (getCurrentReadFormatType(&format, &type))
1424 {
1425 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1426 *params = format;
1427 else
1428 *params = type;
1429 }
1430 }
1431 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001432 case GL_MAX_VIEWPORT_DIMS:
1433 {
1434 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1435 params[0] = maxDimension;
1436 params[1] = maxDimension;
1437 }
1438 break;
1439 case GL_COMPRESSED_TEXTURE_FORMATS:
1440 {
1441 if (supportsDXT1Textures())
1442 {
1443 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1444 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1445 }
1446 if (supportsDXT3Textures())
1447 {
1448 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1449 }
1450 if (supportsDXT5Textures())
1451 {
1452 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1453 }
1454 }
1455 break;
1456 case GL_VIEWPORT:
1457 params[0] = mState.viewportX;
1458 params[1] = mState.viewportY;
1459 params[2] = mState.viewportWidth;
1460 params[3] = mState.viewportHeight;
1461 break;
1462 case GL_SCISSOR_BOX:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001463 params[0] = mState.scissor.x;
1464 params[1] = mState.scissor.y;
1465 params[2] = mState.scissor.width;
1466 params[3] = mState.scissor.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001467 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001468 case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
1469 case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001470 case GL_RED_BITS:
1471 case GL_GREEN_BITS:
1472 case GL_BLUE_BITS:
1473 case GL_ALPHA_BITS:
1474 {
1475 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1476 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1477
1478 if (colorbuffer)
1479 {
1480 switch (pname)
1481 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001482 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1483 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1484 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1485 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001486 }
1487 }
1488 else
1489 {
1490 *params = 0;
1491 }
1492 }
1493 break;
1494 case GL_DEPTH_BITS:
1495 {
1496 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1497 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1498
1499 if (depthbuffer)
1500 {
1501 *params = depthbuffer->getDepthSize();
1502 }
1503 else
1504 {
1505 *params = 0;
1506 }
1507 }
1508 break;
1509 case GL_STENCIL_BITS:
1510 {
1511 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1512 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1513
1514 if (stencilbuffer)
1515 {
1516 *params = stencilbuffer->getStencilSize();
1517 }
1518 else
1519 {
1520 *params = 0;
1521 }
1522 }
1523 break;
1524 case GL_TEXTURE_BINDING_2D:
1525 {
1526 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1527 {
1528 error(GL_INVALID_OPERATION);
1529 return false;
1530 }
1531
1532 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1533 }
1534 break;
1535 case GL_TEXTURE_BINDING_CUBE_MAP:
1536 {
1537 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1538 {
1539 error(GL_INVALID_OPERATION);
1540 return false;
1541 }
1542
1543 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1544 }
1545 break;
1546 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1547 *params = mResetStrategy;
1548 break;
1549 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1550 *params = 1;
1551 break;
1552 case GL_PROGRAM_BINARY_FORMATS_OES:
1553 *params = GL_PROGRAM_BINARY_ANGLE;
1554 break;
1555 default:
1556 return false;
1557 }
1558
1559 return true;
1560}
1561
1562bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1563{
1564 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1565 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1566 // to the fact that it is stored internally as a float, and so would require conversion
1567 // if returned from Context::getIntegerv. Since this conversion is already implemented
1568 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1569 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1570 // application.
1571 switch (pname)
1572 {
1573 case GL_COMPRESSED_TEXTURE_FORMATS:
1574 {
1575 *type = GL_INT;
1576 *numParams = mNumCompressedTextureFormats;
1577 }
1578 break;
1579 case GL_SHADER_BINARY_FORMATS:
1580 {
1581 *type = GL_INT;
1582 *numParams = 0;
1583 }
1584 break;
1585 case GL_MAX_VERTEX_ATTRIBS:
1586 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1587 case GL_MAX_VARYING_VECTORS:
1588 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1589 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1590 case GL_MAX_TEXTURE_IMAGE_UNITS:
1591 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1592 case GL_MAX_RENDERBUFFER_SIZE:
1593 case GL_NUM_SHADER_BINARY_FORMATS:
1594 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1595 case GL_ARRAY_BUFFER_BINDING:
1596 case GL_FRAMEBUFFER_BINDING:
1597 case GL_RENDERBUFFER_BINDING:
1598 case GL_CURRENT_PROGRAM:
1599 case GL_PACK_ALIGNMENT:
1600 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1601 case GL_UNPACK_ALIGNMENT:
1602 case GL_GENERATE_MIPMAP_HINT:
1603 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1604 case GL_RED_BITS:
1605 case GL_GREEN_BITS:
1606 case GL_BLUE_BITS:
1607 case GL_ALPHA_BITS:
1608 case GL_DEPTH_BITS:
1609 case GL_STENCIL_BITS:
1610 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1611 case GL_CULL_FACE_MODE:
1612 case GL_FRONT_FACE:
1613 case GL_ACTIVE_TEXTURE:
1614 case GL_STENCIL_FUNC:
1615 case GL_STENCIL_VALUE_MASK:
1616 case GL_STENCIL_REF:
1617 case GL_STENCIL_FAIL:
1618 case GL_STENCIL_PASS_DEPTH_FAIL:
1619 case GL_STENCIL_PASS_DEPTH_PASS:
1620 case GL_STENCIL_BACK_FUNC:
1621 case GL_STENCIL_BACK_VALUE_MASK:
1622 case GL_STENCIL_BACK_REF:
1623 case GL_STENCIL_BACK_FAIL:
1624 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1625 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1626 case GL_DEPTH_FUNC:
1627 case GL_BLEND_SRC_RGB:
1628 case GL_BLEND_SRC_ALPHA:
1629 case GL_BLEND_DST_RGB:
1630 case GL_BLEND_DST_ALPHA:
1631 case GL_BLEND_EQUATION_RGB:
1632 case GL_BLEND_EQUATION_ALPHA:
1633 case GL_STENCIL_WRITEMASK:
1634 case GL_STENCIL_BACK_WRITEMASK:
1635 case GL_STENCIL_CLEAR_VALUE:
1636 case GL_SUBPIXEL_BITS:
1637 case GL_MAX_TEXTURE_SIZE:
1638 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1639 case GL_SAMPLE_BUFFERS:
1640 case GL_SAMPLES:
1641 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1642 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1643 case GL_TEXTURE_BINDING_2D:
1644 case GL_TEXTURE_BINDING_CUBE_MAP:
1645 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1646 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1647 case GL_PROGRAM_BINARY_FORMATS_OES:
1648 {
1649 *type = GL_INT;
1650 *numParams = 1;
1651 }
1652 break;
1653 case GL_MAX_SAMPLES_ANGLE:
1654 {
1655 if (getMaxSupportedSamples() != 0)
1656 {
1657 *type = GL_INT;
1658 *numParams = 1;
1659 }
1660 else
1661 {
1662 return false;
1663 }
1664 }
1665 break;
1666 case GL_MAX_VIEWPORT_DIMS:
1667 {
1668 *type = GL_INT;
1669 *numParams = 2;
1670 }
1671 break;
1672 case GL_VIEWPORT:
1673 case GL_SCISSOR_BOX:
1674 {
1675 *type = GL_INT;
1676 *numParams = 4;
1677 }
1678 break;
1679 case GL_SHADER_COMPILER:
1680 case GL_SAMPLE_COVERAGE_INVERT:
1681 case GL_DEPTH_WRITEMASK:
1682 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1683 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1684 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1685 case GL_SAMPLE_COVERAGE:
1686 case GL_SCISSOR_TEST:
1687 case GL_STENCIL_TEST:
1688 case GL_DEPTH_TEST:
1689 case GL_BLEND:
1690 case GL_DITHER:
1691 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1692 {
1693 *type = GL_BOOL;
1694 *numParams = 1;
1695 }
1696 break;
1697 case GL_COLOR_WRITEMASK:
1698 {
1699 *type = GL_BOOL;
1700 *numParams = 4;
1701 }
1702 break;
1703 case GL_POLYGON_OFFSET_FACTOR:
1704 case GL_POLYGON_OFFSET_UNITS:
1705 case GL_SAMPLE_COVERAGE_VALUE:
1706 case GL_DEPTH_CLEAR_VALUE:
1707 case GL_LINE_WIDTH:
1708 {
1709 *type = GL_FLOAT;
1710 *numParams = 1;
1711 }
1712 break;
1713 case GL_ALIASED_LINE_WIDTH_RANGE:
1714 case GL_ALIASED_POINT_SIZE_RANGE:
1715 case GL_DEPTH_RANGE:
1716 {
1717 *type = GL_FLOAT;
1718 *numParams = 2;
1719 }
1720 break;
1721 case GL_COLOR_CLEAR_VALUE:
1722 case GL_BLEND_COLOR:
1723 {
1724 *type = GL_FLOAT;
1725 *numParams = 4;
1726 }
1727 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001728 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1729 if (!supportsTextureFilterAnisotropy())
1730 {
1731 return false;
1732 }
1733 *type = GL_FLOAT;
1734 *numParams = 1;
1735 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001736 default:
1737 return false;
1738 }
1739
1740 return true;
1741}
1742
1743// Applies the render target surface, depth stencil surface, viewport rectangle and
1744// scissor rectangle to the Direct3D 9 device
1745bool Context::applyRenderTarget(bool ignoreViewport)
1746{
1747 Framebuffer *framebufferObject = getDrawFramebuffer();
1748
1749 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1750 {
1751 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1752 }
1753
daniel@transgaming.com8a8b24c2012-11-28 19:36:26 +00001754 mRenderer->applyRenderTarget(framebufferObject);
1755
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001756 // if there is no color attachment we must synthesize a NULL colorattachment
1757 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1758 Renderbuffer *renderbufferObject = NULL;
1759 if (framebufferObject->getColorbufferType() != GL_NONE)
1760 {
1761 renderbufferObject = framebufferObject->getColorbuffer();
1762 }
1763 else
1764 {
1765 renderbufferObject = framebufferObject->getNullColorbuffer();
1766 }
1767 if (!renderbufferObject)
1768 {
1769 ERR("unable to locate renderbuffer for FBO.");
1770 return false;
1771 }
1772
1773 bool renderTargetChanged = false;
1774 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1775 if (renderTargetSerial != mAppliedRenderTargetSerial)
1776 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001777 if (!mRenderer->setRenderTarget(renderbufferObject))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001778 {
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001779 return false; // Context must be lost
1780 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001781 mAppliedRenderTargetSerial = renderTargetSerial;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001782 renderTargetChanged = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001783 }
1784
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001785 Renderbuffer *depthStencil = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001786 unsigned int depthbufferSerial = 0;
1787 unsigned int stencilbufferSerial = 0;
1788 if (framebufferObject->getDepthbufferType() != GL_NONE)
1789 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001790 depthStencil = framebufferObject->getDepthbuffer();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001791 if (!depthStencil)
1792 {
1793 ERR("Depth stencil pointer unexpectedly null.");
1794 return false;
1795 }
1796
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001797 depthbufferSerial = depthStencil->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001798 }
1799 else if (framebufferObject->getStencilbufferType() != GL_NONE)
1800 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001801 depthStencil = framebufferObject->getStencilbuffer();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001802 if (!depthStencil)
1803 {
1804 ERR("Depth stencil pointer unexpectedly null.");
1805 return false;
1806 }
1807
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001808 stencilbufferSerial = depthStencil->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001809 }
1810
1811 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1812 stencilbufferSerial != mAppliedStencilbufferSerial ||
1813 !mDepthStencilInitialized)
1814 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001815 mRenderer->setDepthStencil(depthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001816 mAppliedDepthbufferSerial = depthbufferSerial;
1817 mAppliedStencilbufferSerial = stencilbufferSerial;
1818 mDepthStencilInitialized = true;
1819 }
1820
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001821 if (!mRenderTargetDescInitialized || renderTargetChanged)
1822 {
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001823 mRenderTargetDesc.width = renderbufferObject->getWidth();
1824 mRenderTargetDesc.height = renderbufferObject->getHeight();
1825 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001826 mRenderTargetDescInitialized = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001827 }
1828
1829 D3DVIEWPORT9 viewport;
1830
1831 float zNear = clamp01(mState.zNear);
1832 float zFar = clamp01(mState.zFar);
1833
1834 if (ignoreViewport)
1835 {
1836 viewport.X = 0;
1837 viewport.Y = 0;
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001838 viewport.Width = mRenderTargetDesc.width;
1839 viewport.Height = mRenderTargetDesc.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001840 viewport.MinZ = 0.0f;
1841 viewport.MaxZ = 1.0f;
1842 }
1843 else
1844 {
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001845 viewport.X = clamp(mState.viewportX, 0L, static_cast<LONG>(mRenderTargetDesc.width));
1846 viewport.Y = clamp(mState.viewportY, 0L, static_cast<LONG>(mRenderTargetDesc.height));
1847 viewport.Width = clamp(mState.viewportWidth, 0L, static_cast<LONG>(mRenderTargetDesc.width) - static_cast<LONG>(viewport.X));
1848 viewport.Height = clamp(mState.viewportHeight, 0L, static_cast<LONG>(mRenderTargetDesc.height) - static_cast<LONG>(viewport.Y));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001849 viewport.MinZ = zNear;
1850 viewport.MaxZ = zFar;
1851 }
1852
1853 if (viewport.Width <= 0 || viewport.Height <= 0)
1854 {
1855 return false; // Nothing to render
1856 }
1857
1858 if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
1859 {
1860 mDevice->SetViewport(&viewport);
1861 mSetViewport = viewport;
1862 mViewportInitialized = true;
1863 mDxUniformsDirty = true;
1864 }
1865
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001866 mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.width),
1867 static_cast<int>(mRenderTargetDesc.height));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001868
1869 if (mState.currentProgram && mDxUniformsDirty)
1870 {
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001871 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001872
1873 GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation();
1874 GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
1875 programBinary->setUniform2fv(halfPixelSize, 1, xy);
1876
1877 // These values are used for computing gl_FragCoord in Program::linkVaryings().
1878 GLint coord = programBinary->getDxCoordLocation();
1879 GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
1880 (float)mState.viewportX + mState.viewportWidth / 2.0f,
1881 (float)mState.viewportY + mState.viewportHeight / 2.0f};
1882 programBinary->setUniform4fv(coord, 1, whxy);
1883
1884 GLint depth = programBinary->getDxDepthLocation();
1885 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
1886 programBinary->setUniform2fv(depth, 1, dz);
1887
1888 GLint depthRange = programBinary->getDxDepthRangeLocation();
1889 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
1890 programBinary->setUniform3fv(depthRange, 1, nearFarDiff);
1891 mDxUniformsDirty = false;
1892 }
1893
1894 return true;
1895}
1896
1897// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
1898void Context::applyState(GLenum drawMode)
1899{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001900 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001901
1902 Framebuffer *framebufferObject = getDrawFramebuffer();
1903
1904 GLint frontCCW = programBinary->getDxFrontCCWLocation();
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001905 GLint ccw = (mState.rasterizer.frontFace == GL_CCW);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001906 programBinary->setUniform1iv(frontCCW, 1, &ccw);
1907
1908 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
1909 GLint alwaysFront = !isTriangleMode(drawMode);
1910 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1911
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001912 const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001913 unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
1914
1915 mRenderer->setRasterizerState(mState.rasterizer, depthSize);
1916
1917 unsigned int mask = 0;
1918 if (mState.sampleCoverage)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001919 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001920 if (mState.sampleCoverageValue != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001921 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001922 float threshold = 0.5f;
1923
1924 for (int i = 0; i < framebufferObject->getSamples(); ++i)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001925 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001926 mask <<= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001927
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001928 if ((i + 1) * mState.sampleCoverageValue >= threshold)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001929 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001930 threshold += 1.0f;
1931 mask |= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001932 }
1933 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001934 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001935
1936 if (mState.sampleCoverageInvert)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001937 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001938 mask = ~mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001939 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001940 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001941 else
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001942 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001943 mask = 0xFFFFFFFF;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001944 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001945 mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
1946
1947 unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001948 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
1949 mState.rasterizer.frontFace == GL_CCW, stencilSize);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001950}
1951
1952GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
1953{
1954 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
1955
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001956 ProgramBinary *programBinary = getCurrentProgramBinary();
1957 GLenum err = mVertexDataManager->prepareVertexData(mState.vertexAttribute, programBinary, first, count, attributes, instances);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001958 if (err != GL_NO_ERROR)
1959 {
1960 return err;
1961 }
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001962
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00001963 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001964}
1965
1966// Applies the indices and element array bindings to the Direct3D 9 device
1967GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
1968{
1969 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
1970
1971 if (err == GL_NO_ERROR)
1972 {
1973 if (indexInfo->serial != mAppliedIBSerial)
1974 {
1975 mDevice->SetIndices(indexInfo->indexBuffer);
1976 mAppliedIBSerial = indexInfo->serial;
1977 }
1978 }
1979
1980 return err;
1981}
1982
1983// Applies the shaders and shader constants to the Direct3D 9 device
1984void Context::applyShaders()
1985{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001986 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001987
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001988 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001989 {
1990 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
1991 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
1992
1993 mDevice->SetPixelShader(pixelShader);
1994 mDevice->SetVertexShader(vertexShader);
1995 programBinary->dirtyAllUniforms();
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001996 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001997 }
1998
1999 programBinary->applyUniforms();
2000}
2001
2002// Applies the textures and sampler states to the Direct3D 9 device
2003void Context::applyTextures()
2004{
2005 applyTextures(SAMPLER_PIXEL);
2006
2007 if (mSupportsVertexTexture)
2008 {
2009 applyTextures(SAMPLER_VERTEX);
2010 }
2011}
2012
2013// For each Direct3D 9 sampler of either the pixel or vertex stage,
2014// looks up the corresponding OpenGL texture image unit and texture type,
2015// and sets the texture and its addressing/filtering state (or NULL when inactive).
2016void Context::applyTextures(SamplerType type)
2017{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002018 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002019
2020 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
2021 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002022 int samplerRange = programBinary->getUsedSamplerRange(type);
2023
2024 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
2025 {
2026 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002027
2028 if (textureUnit != -1)
2029 {
2030 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
2031
2032 Texture *texture = getSamplerTexture(textureUnit, textureType);
2033 unsigned int texSerial = texture->getTextureSerial();
2034
2035 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
2036 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002037 if (texture->isSamplerComplete())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002038 {
2039 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
2040 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00002041 SamplerState samplerState;
2042 texture->getSamplerState(&samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002043
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002044 mRenderer->setSamplerState(type, samplerIndex, samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002045 }
2046
2047 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
2048 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002049 mRenderer->setTexture(type, samplerIndex, texture);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002050 }
2051 }
2052 else
2053 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002054 mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002055 }
2056
2057 appliedTextureSerial[samplerIndex] = texSerial;
2058 texture->resetDirty();
2059 }
2060 }
2061 else
2062 {
2063 if (appliedTextureSerial[samplerIndex] != 0)
2064 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002065 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002066 appliedTextureSerial[samplerIndex] = 0;
2067 }
2068 }
2069 }
2070
2071 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2072 {
2073 if (appliedTextureSerial[samplerIndex] != 0)
2074 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002075 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002076 appliedTextureSerial[samplerIndex] = 0;
2077 }
2078 }
2079}
2080
2081void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2082 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2083{
2084 Framebuffer *framebuffer = getReadFramebuffer();
2085
2086 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2087 {
2088 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2089 }
2090
2091 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2092 {
2093 return error(GL_INVALID_OPERATION);
2094 }
2095
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002096 GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002097 // sized query sanity check
2098 if (bufSize)
2099 {
2100 int requiredSize = outputPitch * height;
2101 if (requiredSize > *bufSize)
2102 {
2103 return error(GL_INVALID_OPERATION);
2104 }
2105 }
2106
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002107 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002108}
2109
2110void Context::clear(GLbitfield mask)
2111{
2112 Framebuffer *framebufferObject = getDrawFramebuffer();
2113
2114 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2115 {
2116 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2117 }
2118
2119 DWORD flags = 0;
2120
2121 if (mask & GL_COLOR_BUFFER_BIT)
2122 {
2123 mask &= ~GL_COLOR_BUFFER_BIT;
2124
2125 if (framebufferObject->getColorbufferType() != GL_NONE)
2126 {
2127 flags |= D3DCLEAR_TARGET;
2128 }
2129 }
2130
2131 if (mask & GL_DEPTH_BUFFER_BIT)
2132 {
2133 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002134 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002135 {
2136 flags |= D3DCLEAR_ZBUFFER;
2137 }
2138 }
2139
2140 GLuint stencilUnmasked = 0x0;
2141
2142 if (mask & GL_STENCIL_BUFFER_BIT)
2143 {
2144 mask &= ~GL_STENCIL_BUFFER_BIT;
2145 if (framebufferObject->getStencilbufferType() != GL_NONE)
2146 {
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002147 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002148 if (!depthStencil)
2149 {
2150 ERR("Depth stencil pointer unexpectedly null.");
2151 return;
2152 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002153
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002154 unsigned int stencilSize = gl::GetStencilSize(depthStencil->getActualFormat());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002155 stencilUnmasked = (0x1 << stencilSize) - 1;
2156
2157 if (stencilUnmasked != 0x0)
2158 {
2159 flags |= D3DCLEAR_STENCIL;
2160 }
2161 }
2162 }
2163
2164 if (mask != 0)
2165 {
2166 return error(GL_INVALID_VALUE);
2167 }
2168
2169 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2170 {
2171 return;
2172 }
2173
2174 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2175 unorm<8>(mState.colorClearValue.red),
2176 unorm<8>(mState.colorClearValue.green),
2177 unorm<8>(mState.colorClearValue.blue));
2178 float depth = clamp01(mState.depthClearValue);
2179 int stencil = mState.stencilClearValue & 0x000000FF;
2180
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002181
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002182 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002183
2184 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002185 (mState.depthStencil.stencilWritemask & stencilUnmasked) != stencilUnmasked;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002186 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002187 !(mState.blend.colorMaskRed && mState.blend.colorMaskGreen &&
2188 mState.blend.colorMaskBlue && alphaUnmasked);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002189
2190 if (needMaskedColorClear || needMaskedStencilClear)
2191 {
2192 // State which is altered in all paths from this point to the clear call is saved.
2193 // State which is altered in only some paths will be flagged dirty in the case that
2194 // that path is taken.
2195 HRESULT hr;
2196 if (mMaskedClearSavedState == NULL)
2197 {
2198 hr = mDevice->BeginStateBlock();
2199 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2200
2201 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2202 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2203 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2204 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2205 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2206 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2207 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2208 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2209 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2210 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2211 mDevice->SetPixelShader(NULL);
2212 mDevice->SetVertexShader(NULL);
2213 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2214 mDevice->SetStreamSource(0, NULL, 0, 0);
2215 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2216 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2217 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2218 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2219 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2220 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2221 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2222
2223 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2224 {
2225 mDevice->SetStreamSourceFreq(i, 1);
2226 }
2227
2228 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2229 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2230 }
2231
2232 ASSERT(mMaskedClearSavedState != NULL);
2233
2234 if (mMaskedClearSavedState != NULL)
2235 {
2236 hr = mMaskedClearSavedState->Capture();
2237 ASSERT(SUCCEEDED(hr));
2238 }
2239
2240 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2241 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2242 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2243 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2244 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2245 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2246 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2247 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2248
2249 if (flags & D3DCLEAR_TARGET)
2250 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002251 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
2252 gl_d3d9::ConvertColorMask(mState.blend.colorMaskRed,
2253 mState.blend.colorMaskGreen,
2254 mState.blend.colorMaskBlue,
2255 mState.blend.colorMaskAlpha));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002256 }
2257 else
2258 {
2259 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2260 }
2261
2262 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2263 {
2264 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2265 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2266 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2267 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002268 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.depthStencil.stencilWritemask);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002269 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2270 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2271 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002272 }
2273 else
2274 {
2275 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2276 }
2277
2278 mDevice->SetPixelShader(NULL);
2279 mDevice->SetVertexShader(NULL);
2280 mDevice->SetFVF(D3DFVF_XYZRHW);
2281 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2282 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2283 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2284 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2285 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2286 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2287 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2288
2289 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2290 {
2291 mDevice->SetStreamSourceFreq(i, 1);
2292 }
2293
2294 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2295 quad[0][0] = -0.5f;
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002296 quad[0][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002297 quad[0][2] = 0.0f;
2298 quad[0][3] = 1.0f;
2299
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002300 quad[1][0] = mRenderTargetDesc.width - 0.5f;
2301 quad[1][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002302 quad[1][2] = 0.0f;
2303 quad[1][3] = 1.0f;
2304
2305 quad[2][0] = -0.5f;
2306 quad[2][1] = -0.5f;
2307 quad[2][2] = 0.0f;
2308 quad[2][3] = 1.0f;
2309
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002310 quad[3][0] = mRenderTargetDesc.width - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002311 quad[3][1] = -0.5f;
2312 quad[3][2] = 0.0f;
2313 quad[3][3] = 1.0f;
2314
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002315 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002316 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2317
2318 if (flags & D3DCLEAR_ZBUFFER)
2319 {
2320 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2321 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2322 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
2323 }
2324
2325 if (mMaskedClearSavedState != NULL)
2326 {
2327 mMaskedClearSavedState->Apply();
2328 }
2329 }
2330 else if (flags)
2331 {
2332 mDevice->Clear(0, NULL, flags, color, depth, stencil);
2333 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002334
2335 mRenderer->clear(mask, mState.colorClearValue, mState.depthClearValue, mState.stencilClearValue,
2336 framebufferObject);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002337}
2338
2339void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2340{
2341 if (!mState.currentProgram)
2342 {
2343 return error(GL_INVALID_OPERATION);
2344 }
2345
2346 D3DPRIMITIVETYPE primitiveType;
2347 int primitiveCount;
2348
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002349 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002350 return error(GL_INVALID_ENUM);
2351
2352 if (primitiveCount <= 0)
2353 {
2354 return;
2355 }
2356
2357 if (!applyRenderTarget(false))
2358 {
2359 return;
2360 }
2361
2362 applyState(mode);
2363
2364 GLsizei repeatDraw = 1;
2365 GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
2366 if (err != GL_NO_ERROR)
2367 {
2368 return error(err);
2369 }
2370
2371 applyShaders();
2372 applyTextures();
2373
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002374 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002375 {
2376 return error(GL_INVALID_OPERATION);
2377 }
2378
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002379 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002380 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002381 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002382
2383 if (mode == GL_LINE_LOOP)
2384 {
2385 drawLineLoop(count, GL_NONE, NULL, 0);
2386 }
2387 else if (instances > 0)
2388 {
2389 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
2390 if (countingIB)
2391 {
2392 if (mAppliedIBSerial != countingIB->getSerial())
2393 {
2394 mDevice->SetIndices(countingIB->getBuffer());
2395 mAppliedIBSerial = countingIB->getSerial();
2396 }
2397
2398 for (int i = 0; i < repeatDraw; i++)
2399 {
2400 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
2401 }
2402 }
2403 else
2404 {
2405 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
2406 return error(GL_OUT_OF_MEMORY);
2407 }
2408 }
2409 else // Regular case
2410 {
2411 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
2412 }
2413 }
2414}
2415
2416void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2417{
2418 if (!mState.currentProgram)
2419 {
2420 return error(GL_INVALID_OPERATION);
2421 }
2422
2423 if (!indices && !mState.elementArrayBuffer)
2424 {
2425 return error(GL_INVALID_OPERATION);
2426 }
2427
2428 D3DPRIMITIVETYPE primitiveType;
2429 int primitiveCount;
2430
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002431 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002432 return error(GL_INVALID_ENUM);
2433
2434 if (primitiveCount <= 0)
2435 {
2436 return;
2437 }
2438
2439 if (!applyRenderTarget(false))
2440 {
2441 return;
2442 }
2443
2444 applyState(mode);
2445
2446 TranslatedIndexData indexInfo;
2447 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2448 if (err != GL_NO_ERROR)
2449 {
2450 return error(err);
2451 }
2452
2453 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2454 GLsizei repeatDraw = 1;
2455 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
2456 if (err != GL_NO_ERROR)
2457 {
2458 return error(err);
2459 }
2460
2461 applyShaders();
2462 applyTextures();
2463
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002464 if (!getCurrentProgramBinary()->validateSamplers(false))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002465 {
2466 return error(GL_INVALID_OPERATION);
2467 }
2468
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002469 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002470 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002471 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002472
2473 if (mode == GL_LINE_LOOP)
2474 {
2475 drawLineLoop(count, type, indices, indexInfo.minIndex);
2476 }
2477 else
2478 {
2479 for (int i = 0; i < repeatDraw; i++)
2480 {
2481 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
2482 }
2483 }
2484 }
2485}
2486
2487// Implements glFlush when block is false, glFinish when block is true
2488void Context::sync(bool block)
2489{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002490 mRenderer->sync(block);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002491}
2492
2493void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
2494{
2495 // Get the raw indices for an indexed draw
2496 if (type != GL_NONE && mState.elementArrayBuffer.get())
2497 {
2498 Buffer *indexBuffer = mState.elementArrayBuffer.get();
2499 intptr_t offset = reinterpret_cast<intptr_t>(indices);
2500 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
2501 }
2502
2503 UINT startIndex = 0;
2504 bool succeeded = false;
2505
2506 if (supports32bitIndices())
2507 {
2508 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
2509
2510 if (!mLineLoopIB)
2511 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002512 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002513 }
2514
2515 if (mLineLoopIB)
2516 {
2517 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
2518
2519 UINT offset = 0;
2520 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
2521 startIndex = offset / 4;
2522
2523 if (data)
2524 {
2525 switch (type)
2526 {
2527 case GL_NONE: // Non-indexed draw
2528 for (int i = 0; i < count; i++)
2529 {
2530 data[i] = i;
2531 }
2532 data[count] = 0;
2533 break;
2534 case GL_UNSIGNED_BYTE:
2535 for (int i = 0; i < count; i++)
2536 {
2537 data[i] = static_cast<const GLubyte*>(indices)[i];
2538 }
2539 data[count] = static_cast<const GLubyte*>(indices)[0];
2540 break;
2541 case GL_UNSIGNED_SHORT:
2542 for (int i = 0; i < count; i++)
2543 {
2544 data[i] = static_cast<const GLushort*>(indices)[i];
2545 }
2546 data[count] = static_cast<const GLushort*>(indices)[0];
2547 break;
2548 case GL_UNSIGNED_INT:
2549 for (int i = 0; i < count; i++)
2550 {
2551 data[i] = static_cast<const GLuint*>(indices)[i];
2552 }
2553 data[count] = static_cast<const GLuint*>(indices)[0];
2554 break;
2555 default: UNREACHABLE();
2556 }
2557
2558 mLineLoopIB->unmap();
2559 succeeded = true;
2560 }
2561 }
2562 }
2563 else
2564 {
2565 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
2566
2567 if (!mLineLoopIB)
2568 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002569 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002570 }
2571
2572 if (mLineLoopIB)
2573 {
2574 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
2575
2576 UINT offset = 0;
2577 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
2578 startIndex = offset / 2;
2579
2580 if (data)
2581 {
2582 switch (type)
2583 {
2584 case GL_NONE: // Non-indexed draw
2585 for (int i = 0; i < count; i++)
2586 {
2587 data[i] = i;
2588 }
2589 data[count] = 0;
2590 break;
2591 case GL_UNSIGNED_BYTE:
2592 for (int i = 0; i < count; i++)
2593 {
2594 data[i] = static_cast<const GLubyte*>(indices)[i];
2595 }
2596 data[count] = static_cast<const GLubyte*>(indices)[0];
2597 break;
2598 case GL_UNSIGNED_SHORT:
2599 for (int i = 0; i < count; i++)
2600 {
2601 data[i] = static_cast<const GLushort*>(indices)[i];
2602 }
2603 data[count] = static_cast<const GLushort*>(indices)[0];
2604 break;
2605 case GL_UNSIGNED_INT:
2606 for (int i = 0; i < count; i++)
2607 {
2608 data[i] = static_cast<const GLuint*>(indices)[i];
2609 }
2610 data[count] = static_cast<const GLuint*>(indices)[0];
2611 break;
2612 default: UNREACHABLE();
2613 }
2614
2615 mLineLoopIB->unmap();
2616 succeeded = true;
2617 }
2618 }
2619 }
2620
2621 if (succeeded)
2622 {
2623 if (mAppliedIBSerial != mLineLoopIB->getSerial())
2624 {
2625 mDevice->SetIndices(mLineLoopIB->getBuffer());
2626 mAppliedIBSerial = mLineLoopIB->getSerial();
2627 }
2628
2629 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
2630 }
2631 else
2632 {
2633 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
2634 return error(GL_OUT_OF_MEMORY);
2635 }
2636}
2637
2638void Context::recordInvalidEnum()
2639{
2640 mInvalidEnum = true;
2641}
2642
2643void Context::recordInvalidValue()
2644{
2645 mInvalidValue = true;
2646}
2647
2648void Context::recordInvalidOperation()
2649{
2650 mInvalidOperation = true;
2651}
2652
2653void Context::recordOutOfMemory()
2654{
2655 mOutOfMemory = true;
2656}
2657
2658void Context::recordInvalidFramebufferOperation()
2659{
2660 mInvalidFramebufferOperation = true;
2661}
2662
2663// Get one of the recorded errors and clear its flag, if any.
2664// [OpenGL ES 2.0.24] section 2.5 page 13.
2665GLenum Context::getError()
2666{
2667 if (mInvalidEnum)
2668 {
2669 mInvalidEnum = false;
2670
2671 return GL_INVALID_ENUM;
2672 }
2673
2674 if (mInvalidValue)
2675 {
2676 mInvalidValue = false;
2677
2678 return GL_INVALID_VALUE;
2679 }
2680
2681 if (mInvalidOperation)
2682 {
2683 mInvalidOperation = false;
2684
2685 return GL_INVALID_OPERATION;
2686 }
2687
2688 if (mOutOfMemory)
2689 {
2690 mOutOfMemory = false;
2691
2692 return GL_OUT_OF_MEMORY;
2693 }
2694
2695 if (mInvalidFramebufferOperation)
2696 {
2697 mInvalidFramebufferOperation = false;
2698
2699 return GL_INVALID_FRAMEBUFFER_OPERATION;
2700 }
2701
2702 return GL_NO_ERROR;
2703}
2704
2705GLenum Context::getResetStatus()
2706{
2707 if (mResetStatus == GL_NO_ERROR)
2708 {
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002709 // mResetStatus will be set by the markContextLost callback
2710 // in the case a notification is sent
2711 mRenderer->testDeviceLost(true);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002712 }
2713
2714 GLenum status = mResetStatus;
2715
2716 if (mResetStatus != GL_NO_ERROR)
2717 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002718 if (mRenderer->testDeviceResettable())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002719 {
2720 mResetStatus = GL_NO_ERROR;
2721 }
2722 }
2723
2724 return status;
2725}
2726
2727bool Context::isResetNotificationEnabled()
2728{
2729 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
2730}
2731
2732bool Context::supportsShaderModel3() const
2733{
2734 return mSupportsShaderModel3;
2735}
2736
2737float Context::getMaximumPointSize() const
2738{
2739 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
2740}
2741
2742int Context::getMaximumVaryingVectors() const
2743{
2744 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2745}
2746
2747unsigned int Context::getMaximumVertexTextureImageUnits() const
2748{
2749 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
2750}
2751
2752unsigned int Context::getMaximumCombinedTextureImageUnits() const
2753{
2754 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
2755}
2756
2757int Context::getMaximumFragmentUniformVectors() const
2758{
2759 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
2760}
2761
2762int Context::getMaxSupportedSamples() const
2763{
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002764 return mRenderer->getMaxSupportedSamples();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002765}
2766
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002767bool Context::supportsEventQueries() const
2768{
2769 return mSupportsEventQueries;
2770}
2771
2772bool Context::supportsOcclusionQueries() const
2773{
2774 return mSupportsOcclusionQueries;
2775}
2776
2777bool Context::supportsDXT1Textures() const
2778{
2779 return mSupportsDXT1Textures;
2780}
2781
2782bool Context::supportsDXT3Textures() const
2783{
2784 return mSupportsDXT3Textures;
2785}
2786
2787bool Context::supportsDXT5Textures() const
2788{
2789 return mSupportsDXT5Textures;
2790}
2791
2792bool Context::supportsFloat32Textures() const
2793{
2794 return mSupportsFloat32Textures;
2795}
2796
2797bool Context::supportsFloat32LinearFilter() const
2798{
2799 return mSupportsFloat32LinearFilter;
2800}
2801
2802bool Context::supportsFloat32RenderableTextures() const
2803{
2804 return mSupportsFloat32RenderableTextures;
2805}
2806
2807bool Context::supportsFloat16Textures() const
2808{
2809 return mSupportsFloat16Textures;
2810}
2811
2812bool Context::supportsFloat16LinearFilter() const
2813{
2814 return mSupportsFloat16LinearFilter;
2815}
2816
2817bool Context::supportsFloat16RenderableTextures() const
2818{
2819 return mSupportsFloat16RenderableTextures;
2820}
2821
2822int Context::getMaximumRenderbufferDimension() const
2823{
2824 return mMaxRenderbufferDimension;
2825}
2826
2827int Context::getMaximumTextureDimension() const
2828{
2829 return mMaxTextureDimension;
2830}
2831
2832int Context::getMaximumCubeTextureDimension() const
2833{
2834 return mMaxCubeTextureDimension;
2835}
2836
2837int Context::getMaximumTextureLevel() const
2838{
2839 return mMaxTextureLevel;
2840}
2841
2842bool Context::supportsLuminanceTextures() const
2843{
2844 return mSupportsLuminanceTextures;
2845}
2846
2847bool Context::supportsLuminanceAlphaTextures() const
2848{
2849 return mSupportsLuminanceAlphaTextures;
2850}
2851
2852bool Context::supportsDepthTextures() const
2853{
2854 return mSupportsDepthTextures;
2855}
2856
2857bool Context::supports32bitIndices() const
2858{
2859 return mSupports32bitIndices;
2860}
2861
2862bool Context::supportsNonPower2Texture() const
2863{
2864 return mSupportsNonPower2Texture;
2865}
2866
2867bool Context::supportsInstancing() const
2868{
2869 return mSupportsInstancing;
2870}
2871
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002872bool Context::supportsTextureFilterAnisotropy() const
2873{
2874 return mSupportsTextureFilterAnisotropy;
2875}
2876
2877float Context::getTextureMaxAnisotropy() const
2878{
2879 return mMaxTextureAnisotropy;
2880}
2881
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002882bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
2883{
2884 Framebuffer *framebuffer = getReadFramebuffer();
2885 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2886 {
2887 return error(GL_INVALID_OPERATION, false);
2888 }
2889
2890 Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
2891 if (!renderbuffer)
2892 {
2893 return error(GL_INVALID_OPERATION, false);
2894 }
2895
daniel@transgaming.com20d36662012-10-31 19:51:43 +00002896 *format = gl::ExtractFormat(renderbuffer->getActualFormat());
2897 *type = gl::ExtractType(renderbuffer->getActualFormat());
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002898
2899 return true;
2900}
2901
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002902void Context::detachBuffer(GLuint buffer)
2903{
2904 // [OpenGL ES 2.0.24] section 2.9 page 22:
2905 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2906 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2907
2908 if (mState.arrayBuffer.id() == buffer)
2909 {
2910 mState.arrayBuffer.set(NULL);
2911 }
2912
2913 if (mState.elementArrayBuffer.id() == buffer)
2914 {
2915 mState.elementArrayBuffer.set(NULL);
2916 }
2917
2918 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2919 {
2920 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
2921 {
2922 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
2923 }
2924 }
2925}
2926
2927void Context::detachTexture(GLuint texture)
2928{
2929 // [OpenGL ES 2.0.24] section 3.8 page 84:
2930 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2931 // rebound to texture object zero
2932
2933 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
2934 {
2935 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
2936 {
2937 if (mState.samplerTexture[type][sampler].id() == texture)
2938 {
2939 mState.samplerTexture[type][sampler].set(NULL);
2940 }
2941 }
2942 }
2943
2944 // [OpenGL ES 2.0.24] section 4.4 page 112:
2945 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2946 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2947 // image was attached in the currently bound framebuffer.
2948
2949 Framebuffer *readFramebuffer = getReadFramebuffer();
2950 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2951
2952 if (readFramebuffer)
2953 {
2954 readFramebuffer->detachTexture(texture);
2955 }
2956
2957 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2958 {
2959 drawFramebuffer->detachTexture(texture);
2960 }
2961}
2962
2963void Context::detachFramebuffer(GLuint framebuffer)
2964{
2965 // [OpenGL ES 2.0.24] section 4.4 page 107:
2966 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2967 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2968
2969 if (mState.readFramebuffer == framebuffer)
2970 {
2971 bindReadFramebuffer(0);
2972 }
2973
2974 if (mState.drawFramebuffer == framebuffer)
2975 {
2976 bindDrawFramebuffer(0);
2977 }
2978}
2979
2980void Context::detachRenderbuffer(GLuint renderbuffer)
2981{
2982 // [OpenGL ES 2.0.24] section 4.4 page 109:
2983 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2984 // had been executed with the target RENDERBUFFER and name of zero.
2985
2986 if (mState.renderbuffer.id() == renderbuffer)
2987 {
2988 bindRenderbuffer(0);
2989 }
2990
2991 // [OpenGL ES 2.0.24] section 4.4 page 111:
2992 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2993 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2994 // point to which this image was attached in the currently bound framebuffer.
2995
2996 Framebuffer *readFramebuffer = getReadFramebuffer();
2997 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2998
2999 if (readFramebuffer)
3000 {
3001 readFramebuffer->detachRenderbuffer(renderbuffer);
3002 }
3003
3004 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3005 {
3006 drawFramebuffer->detachRenderbuffer(renderbuffer);
3007 }
3008}
3009
3010Texture *Context::getIncompleteTexture(TextureType type)
3011{
3012 Texture *t = mIncompleteTextures[type].get();
3013
3014 if (t == NULL)
3015 {
3016 static const GLubyte color[] = { 0, 0, 0, 255 };
3017
3018 switch (type)
3019 {
3020 default:
3021 UNREACHABLE();
3022 // default falls through to TEXTURE_2D
3023
3024 case TEXTURE_2D:
3025 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00003026 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003027 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3028 t = incomplete2d;
3029 }
3030 break;
3031
3032 case TEXTURE_CUBE:
3033 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00003034 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003035
3036 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3037 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3038 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3039 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3040 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3041 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3042
3043 t = incompleteCube;
3044 }
3045 break;
3046 }
3047
3048 mIncompleteTextures[type].set(t);
3049 }
3050
3051 return t;
3052}
3053
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003054bool Context::skipDraw(GLenum drawMode)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003055{
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003056 if (drawMode == GL_POINTS)
3057 {
3058 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
3059 // which affects varying interpolation. Since the value of gl_PointSize is
3060 // undefined when not written, just skip drawing to avoid unexpected results.
3061 if (!getCurrentProgramBinary()->usesPointSize())
3062 {
3063 // This is stictly speaking not an error, but developers should be
3064 // notified of risking undefined behavior.
3065 ERR("Point rendering without writing to gl_PointSize.");
3066
3067 return true;
3068 }
3069 }
3070 else if (isTriangleMode(drawMode))
3071 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003072 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003073 {
3074 return true;
3075 }
3076 }
3077
3078 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003079}
3080
3081bool Context::isTriangleMode(GLenum drawMode)
3082{
3083 switch (drawMode)
3084 {
3085 case GL_TRIANGLES:
3086 case GL_TRIANGLE_FAN:
3087 case GL_TRIANGLE_STRIP:
3088 return true;
3089 case GL_POINTS:
3090 case GL_LINES:
3091 case GL_LINE_LOOP:
3092 case GL_LINE_STRIP:
3093 return false;
3094 default: UNREACHABLE();
3095 }
3096
3097 return false;
3098}
3099
3100void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3101{
3102 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3103
3104 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3105 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3106 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3107 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
3108
3109 mVertexDataManager->dirtyCurrentValue(index);
3110}
3111
3112void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3113{
3114 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3115
3116 mState.vertexAttribute[index].mDivisor = divisor;
3117}
3118
3119// keep list sorted in following order
3120// OES extensions
3121// EXT extensions
3122// Vendor extensions
3123void Context::initExtensionString()
3124{
3125 mExtensionString = "";
3126
3127 // OES extensions
3128 if (supports32bitIndices())
3129 {
3130 mExtensionString += "GL_OES_element_index_uint ";
3131 }
3132
3133 mExtensionString += "GL_OES_packed_depth_stencil ";
3134 mExtensionString += "GL_OES_get_program_binary ";
3135 mExtensionString += "GL_OES_rgb8_rgba8 ";
3136 mExtensionString += "GL_OES_standard_derivatives ";
3137
3138 if (supportsFloat16Textures())
3139 {
3140 mExtensionString += "GL_OES_texture_half_float ";
3141 }
3142 if (supportsFloat16LinearFilter())
3143 {
3144 mExtensionString += "GL_OES_texture_half_float_linear ";
3145 }
3146 if (supportsFloat32Textures())
3147 {
3148 mExtensionString += "GL_OES_texture_float ";
3149 }
3150 if (supportsFloat32LinearFilter())
3151 {
3152 mExtensionString += "GL_OES_texture_float_linear ";
3153 }
3154
3155 if (supportsNonPower2Texture())
3156 {
3157 mExtensionString += "GL_OES_texture_npot ";
3158 }
3159
3160 // Multi-vendor (EXT) extensions
3161 if (supportsOcclusionQueries())
3162 {
3163 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3164 }
3165
3166 mExtensionString += "GL_EXT_read_format_bgra ";
3167 mExtensionString += "GL_EXT_robustness ";
3168
3169 if (supportsDXT1Textures())
3170 {
3171 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3172 }
3173
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003174 if (supportsTextureFilterAnisotropy())
3175 {
3176 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3177 }
3178
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003179 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3180 mExtensionString += "GL_EXT_texture_storage ";
3181
3182 // ANGLE-specific extensions
3183 if (supportsDepthTextures())
3184 {
3185 mExtensionString += "GL_ANGLE_depth_texture ";
3186 }
3187
3188 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3189 if (getMaxSupportedSamples() != 0)
3190 {
3191 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3192 }
3193
3194 if (supportsInstancing())
3195 {
3196 mExtensionString += "GL_ANGLE_instanced_arrays ";
3197 }
3198
3199 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3200
3201 if (supportsDXT3Textures())
3202 {
3203 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3204 }
3205 if (supportsDXT5Textures())
3206 {
3207 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3208 }
3209
3210 mExtensionString += "GL_ANGLE_texture_usage ";
3211 mExtensionString += "GL_ANGLE_translated_shader_source ";
3212
3213 // Other vendor-specific extensions
3214 if (supportsEventQueries())
3215 {
3216 mExtensionString += "GL_NV_fence ";
3217 }
3218
3219 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3220 if (end != std::string::npos)
3221 {
3222 mExtensionString.resize(end+1);
3223 }
3224}
3225
3226const char *Context::getExtensionString() const
3227{
3228 return mExtensionString.c_str();
3229}
3230
3231void Context::initRendererString()
3232{
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003233 mRendererString = "ANGLE (";
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00003234 mRendererString += mRenderer->getAdapterDescription();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003235 mRendererString += ")";
3236}
3237
3238const char *Context::getRendererString() const
3239{
3240 return mRendererString.c_str();
3241}
3242
3243void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3244 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3245 GLbitfield mask)
3246{
3247 Framebuffer *readFramebuffer = getReadFramebuffer();
3248 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3249
3250 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3251 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3252 {
3253 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3254 }
3255
3256 if (drawFramebuffer->getSamples() != 0)
3257 {
3258 return error(GL_INVALID_OPERATION);
3259 }
3260
3261 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3262 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3263 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3264 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3265
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003266 Rectangle sourceRect;
3267 Rectangle destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003268
3269 if (srcX0 < srcX1)
3270 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003271 sourceRect.x = srcX0;
3272 destRect.x = dstX0;
3273 sourceRect.width = srcX1 - srcX0;
3274 destRect.width = dstX1 - dstX0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003275 }
3276 else
3277 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003278 sourceRect.x = srcX1;
3279 destRect.x = dstX1;
3280 sourceRect.width = srcX0 - srcX1;
3281 destRect.width = dstX0 - dstX1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003282 }
3283
3284 if (srcY0 < srcY1)
3285 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003286 sourceRect.height = srcY1 - srcY0;
3287 destRect.height = dstY1 - dstY0;
3288 sourceRect.y = srcY0;
3289 destRect.y = dstY0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003290 }
3291 else
3292 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003293 sourceRect.height = srcY0 - srcY1;
3294 destRect.height = dstY0 - srcY1;
3295 sourceRect.y = srcY1;
3296 destRect.y = dstY1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003297 }
3298
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003299 Rectangle sourceScissoredRect = sourceRect;
3300 Rectangle destScissoredRect = destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003301
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003302 if (mState.rasterizer.scissorTest)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003303 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003304 // Only write to parts of the destination framebuffer which pass the scissor test.
3305 if (destRect.x < mState.scissor.x)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003306 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003307 int xDiff = mState.scissor.x - destRect.x;
3308 destScissoredRect.x = mState.scissor.x;
3309 destScissoredRect.width -= xDiff;
3310 sourceScissoredRect.x += xDiff;
3311 sourceScissoredRect.width -= xDiff;
3312
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003313 }
3314
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003315 if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003316 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003317 int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
3318 destScissoredRect.width -= xDiff;
3319 sourceScissoredRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003320 }
3321
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003322 if (destRect.y < mState.scissor.y)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003323 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003324 int yDiff = mState.scissor.y - destRect.y;
3325 destScissoredRect.y = mState.scissor.y;
3326 destScissoredRect.height -= yDiff;
3327 sourceScissoredRect.y += yDiff;
3328 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003329 }
3330
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003331 if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003332 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003333 int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
3334 destScissoredRect.height -= yDiff;
3335 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003336 }
3337 }
3338
3339 bool blitRenderTarget = false;
3340 bool blitDepthStencil = false;
3341
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003342 Rectangle sourceTrimmedRect = sourceScissoredRect;
3343 Rectangle destTrimmedRect = destScissoredRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003344
3345 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3346 // the actual draw and read surfaces.
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003347 if (sourceTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003348 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003349 int xDiff = 0 - sourceTrimmedRect.x;
3350 sourceTrimmedRect.x = 0;
3351 sourceTrimmedRect.width -= xDiff;
3352 destTrimmedRect.x += xDiff;
3353 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003354 }
3355
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003356 if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003357 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003358 int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
3359 sourceTrimmedRect.width -= xDiff;
3360 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003361 }
3362
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003363 if (sourceTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003364 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003365 int yDiff = 0 - sourceTrimmedRect.y;
3366 sourceTrimmedRect.y = 0;
3367 sourceTrimmedRect.height -= yDiff;
3368 destTrimmedRect.y += yDiff;
3369 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003370 }
3371
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003372 if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003373 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003374 int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
3375 sourceTrimmedRect.height -= yDiff;
3376 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003377 }
3378
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003379 if (destTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003380 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003381 int xDiff = 0 - destTrimmedRect.x;
3382 destTrimmedRect.x = 0;
3383 destTrimmedRect.width -= xDiff;
3384 sourceTrimmedRect.x += xDiff;
3385 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003386 }
3387
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003388 if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003389 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003390 int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
3391 destTrimmedRect.width -= xDiff;
3392 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003393 }
3394
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003395 if (destTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003396 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003397 int yDiff = 0 - destTrimmedRect.y;
3398 destTrimmedRect.y = 0;
3399 destTrimmedRect.height -= yDiff;
3400 sourceTrimmedRect.y += yDiff;
3401 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003402 }
3403
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003404 if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003405 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003406 int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
3407 destTrimmedRect.height -= yDiff;
3408 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003409 }
3410
3411 bool partialBufferCopy = false;
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003412 if (sourceTrimmedRect.height < readBufferHeight ||
3413 sourceTrimmedRect.width < readBufferWidth ||
3414 destTrimmedRect.height < drawBufferHeight ||
3415 destTrimmedRect.width < drawBufferWidth ||
3416 sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003417 {
3418 partialBufferCopy = true;
3419 }
3420
3421 if (mask & GL_COLOR_BUFFER_BIT)
3422 {
3423 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3424 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3425 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3426 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3427 if (!validReadType || !validDrawType ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003428 readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003429 {
3430 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3431 return error(GL_INVALID_OPERATION);
3432 }
3433
3434 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3435 {
3436 return error(GL_INVALID_OPERATION);
3437 }
3438
3439 blitRenderTarget = true;
3440
3441 }
3442
3443 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3444 {
3445 Renderbuffer *readDSBuffer = NULL;
3446 Renderbuffer *drawDSBuffer = NULL;
3447
3448 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3449 // both a depth and stencil buffer, it will be the same buffer.
3450
3451 if (mask & GL_DEPTH_BUFFER_BIT)
3452 {
3453 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3454 {
3455 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003456 readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003457 {
3458 return error(GL_INVALID_OPERATION);
3459 }
3460
3461 blitDepthStencil = true;
3462 readDSBuffer = readFramebuffer->getDepthbuffer();
3463 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3464 }
3465 }
3466
3467 if (mask & GL_STENCIL_BUFFER_BIT)
3468 {
3469 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3470 {
3471 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003472 readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003473 {
3474 return error(GL_INVALID_OPERATION);
3475 }
3476
3477 blitDepthStencil = true;
3478 readDSBuffer = readFramebuffer->getStencilbuffer();
3479 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3480 }
3481 }
3482
3483 if (partialBufferCopy)
3484 {
3485 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3486 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3487 }
3488
3489 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3490 (readDSBuffer && readDSBuffer->getSamples() != 0))
3491 {
3492 return error(GL_INVALID_OPERATION);
3493 }
3494 }
3495
3496 if (blitRenderTarget || blitDepthStencil)
3497 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003498 mRenderer->blitRect(readFramebuffer, &sourceTrimmedRect, drawFramebuffer, &destTrimmedRect, blitRenderTarget, blitDepthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003499 }
3500}
3501
3502VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
3503{
3504 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3505 {
3506 mVertexDeclCache[i].vertexDeclaration = NULL;
3507 mVertexDeclCache[i].lruCount = 0;
3508 }
3509}
3510
3511VertexDeclarationCache::~VertexDeclarationCache()
3512{
3513 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3514 {
3515 if (mVertexDeclCache[i].vertexDeclaration)
3516 {
3517 mVertexDeclCache[i].vertexDeclaration->Release();
3518 }
3519 }
3520}
3521
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00003522GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003523{
3524 *repeatDraw = 1;
3525
3526 int indexedAttribute = MAX_VERTEX_ATTRIBS;
3527 int instancedAttribute = MAX_VERTEX_ATTRIBS;
3528
3529 if (instances > 0)
3530 {
3531 // Find an indexed attribute to be mapped to D3D stream 0
3532 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3533 {
3534 if (attributes[i].active)
3535 {
3536 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3537 {
3538 if (attributes[i].divisor == 0)
3539 {
3540 indexedAttribute = i;
3541 }
3542 }
3543 else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3544 {
3545 if (attributes[i].divisor != 0)
3546 {
3547 instancedAttribute = i;
3548 }
3549 }
3550 else break; // Found both an indexed and instanced attribute
3551 }
3552 }
3553
3554 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3555 {
3556 return GL_INVALID_OPERATION;
3557 }
3558 }
3559
3560 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
3561 D3DVERTEXELEMENT9 *element = &elements[0];
3562
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003563 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3564 {
3565 if (attributes[i].active)
3566 {
3567 int stream = i;
3568
3569 if (instances > 0)
3570 {
3571 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
3572 if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3573 {
3574 *repeatDraw = instances;
3575 }
3576 else
3577 {
3578 if (i == indexedAttribute)
3579 {
3580 stream = 0;
3581 }
3582 else if (i == 0)
3583 {
3584 stream = indexedAttribute;
3585 }
3586
3587 UINT frequency = 1;
3588
3589 if (attributes[i].divisor == 0)
3590 {
3591 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
3592 }
3593 else
3594 {
3595 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
3596 }
3597
3598 device->SetStreamSourceFreq(stream, frequency);
3599 mInstancingEnabled = true;
3600 }
3601 }
3602
3603 if (mAppliedVBs[stream].serial != attributes[i].serial ||
3604 mAppliedVBs[stream].stride != attributes[i].stride ||
3605 mAppliedVBs[stream].offset != attributes[i].offset)
3606 {
3607 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
3608 mAppliedVBs[stream].serial = attributes[i].serial;
3609 mAppliedVBs[stream].stride = attributes[i].stride;
3610 mAppliedVBs[stream].offset = attributes[i].offset;
3611 }
3612
3613 element->Stream = stream;
3614 element->Offset = 0;
3615 element->Type = attributes[i].type;
3616 element->Method = D3DDECLMETHOD_DEFAULT;
3617 element->Usage = D3DDECLUSAGE_TEXCOORD;
3618 element->UsageIndex = programBinary->getSemanticIndex(i);
3619 element++;
3620 }
3621 }
3622
3623 if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
3624 {
3625 if (mInstancingEnabled)
3626 {
3627 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3628 {
3629 device->SetStreamSourceFreq(i, 1);
3630 }
3631
3632 mInstancingEnabled = false;
3633 }
3634 }
3635
3636 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
3637 *(element++) = end;
3638
3639 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3640 {
3641 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
3642 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
3643 {
3644 entry->lruCount = ++mMaxLru;
3645 if(entry->vertexDeclaration != mLastSetVDecl)
3646 {
3647 device->SetVertexDeclaration(entry->vertexDeclaration);
3648 mLastSetVDecl = entry->vertexDeclaration;
3649 }
3650
3651 return GL_NO_ERROR;
3652 }
3653 }
3654
3655 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
3656
3657 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3658 {
3659 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
3660 {
3661 lastCache = &mVertexDeclCache[i];
3662 }
3663 }
3664
3665 if (lastCache->vertexDeclaration != NULL)
3666 {
3667 lastCache->vertexDeclaration->Release();
3668 lastCache->vertexDeclaration = NULL;
3669 // mLastSetVDecl is set to the replacement, so we don't have to worry
3670 // about it.
3671 }
3672
3673 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
3674 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
3675 device->SetVertexDeclaration(lastCache->vertexDeclaration);
3676 mLastSetVDecl = lastCache->vertexDeclaration;
3677 lastCache->lruCount = ++mMaxLru;
3678
3679 return GL_NO_ERROR;
3680}
3681
3682void VertexDeclarationCache::markStateDirty()
3683{
3684 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3685 {
3686 mAppliedVBs[i].serial = 0;
3687 }
3688
3689 mLastSetVDecl = NULL;
3690 mInstancingEnabled = true; // Forces it to be disabled when not used
3691}
3692
3693}
3694
3695extern "C"
3696{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003697gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003698{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003699 return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003700}
3701
3702void glDestroyContext(gl::Context *context)
3703{
3704 delete context;
3705
3706 if (context == gl::getContext())
3707 {
3708 gl::makeCurrent(NULL, NULL, NULL);
3709 }
3710}
3711
3712void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
3713{
3714 gl::makeCurrent(context, display, surface);
3715}
3716
3717gl::Context *glGetCurrentContext()
3718{
3719 return gl::getContext();
3720}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003721
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003722}