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apatrick@chromium.org144f2802012-07-12 01:42:34 +00001//
2// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Context.cpp: Implements the gl::Context class, managing all GL state and performing
8// rendering operations. It is the GLES2 specific implementation of EGLContext.
9
10#include "libGLESv2/Context.h"
11
12#include <algorithm>
13
14#include "libEGL/Display.h"
15
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
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
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000109 mState.viewport.x = 0;
110 mState.viewport.y = 0;
111 mState.viewport.width = 0;
112 mState.viewport.height = 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
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000307 mState.viewport.x = 0;
308 mState.viewport.y = 0;
309 mState.viewport.width = surface->getWidth();
310 mState.viewport.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000311
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{
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000602 mState.viewport.x = x;
603 mState.viewport.y = y;
604 mState.viewport.width = width;
605 mState.viewport.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000606}
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:
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +00001457 params[0] = mState.viewport.x;
1458 params[1] = mState.viewport.y;
1459 params[2] = mState.viewport.width;
1460 params[3] = mState.viewport.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001461 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.com3884e2c2012-11-28 19:41:00 +00001845 viewport.X = clamp(mState.viewport.x, 0L, static_cast<LONG>(mRenderTargetDesc.width));
1846 viewport.Y = clamp(mState.viewport.y, 0L, static_cast<LONG>(mRenderTargetDesc.height));
1847 viewport.Width = clamp(mState.viewport.width, 0L, static_cast<LONG>(mRenderTargetDesc.width) - static_cast<LONG>(viewport.X));
1848 viewport.Height = clamp(mState.viewport.height, 0L, static_cast<LONG>(mRenderTargetDesc.height) - static_cast<LONG>(viewport.Y));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001849 }
1850
1851 if (viewport.Width <= 0 || viewport.Height <= 0)
1852 {
1853 return false; // Nothing to render
1854 }
1855
1856 if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
1857 {
1858 mDevice->SetViewport(&viewport);
1859 mSetViewport = viewport;
1860 mViewportInitialized = true;
1861 mDxUniformsDirty = true;
1862 }
1863
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001864 mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.width),
1865 static_cast<int>(mRenderTargetDesc.height));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001866
1867 if (mState.currentProgram && mDxUniformsDirty)
1868 {
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001869 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001870
1871 GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation();
1872 GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
1873 programBinary->setUniform2fv(halfPixelSize, 1, xy);
1874
1875 // These values are used for computing gl_FragCoord in Program::linkVaryings().
1876 GLint coord = programBinary->getDxCoordLocation();
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +00001877 GLfloat whxy[4] = {mState.viewport.width / 2.0f, mState.viewport.height / 2.0f,
1878 (float)mState.viewport.x + mState.viewport.width / 2.0f,
1879 (float)mState.viewport.y + mState.viewport.height / 2.0f};
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001880 programBinary->setUniform4fv(coord, 1, whxy);
1881
1882 GLint depth = programBinary->getDxDepthLocation();
1883 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
1884 programBinary->setUniform2fv(depth, 1, dz);
1885
1886 GLint depthRange = programBinary->getDxDepthRangeLocation();
1887 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
1888 programBinary->setUniform3fv(depthRange, 1, nearFarDiff);
1889 mDxUniformsDirty = false;
1890 }
1891
1892 return true;
1893}
1894
1895// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
1896void Context::applyState(GLenum drawMode)
1897{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001898 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001899
1900 Framebuffer *framebufferObject = getDrawFramebuffer();
1901
1902 GLint frontCCW = programBinary->getDxFrontCCWLocation();
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001903 GLint ccw = (mState.rasterizer.frontFace == GL_CCW);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001904 programBinary->setUniform1iv(frontCCW, 1, &ccw);
1905
1906 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
1907 GLint alwaysFront = !isTriangleMode(drawMode);
1908 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1909
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001910 const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001911 unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
1912
1913 mRenderer->setRasterizerState(mState.rasterizer, depthSize);
1914
1915 unsigned int mask = 0;
1916 if (mState.sampleCoverage)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001917 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001918 if (mState.sampleCoverageValue != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001919 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001920 float threshold = 0.5f;
1921
1922 for (int i = 0; i < framebufferObject->getSamples(); ++i)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001923 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001924 mask <<= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001925
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001926 if ((i + 1) * mState.sampleCoverageValue >= threshold)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001927 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001928 threshold += 1.0f;
1929 mask |= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001930 }
1931 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001932 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001933
1934 if (mState.sampleCoverageInvert)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001935 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001936 mask = ~mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001937 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001938 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001939 else
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001940 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001941 mask = 0xFFFFFFFF;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001942 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001943 mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
1944
1945 unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001946 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
1947 mState.rasterizer.frontFace == GL_CCW, stencilSize);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001948}
1949
1950GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
1951{
1952 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
1953
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001954 ProgramBinary *programBinary = getCurrentProgramBinary();
1955 GLenum err = mVertexDataManager->prepareVertexData(mState.vertexAttribute, programBinary, first, count, attributes, instances);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001956 if (err != GL_NO_ERROR)
1957 {
1958 return err;
1959 }
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001960
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00001961 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001962}
1963
1964// Applies the indices and element array bindings to the Direct3D 9 device
1965GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
1966{
1967 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
1968
1969 if (err == GL_NO_ERROR)
1970 {
1971 if (indexInfo->serial != mAppliedIBSerial)
1972 {
1973 mDevice->SetIndices(indexInfo->indexBuffer);
1974 mAppliedIBSerial = indexInfo->serial;
1975 }
1976 }
1977
1978 return err;
1979}
1980
1981// Applies the shaders and shader constants to the Direct3D 9 device
1982void Context::applyShaders()
1983{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001984 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001985
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001986 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001987 {
1988 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
1989 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
1990
1991 mDevice->SetPixelShader(pixelShader);
1992 mDevice->SetVertexShader(vertexShader);
1993 programBinary->dirtyAllUniforms();
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001994 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001995 }
1996
1997 programBinary->applyUniforms();
1998}
1999
2000// Applies the textures and sampler states to the Direct3D 9 device
2001void Context::applyTextures()
2002{
2003 applyTextures(SAMPLER_PIXEL);
2004
2005 if (mSupportsVertexTexture)
2006 {
2007 applyTextures(SAMPLER_VERTEX);
2008 }
2009}
2010
2011// For each Direct3D 9 sampler of either the pixel or vertex stage,
2012// looks up the corresponding OpenGL texture image unit and texture type,
2013// and sets the texture and its addressing/filtering state (or NULL when inactive).
2014void Context::applyTextures(SamplerType type)
2015{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002016 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002017
2018 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
2019 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002020 int samplerRange = programBinary->getUsedSamplerRange(type);
2021
2022 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
2023 {
2024 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002025
2026 if (textureUnit != -1)
2027 {
2028 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
2029
2030 Texture *texture = getSamplerTexture(textureUnit, textureType);
2031 unsigned int texSerial = texture->getTextureSerial();
2032
2033 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
2034 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002035 if (texture->isSamplerComplete())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002036 {
2037 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
2038 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00002039 SamplerState samplerState;
2040 texture->getSamplerState(&samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002041
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002042 mRenderer->setSamplerState(type, samplerIndex, samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002043 }
2044
2045 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
2046 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002047 mRenderer->setTexture(type, samplerIndex, texture);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002048 }
2049 }
2050 else
2051 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002052 mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002053 }
2054
2055 appliedTextureSerial[samplerIndex] = texSerial;
2056 texture->resetDirty();
2057 }
2058 }
2059 else
2060 {
2061 if (appliedTextureSerial[samplerIndex] != 0)
2062 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002063 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002064 appliedTextureSerial[samplerIndex] = 0;
2065 }
2066 }
2067 }
2068
2069 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2070 {
2071 if (appliedTextureSerial[samplerIndex] != 0)
2072 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002073 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002074 appliedTextureSerial[samplerIndex] = 0;
2075 }
2076 }
2077}
2078
2079void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2080 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2081{
2082 Framebuffer *framebuffer = getReadFramebuffer();
2083
2084 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2085 {
2086 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2087 }
2088
2089 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2090 {
2091 return error(GL_INVALID_OPERATION);
2092 }
2093
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002094 GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002095 // sized query sanity check
2096 if (bufSize)
2097 {
2098 int requiredSize = outputPitch * height;
2099 if (requiredSize > *bufSize)
2100 {
2101 return error(GL_INVALID_OPERATION);
2102 }
2103 }
2104
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002105 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002106}
2107
2108void Context::clear(GLbitfield mask)
2109{
2110 Framebuffer *framebufferObject = getDrawFramebuffer();
2111
2112 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2113 {
2114 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2115 }
2116
2117 DWORD flags = 0;
2118
2119 if (mask & GL_COLOR_BUFFER_BIT)
2120 {
2121 mask &= ~GL_COLOR_BUFFER_BIT;
2122
2123 if (framebufferObject->getColorbufferType() != GL_NONE)
2124 {
2125 flags |= D3DCLEAR_TARGET;
2126 }
2127 }
2128
2129 if (mask & GL_DEPTH_BUFFER_BIT)
2130 {
2131 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002132 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002133 {
2134 flags |= D3DCLEAR_ZBUFFER;
2135 }
2136 }
2137
2138 GLuint stencilUnmasked = 0x0;
2139
2140 if (mask & GL_STENCIL_BUFFER_BIT)
2141 {
2142 mask &= ~GL_STENCIL_BUFFER_BIT;
2143 if (framebufferObject->getStencilbufferType() != GL_NONE)
2144 {
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002145 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002146 if (!depthStencil)
2147 {
2148 ERR("Depth stencil pointer unexpectedly null.");
2149 return;
2150 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002151
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002152 unsigned int stencilSize = gl::GetStencilSize(depthStencil->getActualFormat());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002153 stencilUnmasked = (0x1 << stencilSize) - 1;
2154
2155 if (stencilUnmasked != 0x0)
2156 {
2157 flags |= D3DCLEAR_STENCIL;
2158 }
2159 }
2160 }
2161
2162 if (mask != 0)
2163 {
2164 return error(GL_INVALID_VALUE);
2165 }
2166
2167 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2168 {
2169 return;
2170 }
2171
2172 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2173 unorm<8>(mState.colorClearValue.red),
2174 unorm<8>(mState.colorClearValue.green),
2175 unorm<8>(mState.colorClearValue.blue));
2176 float depth = clamp01(mState.depthClearValue);
2177 int stencil = mState.stencilClearValue & 0x000000FF;
2178
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002179
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002180 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002181
2182 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002183 (mState.depthStencil.stencilWritemask & stencilUnmasked) != stencilUnmasked;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002184 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002185 !(mState.blend.colorMaskRed && mState.blend.colorMaskGreen &&
2186 mState.blend.colorMaskBlue && alphaUnmasked);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002187
2188 if (needMaskedColorClear || needMaskedStencilClear)
2189 {
2190 // State which is altered in all paths from this point to the clear call is saved.
2191 // State which is altered in only some paths will be flagged dirty in the case that
2192 // that path is taken.
2193 HRESULT hr;
2194 if (mMaskedClearSavedState == NULL)
2195 {
2196 hr = mDevice->BeginStateBlock();
2197 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2198
2199 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2200 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2201 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2202 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2203 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2204 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2205 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2206 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2207 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2208 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2209 mDevice->SetPixelShader(NULL);
2210 mDevice->SetVertexShader(NULL);
2211 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2212 mDevice->SetStreamSource(0, NULL, 0, 0);
2213 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2214 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2215 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2216 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2217 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2218 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2219 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2220
2221 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2222 {
2223 mDevice->SetStreamSourceFreq(i, 1);
2224 }
2225
2226 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2227 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2228 }
2229
2230 ASSERT(mMaskedClearSavedState != NULL);
2231
2232 if (mMaskedClearSavedState != NULL)
2233 {
2234 hr = mMaskedClearSavedState->Capture();
2235 ASSERT(SUCCEEDED(hr));
2236 }
2237
2238 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2239 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2240 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2241 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2242 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2243 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2244 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2245 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2246
2247 if (flags & D3DCLEAR_TARGET)
2248 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002249 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
2250 gl_d3d9::ConvertColorMask(mState.blend.colorMaskRed,
2251 mState.blend.colorMaskGreen,
2252 mState.blend.colorMaskBlue,
2253 mState.blend.colorMaskAlpha));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002254 }
2255 else
2256 {
2257 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2258 }
2259
2260 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2261 {
2262 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2263 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2264 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2265 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002266 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.depthStencil.stencilWritemask);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002267 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2268 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2269 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002270 }
2271 else
2272 {
2273 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2274 }
2275
2276 mDevice->SetPixelShader(NULL);
2277 mDevice->SetVertexShader(NULL);
2278 mDevice->SetFVF(D3DFVF_XYZRHW);
2279 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2280 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2281 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2282 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2283 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2284 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2285 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2286
2287 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2288 {
2289 mDevice->SetStreamSourceFreq(i, 1);
2290 }
2291
2292 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2293 quad[0][0] = -0.5f;
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002294 quad[0][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002295 quad[0][2] = 0.0f;
2296 quad[0][3] = 1.0f;
2297
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002298 quad[1][0] = mRenderTargetDesc.width - 0.5f;
2299 quad[1][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002300 quad[1][2] = 0.0f;
2301 quad[1][3] = 1.0f;
2302
2303 quad[2][0] = -0.5f;
2304 quad[2][1] = -0.5f;
2305 quad[2][2] = 0.0f;
2306 quad[2][3] = 1.0f;
2307
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002308 quad[3][0] = mRenderTargetDesc.width - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002309 quad[3][1] = -0.5f;
2310 quad[3][2] = 0.0f;
2311 quad[3][3] = 1.0f;
2312
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002313 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002314 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2315
2316 if (flags & D3DCLEAR_ZBUFFER)
2317 {
2318 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2319 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2320 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
2321 }
2322
2323 if (mMaskedClearSavedState != NULL)
2324 {
2325 mMaskedClearSavedState->Apply();
2326 }
2327 }
2328 else if (flags)
2329 {
2330 mDevice->Clear(0, NULL, flags, color, depth, stencil);
2331 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002332
2333 mRenderer->clear(mask, mState.colorClearValue, mState.depthClearValue, mState.stencilClearValue,
2334 framebufferObject);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002335}
2336
2337void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2338{
2339 if (!mState.currentProgram)
2340 {
2341 return error(GL_INVALID_OPERATION);
2342 }
2343
2344 D3DPRIMITIVETYPE primitiveType;
2345 int primitiveCount;
2346
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002347 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002348 return error(GL_INVALID_ENUM);
2349
2350 if (primitiveCount <= 0)
2351 {
2352 return;
2353 }
2354
2355 if (!applyRenderTarget(false))
2356 {
2357 return;
2358 }
2359
2360 applyState(mode);
2361
2362 GLsizei repeatDraw = 1;
2363 GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
2364 if (err != GL_NO_ERROR)
2365 {
2366 return error(err);
2367 }
2368
2369 applyShaders();
2370 applyTextures();
2371
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002372 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002373 {
2374 return error(GL_INVALID_OPERATION);
2375 }
2376
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002377 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002378 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002379 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002380
2381 if (mode == GL_LINE_LOOP)
2382 {
2383 drawLineLoop(count, GL_NONE, NULL, 0);
2384 }
2385 else if (instances > 0)
2386 {
2387 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
2388 if (countingIB)
2389 {
2390 if (mAppliedIBSerial != countingIB->getSerial())
2391 {
2392 mDevice->SetIndices(countingIB->getBuffer());
2393 mAppliedIBSerial = countingIB->getSerial();
2394 }
2395
2396 for (int i = 0; i < repeatDraw; i++)
2397 {
2398 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
2399 }
2400 }
2401 else
2402 {
2403 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
2404 return error(GL_OUT_OF_MEMORY);
2405 }
2406 }
2407 else // Regular case
2408 {
2409 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
2410 }
2411 }
2412}
2413
2414void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2415{
2416 if (!mState.currentProgram)
2417 {
2418 return error(GL_INVALID_OPERATION);
2419 }
2420
2421 if (!indices && !mState.elementArrayBuffer)
2422 {
2423 return error(GL_INVALID_OPERATION);
2424 }
2425
2426 D3DPRIMITIVETYPE primitiveType;
2427 int primitiveCount;
2428
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002429 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002430 return error(GL_INVALID_ENUM);
2431
2432 if (primitiveCount <= 0)
2433 {
2434 return;
2435 }
2436
2437 if (!applyRenderTarget(false))
2438 {
2439 return;
2440 }
2441
2442 applyState(mode);
2443
2444 TranslatedIndexData indexInfo;
2445 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2446 if (err != GL_NO_ERROR)
2447 {
2448 return error(err);
2449 }
2450
2451 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2452 GLsizei repeatDraw = 1;
2453 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
2454 if (err != GL_NO_ERROR)
2455 {
2456 return error(err);
2457 }
2458
2459 applyShaders();
2460 applyTextures();
2461
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002462 if (!getCurrentProgramBinary()->validateSamplers(false))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002463 {
2464 return error(GL_INVALID_OPERATION);
2465 }
2466
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002467 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002468 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002469 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002470
2471 if (mode == GL_LINE_LOOP)
2472 {
2473 drawLineLoop(count, type, indices, indexInfo.minIndex);
2474 }
2475 else
2476 {
2477 for (int i = 0; i < repeatDraw; i++)
2478 {
2479 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
2480 }
2481 }
2482 }
2483}
2484
2485// Implements glFlush when block is false, glFinish when block is true
2486void Context::sync(bool block)
2487{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002488 mRenderer->sync(block);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002489}
2490
2491void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
2492{
2493 // Get the raw indices for an indexed draw
2494 if (type != GL_NONE && mState.elementArrayBuffer.get())
2495 {
2496 Buffer *indexBuffer = mState.elementArrayBuffer.get();
2497 intptr_t offset = reinterpret_cast<intptr_t>(indices);
2498 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
2499 }
2500
2501 UINT startIndex = 0;
2502 bool succeeded = false;
2503
2504 if (supports32bitIndices())
2505 {
2506 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
2507
2508 if (!mLineLoopIB)
2509 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002510 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002511 }
2512
2513 if (mLineLoopIB)
2514 {
2515 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
2516
2517 UINT offset = 0;
2518 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
2519 startIndex = offset / 4;
2520
2521 if (data)
2522 {
2523 switch (type)
2524 {
2525 case GL_NONE: // Non-indexed draw
2526 for (int i = 0; i < count; i++)
2527 {
2528 data[i] = i;
2529 }
2530 data[count] = 0;
2531 break;
2532 case GL_UNSIGNED_BYTE:
2533 for (int i = 0; i < count; i++)
2534 {
2535 data[i] = static_cast<const GLubyte*>(indices)[i];
2536 }
2537 data[count] = static_cast<const GLubyte*>(indices)[0];
2538 break;
2539 case GL_UNSIGNED_SHORT:
2540 for (int i = 0; i < count; i++)
2541 {
2542 data[i] = static_cast<const GLushort*>(indices)[i];
2543 }
2544 data[count] = static_cast<const GLushort*>(indices)[0];
2545 break;
2546 case GL_UNSIGNED_INT:
2547 for (int i = 0; i < count; i++)
2548 {
2549 data[i] = static_cast<const GLuint*>(indices)[i];
2550 }
2551 data[count] = static_cast<const GLuint*>(indices)[0];
2552 break;
2553 default: UNREACHABLE();
2554 }
2555
2556 mLineLoopIB->unmap();
2557 succeeded = true;
2558 }
2559 }
2560 }
2561 else
2562 {
2563 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
2564
2565 if (!mLineLoopIB)
2566 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002567 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002568 }
2569
2570 if (mLineLoopIB)
2571 {
2572 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
2573
2574 UINT offset = 0;
2575 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
2576 startIndex = offset / 2;
2577
2578 if (data)
2579 {
2580 switch (type)
2581 {
2582 case GL_NONE: // Non-indexed draw
2583 for (int i = 0; i < count; i++)
2584 {
2585 data[i] = i;
2586 }
2587 data[count] = 0;
2588 break;
2589 case GL_UNSIGNED_BYTE:
2590 for (int i = 0; i < count; i++)
2591 {
2592 data[i] = static_cast<const GLubyte*>(indices)[i];
2593 }
2594 data[count] = static_cast<const GLubyte*>(indices)[0];
2595 break;
2596 case GL_UNSIGNED_SHORT:
2597 for (int i = 0; i < count; i++)
2598 {
2599 data[i] = static_cast<const GLushort*>(indices)[i];
2600 }
2601 data[count] = static_cast<const GLushort*>(indices)[0];
2602 break;
2603 case GL_UNSIGNED_INT:
2604 for (int i = 0; i < count; i++)
2605 {
2606 data[i] = static_cast<const GLuint*>(indices)[i];
2607 }
2608 data[count] = static_cast<const GLuint*>(indices)[0];
2609 break;
2610 default: UNREACHABLE();
2611 }
2612
2613 mLineLoopIB->unmap();
2614 succeeded = true;
2615 }
2616 }
2617 }
2618
2619 if (succeeded)
2620 {
2621 if (mAppliedIBSerial != mLineLoopIB->getSerial())
2622 {
2623 mDevice->SetIndices(mLineLoopIB->getBuffer());
2624 mAppliedIBSerial = mLineLoopIB->getSerial();
2625 }
2626
2627 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
2628 }
2629 else
2630 {
2631 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
2632 return error(GL_OUT_OF_MEMORY);
2633 }
2634}
2635
2636void Context::recordInvalidEnum()
2637{
2638 mInvalidEnum = true;
2639}
2640
2641void Context::recordInvalidValue()
2642{
2643 mInvalidValue = true;
2644}
2645
2646void Context::recordInvalidOperation()
2647{
2648 mInvalidOperation = true;
2649}
2650
2651void Context::recordOutOfMemory()
2652{
2653 mOutOfMemory = true;
2654}
2655
2656void Context::recordInvalidFramebufferOperation()
2657{
2658 mInvalidFramebufferOperation = true;
2659}
2660
2661// Get one of the recorded errors and clear its flag, if any.
2662// [OpenGL ES 2.0.24] section 2.5 page 13.
2663GLenum Context::getError()
2664{
2665 if (mInvalidEnum)
2666 {
2667 mInvalidEnum = false;
2668
2669 return GL_INVALID_ENUM;
2670 }
2671
2672 if (mInvalidValue)
2673 {
2674 mInvalidValue = false;
2675
2676 return GL_INVALID_VALUE;
2677 }
2678
2679 if (mInvalidOperation)
2680 {
2681 mInvalidOperation = false;
2682
2683 return GL_INVALID_OPERATION;
2684 }
2685
2686 if (mOutOfMemory)
2687 {
2688 mOutOfMemory = false;
2689
2690 return GL_OUT_OF_MEMORY;
2691 }
2692
2693 if (mInvalidFramebufferOperation)
2694 {
2695 mInvalidFramebufferOperation = false;
2696
2697 return GL_INVALID_FRAMEBUFFER_OPERATION;
2698 }
2699
2700 return GL_NO_ERROR;
2701}
2702
2703GLenum Context::getResetStatus()
2704{
2705 if (mResetStatus == GL_NO_ERROR)
2706 {
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002707 // mResetStatus will be set by the markContextLost callback
2708 // in the case a notification is sent
2709 mRenderer->testDeviceLost(true);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002710 }
2711
2712 GLenum status = mResetStatus;
2713
2714 if (mResetStatus != GL_NO_ERROR)
2715 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002716 if (mRenderer->testDeviceResettable())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002717 {
2718 mResetStatus = GL_NO_ERROR;
2719 }
2720 }
2721
2722 return status;
2723}
2724
2725bool Context::isResetNotificationEnabled()
2726{
2727 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
2728}
2729
2730bool Context::supportsShaderModel3() const
2731{
2732 return mSupportsShaderModel3;
2733}
2734
2735float Context::getMaximumPointSize() const
2736{
2737 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
2738}
2739
2740int Context::getMaximumVaryingVectors() const
2741{
2742 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2743}
2744
2745unsigned int Context::getMaximumVertexTextureImageUnits() const
2746{
2747 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
2748}
2749
2750unsigned int Context::getMaximumCombinedTextureImageUnits() const
2751{
2752 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
2753}
2754
2755int Context::getMaximumFragmentUniformVectors() const
2756{
2757 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
2758}
2759
2760int Context::getMaxSupportedSamples() const
2761{
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002762 return mRenderer->getMaxSupportedSamples();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002763}
2764
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002765bool Context::supportsEventQueries() const
2766{
2767 return mSupportsEventQueries;
2768}
2769
2770bool Context::supportsOcclusionQueries() const
2771{
2772 return mSupportsOcclusionQueries;
2773}
2774
2775bool Context::supportsDXT1Textures() const
2776{
2777 return mSupportsDXT1Textures;
2778}
2779
2780bool Context::supportsDXT3Textures() const
2781{
2782 return mSupportsDXT3Textures;
2783}
2784
2785bool Context::supportsDXT5Textures() const
2786{
2787 return mSupportsDXT5Textures;
2788}
2789
2790bool Context::supportsFloat32Textures() const
2791{
2792 return mSupportsFloat32Textures;
2793}
2794
2795bool Context::supportsFloat32LinearFilter() const
2796{
2797 return mSupportsFloat32LinearFilter;
2798}
2799
2800bool Context::supportsFloat32RenderableTextures() const
2801{
2802 return mSupportsFloat32RenderableTextures;
2803}
2804
2805bool Context::supportsFloat16Textures() const
2806{
2807 return mSupportsFloat16Textures;
2808}
2809
2810bool Context::supportsFloat16LinearFilter() const
2811{
2812 return mSupportsFloat16LinearFilter;
2813}
2814
2815bool Context::supportsFloat16RenderableTextures() const
2816{
2817 return mSupportsFloat16RenderableTextures;
2818}
2819
2820int Context::getMaximumRenderbufferDimension() const
2821{
2822 return mMaxRenderbufferDimension;
2823}
2824
2825int Context::getMaximumTextureDimension() const
2826{
2827 return mMaxTextureDimension;
2828}
2829
2830int Context::getMaximumCubeTextureDimension() const
2831{
2832 return mMaxCubeTextureDimension;
2833}
2834
2835int Context::getMaximumTextureLevel() const
2836{
2837 return mMaxTextureLevel;
2838}
2839
2840bool Context::supportsLuminanceTextures() const
2841{
2842 return mSupportsLuminanceTextures;
2843}
2844
2845bool Context::supportsLuminanceAlphaTextures() const
2846{
2847 return mSupportsLuminanceAlphaTextures;
2848}
2849
2850bool Context::supportsDepthTextures() const
2851{
2852 return mSupportsDepthTextures;
2853}
2854
2855bool Context::supports32bitIndices() const
2856{
2857 return mSupports32bitIndices;
2858}
2859
2860bool Context::supportsNonPower2Texture() const
2861{
2862 return mSupportsNonPower2Texture;
2863}
2864
2865bool Context::supportsInstancing() const
2866{
2867 return mSupportsInstancing;
2868}
2869
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002870bool Context::supportsTextureFilterAnisotropy() const
2871{
2872 return mSupportsTextureFilterAnisotropy;
2873}
2874
2875float Context::getTextureMaxAnisotropy() const
2876{
2877 return mMaxTextureAnisotropy;
2878}
2879
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002880bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
2881{
2882 Framebuffer *framebuffer = getReadFramebuffer();
2883 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2884 {
2885 return error(GL_INVALID_OPERATION, false);
2886 }
2887
2888 Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
2889 if (!renderbuffer)
2890 {
2891 return error(GL_INVALID_OPERATION, false);
2892 }
2893
daniel@transgaming.com20d36662012-10-31 19:51:43 +00002894 *format = gl::ExtractFormat(renderbuffer->getActualFormat());
2895 *type = gl::ExtractType(renderbuffer->getActualFormat());
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002896
2897 return true;
2898}
2899
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002900void Context::detachBuffer(GLuint buffer)
2901{
2902 // [OpenGL ES 2.0.24] section 2.9 page 22:
2903 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2904 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2905
2906 if (mState.arrayBuffer.id() == buffer)
2907 {
2908 mState.arrayBuffer.set(NULL);
2909 }
2910
2911 if (mState.elementArrayBuffer.id() == buffer)
2912 {
2913 mState.elementArrayBuffer.set(NULL);
2914 }
2915
2916 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2917 {
2918 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
2919 {
2920 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
2921 }
2922 }
2923}
2924
2925void Context::detachTexture(GLuint texture)
2926{
2927 // [OpenGL ES 2.0.24] section 3.8 page 84:
2928 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2929 // rebound to texture object zero
2930
2931 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
2932 {
2933 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
2934 {
2935 if (mState.samplerTexture[type][sampler].id() == texture)
2936 {
2937 mState.samplerTexture[type][sampler].set(NULL);
2938 }
2939 }
2940 }
2941
2942 // [OpenGL ES 2.0.24] section 4.4 page 112:
2943 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2944 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2945 // image was attached in the currently bound framebuffer.
2946
2947 Framebuffer *readFramebuffer = getReadFramebuffer();
2948 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2949
2950 if (readFramebuffer)
2951 {
2952 readFramebuffer->detachTexture(texture);
2953 }
2954
2955 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2956 {
2957 drawFramebuffer->detachTexture(texture);
2958 }
2959}
2960
2961void Context::detachFramebuffer(GLuint framebuffer)
2962{
2963 // [OpenGL ES 2.0.24] section 4.4 page 107:
2964 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2965 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2966
2967 if (mState.readFramebuffer == framebuffer)
2968 {
2969 bindReadFramebuffer(0);
2970 }
2971
2972 if (mState.drawFramebuffer == framebuffer)
2973 {
2974 bindDrawFramebuffer(0);
2975 }
2976}
2977
2978void Context::detachRenderbuffer(GLuint renderbuffer)
2979{
2980 // [OpenGL ES 2.0.24] section 4.4 page 109:
2981 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2982 // had been executed with the target RENDERBUFFER and name of zero.
2983
2984 if (mState.renderbuffer.id() == renderbuffer)
2985 {
2986 bindRenderbuffer(0);
2987 }
2988
2989 // [OpenGL ES 2.0.24] section 4.4 page 111:
2990 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2991 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2992 // point to which this image was attached in the currently bound framebuffer.
2993
2994 Framebuffer *readFramebuffer = getReadFramebuffer();
2995 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2996
2997 if (readFramebuffer)
2998 {
2999 readFramebuffer->detachRenderbuffer(renderbuffer);
3000 }
3001
3002 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3003 {
3004 drawFramebuffer->detachRenderbuffer(renderbuffer);
3005 }
3006}
3007
3008Texture *Context::getIncompleteTexture(TextureType type)
3009{
3010 Texture *t = mIncompleteTextures[type].get();
3011
3012 if (t == NULL)
3013 {
3014 static const GLubyte color[] = { 0, 0, 0, 255 };
3015
3016 switch (type)
3017 {
3018 default:
3019 UNREACHABLE();
3020 // default falls through to TEXTURE_2D
3021
3022 case TEXTURE_2D:
3023 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00003024 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003025 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3026 t = incomplete2d;
3027 }
3028 break;
3029
3030 case TEXTURE_CUBE:
3031 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00003032 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003033
3034 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3035 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3036 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3037 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3038 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3039 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3040
3041 t = incompleteCube;
3042 }
3043 break;
3044 }
3045
3046 mIncompleteTextures[type].set(t);
3047 }
3048
3049 return t;
3050}
3051
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003052bool Context::skipDraw(GLenum drawMode)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003053{
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003054 if (drawMode == GL_POINTS)
3055 {
3056 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
3057 // which affects varying interpolation. Since the value of gl_PointSize is
3058 // undefined when not written, just skip drawing to avoid unexpected results.
3059 if (!getCurrentProgramBinary()->usesPointSize())
3060 {
3061 // This is stictly speaking not an error, but developers should be
3062 // notified of risking undefined behavior.
3063 ERR("Point rendering without writing to gl_PointSize.");
3064
3065 return true;
3066 }
3067 }
3068 else if (isTriangleMode(drawMode))
3069 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003070 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003071 {
3072 return true;
3073 }
3074 }
3075
3076 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003077}
3078
3079bool Context::isTriangleMode(GLenum drawMode)
3080{
3081 switch (drawMode)
3082 {
3083 case GL_TRIANGLES:
3084 case GL_TRIANGLE_FAN:
3085 case GL_TRIANGLE_STRIP:
3086 return true;
3087 case GL_POINTS:
3088 case GL_LINES:
3089 case GL_LINE_LOOP:
3090 case GL_LINE_STRIP:
3091 return false;
3092 default: UNREACHABLE();
3093 }
3094
3095 return false;
3096}
3097
3098void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3099{
3100 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3101
3102 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3103 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3104 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3105 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
3106
3107 mVertexDataManager->dirtyCurrentValue(index);
3108}
3109
3110void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3111{
3112 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3113
3114 mState.vertexAttribute[index].mDivisor = divisor;
3115}
3116
3117// keep list sorted in following order
3118// OES extensions
3119// EXT extensions
3120// Vendor extensions
3121void Context::initExtensionString()
3122{
3123 mExtensionString = "";
3124
3125 // OES extensions
3126 if (supports32bitIndices())
3127 {
3128 mExtensionString += "GL_OES_element_index_uint ";
3129 }
3130
3131 mExtensionString += "GL_OES_packed_depth_stencil ";
3132 mExtensionString += "GL_OES_get_program_binary ";
3133 mExtensionString += "GL_OES_rgb8_rgba8 ";
3134 mExtensionString += "GL_OES_standard_derivatives ";
3135
3136 if (supportsFloat16Textures())
3137 {
3138 mExtensionString += "GL_OES_texture_half_float ";
3139 }
3140 if (supportsFloat16LinearFilter())
3141 {
3142 mExtensionString += "GL_OES_texture_half_float_linear ";
3143 }
3144 if (supportsFloat32Textures())
3145 {
3146 mExtensionString += "GL_OES_texture_float ";
3147 }
3148 if (supportsFloat32LinearFilter())
3149 {
3150 mExtensionString += "GL_OES_texture_float_linear ";
3151 }
3152
3153 if (supportsNonPower2Texture())
3154 {
3155 mExtensionString += "GL_OES_texture_npot ";
3156 }
3157
3158 // Multi-vendor (EXT) extensions
3159 if (supportsOcclusionQueries())
3160 {
3161 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3162 }
3163
3164 mExtensionString += "GL_EXT_read_format_bgra ";
3165 mExtensionString += "GL_EXT_robustness ";
3166
3167 if (supportsDXT1Textures())
3168 {
3169 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3170 }
3171
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003172 if (supportsTextureFilterAnisotropy())
3173 {
3174 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3175 }
3176
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003177 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3178 mExtensionString += "GL_EXT_texture_storage ";
3179
3180 // ANGLE-specific extensions
3181 if (supportsDepthTextures())
3182 {
3183 mExtensionString += "GL_ANGLE_depth_texture ";
3184 }
3185
3186 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3187 if (getMaxSupportedSamples() != 0)
3188 {
3189 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3190 }
3191
3192 if (supportsInstancing())
3193 {
3194 mExtensionString += "GL_ANGLE_instanced_arrays ";
3195 }
3196
3197 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3198
3199 if (supportsDXT3Textures())
3200 {
3201 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3202 }
3203 if (supportsDXT5Textures())
3204 {
3205 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3206 }
3207
3208 mExtensionString += "GL_ANGLE_texture_usage ";
3209 mExtensionString += "GL_ANGLE_translated_shader_source ";
3210
3211 // Other vendor-specific extensions
3212 if (supportsEventQueries())
3213 {
3214 mExtensionString += "GL_NV_fence ";
3215 }
3216
3217 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3218 if (end != std::string::npos)
3219 {
3220 mExtensionString.resize(end+1);
3221 }
3222}
3223
3224const char *Context::getExtensionString() const
3225{
3226 return mExtensionString.c_str();
3227}
3228
3229void Context::initRendererString()
3230{
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003231 mRendererString = "ANGLE (";
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00003232 mRendererString += mRenderer->getAdapterDescription();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003233 mRendererString += ")";
3234}
3235
3236const char *Context::getRendererString() const
3237{
3238 return mRendererString.c_str();
3239}
3240
3241void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3242 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3243 GLbitfield mask)
3244{
3245 Framebuffer *readFramebuffer = getReadFramebuffer();
3246 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3247
3248 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3249 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3250 {
3251 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3252 }
3253
3254 if (drawFramebuffer->getSamples() != 0)
3255 {
3256 return error(GL_INVALID_OPERATION);
3257 }
3258
3259 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3260 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3261 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3262 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3263
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003264 Rectangle sourceRect;
3265 Rectangle destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003266
3267 if (srcX0 < srcX1)
3268 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003269 sourceRect.x = srcX0;
3270 destRect.x = dstX0;
3271 sourceRect.width = srcX1 - srcX0;
3272 destRect.width = dstX1 - dstX0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003273 }
3274 else
3275 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003276 sourceRect.x = srcX1;
3277 destRect.x = dstX1;
3278 sourceRect.width = srcX0 - srcX1;
3279 destRect.width = dstX0 - dstX1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003280 }
3281
3282 if (srcY0 < srcY1)
3283 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003284 sourceRect.height = srcY1 - srcY0;
3285 destRect.height = dstY1 - dstY0;
3286 sourceRect.y = srcY0;
3287 destRect.y = dstY0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003288 }
3289 else
3290 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003291 sourceRect.height = srcY0 - srcY1;
3292 destRect.height = dstY0 - srcY1;
3293 sourceRect.y = srcY1;
3294 destRect.y = dstY1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003295 }
3296
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003297 Rectangle sourceScissoredRect = sourceRect;
3298 Rectangle destScissoredRect = destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003299
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003300 if (mState.rasterizer.scissorTest)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003301 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003302 // Only write to parts of the destination framebuffer which pass the scissor test.
3303 if (destRect.x < mState.scissor.x)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003304 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003305 int xDiff = mState.scissor.x - destRect.x;
3306 destScissoredRect.x = mState.scissor.x;
3307 destScissoredRect.width -= xDiff;
3308 sourceScissoredRect.x += xDiff;
3309 sourceScissoredRect.width -= xDiff;
3310
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003311 }
3312
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003313 if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003314 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003315 int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
3316 destScissoredRect.width -= xDiff;
3317 sourceScissoredRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003318 }
3319
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003320 if (destRect.y < mState.scissor.y)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003321 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003322 int yDiff = mState.scissor.y - destRect.y;
3323 destScissoredRect.y = mState.scissor.y;
3324 destScissoredRect.height -= yDiff;
3325 sourceScissoredRect.y += yDiff;
3326 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003327 }
3328
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003329 if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003330 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003331 int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
3332 destScissoredRect.height -= yDiff;
3333 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003334 }
3335 }
3336
3337 bool blitRenderTarget = false;
3338 bool blitDepthStencil = false;
3339
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003340 Rectangle sourceTrimmedRect = sourceScissoredRect;
3341 Rectangle destTrimmedRect = destScissoredRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003342
3343 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3344 // the actual draw and read surfaces.
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003345 if (sourceTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003346 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003347 int xDiff = 0 - sourceTrimmedRect.x;
3348 sourceTrimmedRect.x = 0;
3349 sourceTrimmedRect.width -= xDiff;
3350 destTrimmedRect.x += xDiff;
3351 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003352 }
3353
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003354 if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003355 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003356 int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
3357 sourceTrimmedRect.width -= xDiff;
3358 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003359 }
3360
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003361 if (sourceTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003362 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003363 int yDiff = 0 - sourceTrimmedRect.y;
3364 sourceTrimmedRect.y = 0;
3365 sourceTrimmedRect.height -= yDiff;
3366 destTrimmedRect.y += yDiff;
3367 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003368 }
3369
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003370 if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003371 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003372 int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
3373 sourceTrimmedRect.height -= yDiff;
3374 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003375 }
3376
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003377 if (destTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003378 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003379 int xDiff = 0 - destTrimmedRect.x;
3380 destTrimmedRect.x = 0;
3381 destTrimmedRect.width -= xDiff;
3382 sourceTrimmedRect.x += xDiff;
3383 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003384 }
3385
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003386 if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003387 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003388 int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
3389 destTrimmedRect.width -= xDiff;
3390 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003391 }
3392
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003393 if (destTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003394 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003395 int yDiff = 0 - destTrimmedRect.y;
3396 destTrimmedRect.y = 0;
3397 destTrimmedRect.height -= yDiff;
3398 sourceTrimmedRect.y += yDiff;
3399 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003400 }
3401
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003402 if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003403 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003404 int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
3405 destTrimmedRect.height -= yDiff;
3406 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003407 }
3408
3409 bool partialBufferCopy = false;
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003410 if (sourceTrimmedRect.height < readBufferHeight ||
3411 sourceTrimmedRect.width < readBufferWidth ||
3412 destTrimmedRect.height < drawBufferHeight ||
3413 destTrimmedRect.width < drawBufferWidth ||
3414 sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003415 {
3416 partialBufferCopy = true;
3417 }
3418
3419 if (mask & GL_COLOR_BUFFER_BIT)
3420 {
3421 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3422 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3423 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3424 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3425 if (!validReadType || !validDrawType ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003426 readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003427 {
3428 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3429 return error(GL_INVALID_OPERATION);
3430 }
3431
3432 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3433 {
3434 return error(GL_INVALID_OPERATION);
3435 }
3436
3437 blitRenderTarget = true;
3438
3439 }
3440
3441 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3442 {
3443 Renderbuffer *readDSBuffer = NULL;
3444 Renderbuffer *drawDSBuffer = NULL;
3445
3446 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3447 // both a depth and stencil buffer, it will be the same buffer.
3448
3449 if (mask & GL_DEPTH_BUFFER_BIT)
3450 {
3451 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3452 {
3453 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003454 readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003455 {
3456 return error(GL_INVALID_OPERATION);
3457 }
3458
3459 blitDepthStencil = true;
3460 readDSBuffer = readFramebuffer->getDepthbuffer();
3461 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3462 }
3463 }
3464
3465 if (mask & GL_STENCIL_BUFFER_BIT)
3466 {
3467 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3468 {
3469 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003470 readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003471 {
3472 return error(GL_INVALID_OPERATION);
3473 }
3474
3475 blitDepthStencil = true;
3476 readDSBuffer = readFramebuffer->getStencilbuffer();
3477 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3478 }
3479 }
3480
3481 if (partialBufferCopy)
3482 {
3483 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3484 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3485 }
3486
3487 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3488 (readDSBuffer && readDSBuffer->getSamples() != 0))
3489 {
3490 return error(GL_INVALID_OPERATION);
3491 }
3492 }
3493
3494 if (blitRenderTarget || blitDepthStencil)
3495 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003496 mRenderer->blitRect(readFramebuffer, &sourceTrimmedRect, drawFramebuffer, &destTrimmedRect, blitRenderTarget, blitDepthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003497 }
3498}
3499
3500VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
3501{
3502 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3503 {
3504 mVertexDeclCache[i].vertexDeclaration = NULL;
3505 mVertexDeclCache[i].lruCount = 0;
3506 }
3507}
3508
3509VertexDeclarationCache::~VertexDeclarationCache()
3510{
3511 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3512 {
3513 if (mVertexDeclCache[i].vertexDeclaration)
3514 {
3515 mVertexDeclCache[i].vertexDeclaration->Release();
3516 }
3517 }
3518}
3519
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00003520GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003521{
3522 *repeatDraw = 1;
3523
3524 int indexedAttribute = MAX_VERTEX_ATTRIBS;
3525 int instancedAttribute = MAX_VERTEX_ATTRIBS;
3526
3527 if (instances > 0)
3528 {
3529 // Find an indexed attribute to be mapped to D3D stream 0
3530 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3531 {
3532 if (attributes[i].active)
3533 {
3534 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3535 {
3536 if (attributes[i].divisor == 0)
3537 {
3538 indexedAttribute = i;
3539 }
3540 }
3541 else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3542 {
3543 if (attributes[i].divisor != 0)
3544 {
3545 instancedAttribute = i;
3546 }
3547 }
3548 else break; // Found both an indexed and instanced attribute
3549 }
3550 }
3551
3552 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3553 {
3554 return GL_INVALID_OPERATION;
3555 }
3556 }
3557
3558 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
3559 D3DVERTEXELEMENT9 *element = &elements[0];
3560
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003561 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3562 {
3563 if (attributes[i].active)
3564 {
3565 int stream = i;
3566
3567 if (instances > 0)
3568 {
3569 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
3570 if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3571 {
3572 *repeatDraw = instances;
3573 }
3574 else
3575 {
3576 if (i == indexedAttribute)
3577 {
3578 stream = 0;
3579 }
3580 else if (i == 0)
3581 {
3582 stream = indexedAttribute;
3583 }
3584
3585 UINT frequency = 1;
3586
3587 if (attributes[i].divisor == 0)
3588 {
3589 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
3590 }
3591 else
3592 {
3593 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
3594 }
3595
3596 device->SetStreamSourceFreq(stream, frequency);
3597 mInstancingEnabled = true;
3598 }
3599 }
3600
3601 if (mAppliedVBs[stream].serial != attributes[i].serial ||
3602 mAppliedVBs[stream].stride != attributes[i].stride ||
3603 mAppliedVBs[stream].offset != attributes[i].offset)
3604 {
3605 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
3606 mAppliedVBs[stream].serial = attributes[i].serial;
3607 mAppliedVBs[stream].stride = attributes[i].stride;
3608 mAppliedVBs[stream].offset = attributes[i].offset;
3609 }
3610
3611 element->Stream = stream;
3612 element->Offset = 0;
3613 element->Type = attributes[i].type;
3614 element->Method = D3DDECLMETHOD_DEFAULT;
3615 element->Usage = D3DDECLUSAGE_TEXCOORD;
3616 element->UsageIndex = programBinary->getSemanticIndex(i);
3617 element++;
3618 }
3619 }
3620
3621 if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
3622 {
3623 if (mInstancingEnabled)
3624 {
3625 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3626 {
3627 device->SetStreamSourceFreq(i, 1);
3628 }
3629
3630 mInstancingEnabled = false;
3631 }
3632 }
3633
3634 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
3635 *(element++) = end;
3636
3637 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3638 {
3639 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
3640 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
3641 {
3642 entry->lruCount = ++mMaxLru;
3643 if(entry->vertexDeclaration != mLastSetVDecl)
3644 {
3645 device->SetVertexDeclaration(entry->vertexDeclaration);
3646 mLastSetVDecl = entry->vertexDeclaration;
3647 }
3648
3649 return GL_NO_ERROR;
3650 }
3651 }
3652
3653 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
3654
3655 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3656 {
3657 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
3658 {
3659 lastCache = &mVertexDeclCache[i];
3660 }
3661 }
3662
3663 if (lastCache->vertexDeclaration != NULL)
3664 {
3665 lastCache->vertexDeclaration->Release();
3666 lastCache->vertexDeclaration = NULL;
3667 // mLastSetVDecl is set to the replacement, so we don't have to worry
3668 // about it.
3669 }
3670
3671 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
3672 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
3673 device->SetVertexDeclaration(lastCache->vertexDeclaration);
3674 mLastSetVDecl = lastCache->vertexDeclaration;
3675 lastCache->lruCount = ++mMaxLru;
3676
3677 return GL_NO_ERROR;
3678}
3679
3680void VertexDeclarationCache::markStateDirty()
3681{
3682 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3683 {
3684 mAppliedVBs[i].serial = 0;
3685 }
3686
3687 mLastSetVDecl = NULL;
3688 mInstancingEnabled = true; // Forces it to be disabled when not used
3689}
3690
3691}
3692
3693extern "C"
3694{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003695gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003696{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003697 return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003698}
3699
3700void glDestroyContext(gl::Context *context)
3701{
3702 delete context;
3703
3704 if (context == gl::getContext())
3705 {
3706 gl::makeCurrent(NULL, NULL, NULL);
3707 }
3708}
3709
3710void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
3711{
3712 gl::makeCurrent(context, display, surface);
3713}
3714
3715gl::Context *glGetCurrentContext()
3716{
3717 return gl::getContext();
3718}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003719
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003720}