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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;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000355 mRenderTargetDescInitialized = false;
356
357 mVertexDeclarationCache.markStateDirty();
358
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000359 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000360}
361
362void Context::markDxUniformsDirty()
363{
364 mDxUniformsDirty = true;
365}
366
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000367// NOTE: this function should not assume that this context is current!
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000368void Context::markContextLost()
369{
370 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
371 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
372 mContextLost = true;
373}
374
375bool Context::isContextLost()
376{
377 return mContextLost;
378}
379
380void Context::setClearColor(float red, float green, float blue, float alpha)
381{
382 mState.colorClearValue.red = red;
383 mState.colorClearValue.green = green;
384 mState.colorClearValue.blue = blue;
385 mState.colorClearValue.alpha = alpha;
386}
387
388void Context::setClearDepth(float depth)
389{
390 mState.depthClearValue = depth;
391}
392
393void Context::setClearStencil(int stencil)
394{
395 mState.stencilClearValue = stencil;
396}
397
398void Context::setCullFace(bool enabled)
399{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000400 mState.rasterizer.cullFace = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000401}
402
403bool Context::isCullFaceEnabled() const
404{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000405 return mState.rasterizer.cullFace;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000406}
407
408void Context::setCullMode(GLenum mode)
409{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000410 mState.rasterizer.cullMode = mode;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000411}
412
413void Context::setFrontFace(GLenum front)
414{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000415 mState.rasterizer.frontFace = front;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000416}
417
418void Context::setDepthTest(bool enabled)
419{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000420 mState.depthStencil.depthTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000421}
422
423bool Context::isDepthTestEnabled() const
424{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000425 return mState.depthStencil.depthTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000426}
427
428void Context::setDepthFunc(GLenum depthFunc)
429{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000430 mState.depthStencil.depthFunc = depthFunc;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000431}
432
433void Context::setDepthRange(float zNear, float zFar)
434{
435 mState.zNear = zNear;
436 mState.zFar = zFar;
437}
438
439void Context::setBlend(bool enabled)
440{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000441 mState.blend.blend = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000442}
443
444bool Context::isBlendEnabled() const
445{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000446 return mState.blend.blend;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000447}
448
449void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
450{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000451 mState.blend.sourceBlendRGB = sourceRGB;
452 mState.blend.destBlendRGB = destRGB;
453 mState.blend.sourceBlendAlpha = sourceAlpha;
454 mState.blend.destBlendAlpha = destAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000455}
456
457void Context::setBlendColor(float red, float green, float blue, float alpha)
458{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000459 mState.blendColor.red = red;
460 mState.blendColor.green = green;
461 mState.blendColor.blue = blue;
462 mState.blendColor.alpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000463}
464
465void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
466{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000467 mState.blend.blendEquationRGB = rgbEquation;
468 mState.blend.blendEquationAlpha = alphaEquation;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000469}
470
471void Context::setStencilTest(bool enabled)
472{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000473 mState.depthStencil.stencilTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000474}
475
476bool Context::isStencilTestEnabled() const
477{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000478 return mState.depthStencil.stencilTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000479}
480
481void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
482{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000483 mState.depthStencil.stencilFunc = stencilFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000484 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000485 mState.depthStencil.stencilMask = stencilMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000486}
487
488void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
489{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000490 mState.depthStencil.stencilBackFunc = stencilBackFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000491 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000492 mState.depthStencil.stencilBackMask = stencilBackMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000493}
494
495void Context::setStencilWritemask(GLuint stencilWritemask)
496{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000497 mState.depthStencil.stencilWritemask = stencilWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000498}
499
500void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
501{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000502 mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000503}
504
505void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
506{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000507 mState.depthStencil.stencilFail = stencilFail;
508 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
509 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000510}
511
512void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
513{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000514 mState.depthStencil.stencilBackFail = stencilBackFail;
515 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
516 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000517}
518
519void Context::setPolygonOffsetFill(bool enabled)
520{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000521 mState.rasterizer.polygonOffsetFill = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000522}
523
524bool Context::isPolygonOffsetFillEnabled() const
525{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000526 return mState.rasterizer.polygonOffsetFill;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000527}
528
529void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
530{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000531 mState.rasterizer.polygonOffsetFactor = factor;
532 mState.rasterizer.polygonOffsetUnits = units;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000533}
534
535void Context::setSampleAlphaToCoverage(bool enabled)
536{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000537 mState.blend.sampleAlphaToCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000538}
539
540bool Context::isSampleAlphaToCoverageEnabled() const
541{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000542 return mState.blend.sampleAlphaToCoverage;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000543}
544
545void Context::setSampleCoverage(bool enabled)
546{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000547 mState.sampleCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000548}
549
550bool Context::isSampleCoverageEnabled() const
551{
552 return mState.sampleCoverage;
553}
554
555void Context::setSampleCoverageParams(GLclampf value, bool invert)
556{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000557 mState.sampleCoverageValue = value;
558 mState.sampleCoverageInvert = invert;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000559}
560
561void Context::setScissorTest(bool enabled)
562{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000563 mState.rasterizer.scissorTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000564}
565
566bool Context::isScissorTestEnabled() const
567{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000568 return mState.rasterizer.scissorTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000569}
570
571void Context::setDither(bool enabled)
572{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000573 mState.blend.dither = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000574}
575
576bool Context::isDitherEnabled() const
577{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000578 return mState.blend.dither;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000579}
580
581void Context::setLineWidth(GLfloat width)
582{
583 mState.lineWidth = width;
584}
585
586void Context::setGenerateMipmapHint(GLenum hint)
587{
588 mState.generateMipmapHint = hint;
589}
590
591void Context::setFragmentShaderDerivativeHint(GLenum hint)
592{
593 mState.fragmentShaderDerivativeHint = hint;
594 // TODO: Propagate the hint to shader translator so we can write
595 // ddx, ddx_coarse, or ddx_fine depending on the hint.
596 // Ignore for now. It is valid for implementations to ignore hint.
597}
598
599void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
600{
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000601 mState.viewport.x = x;
602 mState.viewport.y = y;
603 mState.viewport.width = width;
604 mState.viewport.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000605}
606
607void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
608{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000609 mState.scissor.x = x;
610 mState.scissor.y = y;
611 mState.scissor.width = width;
612 mState.scissor.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000613}
614
615void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
616{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000617 mState.blend.colorMaskRed = red;
618 mState.blend.colorMaskGreen = green;
619 mState.blend.colorMaskBlue = blue;
620 mState.blend.colorMaskAlpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000621}
622
623void Context::setDepthMask(bool mask)
624{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000625 mState.depthStencil.depthMask = mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000626}
627
628void Context::setActiveSampler(unsigned int active)
629{
630 mState.activeSampler = active;
631}
632
633GLuint Context::getReadFramebufferHandle() const
634{
635 return mState.readFramebuffer;
636}
637
638GLuint Context::getDrawFramebufferHandle() const
639{
640 return mState.drawFramebuffer;
641}
642
643GLuint Context::getRenderbufferHandle() const
644{
645 return mState.renderbuffer.id();
646}
647
648GLuint Context::getArrayBufferHandle() const
649{
650 return mState.arrayBuffer.id();
651}
652
653GLuint Context::getActiveQuery(GLenum target) const
654{
655 Query *queryObject = NULL;
656
657 switch (target)
658 {
659 case GL_ANY_SAMPLES_PASSED_EXT:
660 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
661 break;
662 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
663 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
664 break;
665 default:
666 ASSERT(false);
667 }
668
669 if (queryObject)
670 {
671 return queryObject->id();
672 }
673 else
674 {
675 return 0;
676 }
677}
678
679void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
680{
681 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
682}
683
684const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
685{
686 return mState.vertexAttribute[attribNum];
687}
688
689void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
690 GLsizei stride, const void *pointer)
691{
692 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
693 mState.vertexAttribute[attribNum].mSize = size;
694 mState.vertexAttribute[attribNum].mType = type;
695 mState.vertexAttribute[attribNum].mNormalized = normalized;
696 mState.vertexAttribute[attribNum].mStride = stride;
697 mState.vertexAttribute[attribNum].mPointer = pointer;
698}
699
700const void *Context::getVertexAttribPointer(unsigned int attribNum) const
701{
702 return mState.vertexAttribute[attribNum].mPointer;
703}
704
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000705void Context::setPackAlignment(GLint alignment)
706{
707 mState.packAlignment = alignment;
708}
709
710GLint Context::getPackAlignment() const
711{
712 return mState.packAlignment;
713}
714
715void Context::setUnpackAlignment(GLint alignment)
716{
717 mState.unpackAlignment = alignment;
718}
719
720GLint Context::getUnpackAlignment() const
721{
722 return mState.unpackAlignment;
723}
724
725void Context::setPackReverseRowOrder(bool reverseRowOrder)
726{
727 mState.packReverseRowOrder = reverseRowOrder;
728}
729
730bool Context::getPackReverseRowOrder() const
731{
732 return mState.packReverseRowOrder;
733}
734
735GLuint Context::createBuffer()
736{
737 return mResourceManager->createBuffer();
738}
739
740GLuint Context::createProgram()
741{
742 return mResourceManager->createProgram();
743}
744
745GLuint Context::createShader(GLenum type)
746{
747 return mResourceManager->createShader(type);
748}
749
750GLuint Context::createTexture()
751{
752 return mResourceManager->createTexture();
753}
754
755GLuint Context::createRenderbuffer()
756{
757 return mResourceManager->createRenderbuffer();
758}
759
760// Returns an unused framebuffer name
761GLuint Context::createFramebuffer()
762{
763 GLuint handle = mFramebufferHandleAllocator.allocate();
764
765 mFramebufferMap[handle] = NULL;
766
767 return handle;
768}
769
770GLuint Context::createFence()
771{
772 GLuint handle = mFenceHandleAllocator.allocate();
773
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000774 mFenceMap[handle] = new Fence(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000775
776 return handle;
777}
778
779// Returns an unused query name
780GLuint Context::createQuery()
781{
782 GLuint handle = mQueryHandleAllocator.allocate();
783
784 mQueryMap[handle] = NULL;
785
786 return handle;
787}
788
789void Context::deleteBuffer(GLuint buffer)
790{
791 if (mResourceManager->getBuffer(buffer))
792 {
793 detachBuffer(buffer);
794 }
795
796 mResourceManager->deleteBuffer(buffer);
797}
798
799void Context::deleteShader(GLuint shader)
800{
801 mResourceManager->deleteShader(shader);
802}
803
804void Context::deleteProgram(GLuint program)
805{
806 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000807}
808
809void Context::deleteTexture(GLuint texture)
810{
811 if (mResourceManager->getTexture(texture))
812 {
813 detachTexture(texture);
814 }
815
816 mResourceManager->deleteTexture(texture);
817}
818
819void Context::deleteRenderbuffer(GLuint renderbuffer)
820{
821 if (mResourceManager->getRenderbuffer(renderbuffer))
822 {
823 detachRenderbuffer(renderbuffer);
824 }
825
826 mResourceManager->deleteRenderbuffer(renderbuffer);
827}
828
829void Context::deleteFramebuffer(GLuint framebuffer)
830{
831 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
832
833 if (framebufferObject != mFramebufferMap.end())
834 {
835 detachFramebuffer(framebuffer);
836
837 mFramebufferHandleAllocator.release(framebufferObject->first);
838 delete framebufferObject->second;
839 mFramebufferMap.erase(framebufferObject);
840 }
841}
842
843void Context::deleteFence(GLuint fence)
844{
845 FenceMap::iterator fenceObject = mFenceMap.find(fence);
846
847 if (fenceObject != mFenceMap.end())
848 {
849 mFenceHandleAllocator.release(fenceObject->first);
850 delete fenceObject->second;
851 mFenceMap.erase(fenceObject);
852 }
853}
854
855void Context::deleteQuery(GLuint query)
856{
857 QueryMap::iterator queryObject = mQueryMap.find(query);
858 if (queryObject != mQueryMap.end())
859 {
860 mQueryHandleAllocator.release(queryObject->first);
861 if (queryObject->second)
862 {
863 queryObject->second->release();
864 }
865 mQueryMap.erase(queryObject);
866 }
867}
868
869Buffer *Context::getBuffer(GLuint handle)
870{
871 return mResourceManager->getBuffer(handle);
872}
873
874Shader *Context::getShader(GLuint handle)
875{
876 return mResourceManager->getShader(handle);
877}
878
879Program *Context::getProgram(GLuint handle)
880{
881 return mResourceManager->getProgram(handle);
882}
883
884Texture *Context::getTexture(GLuint handle)
885{
886 return mResourceManager->getTexture(handle);
887}
888
889Renderbuffer *Context::getRenderbuffer(GLuint handle)
890{
891 return mResourceManager->getRenderbuffer(handle);
892}
893
894Framebuffer *Context::getReadFramebuffer()
895{
896 return getFramebuffer(mState.readFramebuffer);
897}
898
899Framebuffer *Context::getDrawFramebuffer()
900{
901 return mBoundDrawFramebuffer;
902}
903
904void Context::bindArrayBuffer(unsigned int buffer)
905{
906 mResourceManager->checkBufferAllocation(buffer);
907
908 mState.arrayBuffer.set(getBuffer(buffer));
909}
910
911void Context::bindElementArrayBuffer(unsigned int buffer)
912{
913 mResourceManager->checkBufferAllocation(buffer);
914
915 mState.elementArrayBuffer.set(getBuffer(buffer));
916}
917
918void Context::bindTexture2D(GLuint texture)
919{
920 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
921
922 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
923}
924
925void Context::bindTextureCubeMap(GLuint texture)
926{
927 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
928
929 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
930}
931
932void Context::bindReadFramebuffer(GLuint framebuffer)
933{
934 if (!getFramebuffer(framebuffer))
935 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000936 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000937 }
938
939 mState.readFramebuffer = framebuffer;
940}
941
942void Context::bindDrawFramebuffer(GLuint framebuffer)
943{
944 if (!getFramebuffer(framebuffer))
945 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000946 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000947 }
948
949 mState.drawFramebuffer = framebuffer;
950
951 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
952}
953
954void Context::bindRenderbuffer(GLuint renderbuffer)
955{
956 mResourceManager->checkRenderbufferAllocation(renderbuffer);
957
958 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
959}
960
961void Context::useProgram(GLuint program)
962{
963 GLuint priorProgram = mState.currentProgram;
964 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
965
966 if (priorProgram != program)
967 {
968 Program *newProgram = mResourceManager->getProgram(program);
969 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000970 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000971 mDxUniformsDirty = true;
972
973 if (newProgram)
974 {
975 newProgram->addRef();
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000976 mCurrentProgramBinary.set(newProgram->getProgramBinary());
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000977 }
978
979 if (oldProgram)
980 {
981 oldProgram->release();
982 }
983 }
984}
985
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000986void Context::linkProgram(GLuint program)
987{
988 Program *programObject = mResourceManager->getProgram(program);
989
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000990 bool linked = programObject->link();
991
992 // if the current program was relinked successfully we
993 // need to install the new executables
994 if (linked && program == mState.currentProgram)
995 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000996 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000997 mDxUniformsDirty = true;
998 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000999}
1000
1001void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
1002{
1003 Program *programObject = mResourceManager->getProgram(program);
1004
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001005 bool loaded = programObject->setProgramBinary(binary, length);
1006
1007 // if the current program was reloaded successfully we
1008 // need to install the new executables
1009 if (loaded && program == mState.currentProgram)
1010 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001011 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001012 mDxUniformsDirty = true;
1013 }
1014
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001015}
1016
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001017void Context::beginQuery(GLenum target, GLuint query)
1018{
1019 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1020 // of zero, if the active query object name for <target> is non-zero (for the
1021 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1022 // the active query for either target is non-zero), if <id> is the name of an
1023 // existing query object whose type does not match <target>, or if <id> is the
1024 // active query object name for any query type, the error INVALID_OPERATION is
1025 // generated.
1026
1027 // Ensure no other queries are active
1028 // NOTE: If other queries than occlusion are supported, we will need to check
1029 // separately that:
1030 // a) The query ID passed is not the current active query for any target/type
1031 // b) There are no active queries for the requested target (and in the case
1032 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1033 // no query may be active for either if glBeginQuery targets either.
1034 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1035 {
1036 if (mState.activeQuery[i].get() != NULL)
1037 {
1038 return error(GL_INVALID_OPERATION);
1039 }
1040 }
1041
1042 QueryType qType;
1043 switch (target)
1044 {
1045 case GL_ANY_SAMPLES_PASSED_EXT:
1046 qType = QUERY_ANY_SAMPLES_PASSED;
1047 break;
1048 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1049 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1050 break;
1051 default:
1052 ASSERT(false);
1053 return;
1054 }
1055
1056 Query *queryObject = getQuery(query, true, target);
1057
1058 // check that name was obtained with glGenQueries
1059 if (!queryObject)
1060 {
1061 return error(GL_INVALID_OPERATION);
1062 }
1063
1064 // check for type mismatch
1065 if (queryObject->getType() != target)
1066 {
1067 return error(GL_INVALID_OPERATION);
1068 }
1069
1070 // set query as active for specified target
1071 mState.activeQuery[qType].set(queryObject);
1072
1073 // begin query
1074 queryObject->begin();
1075}
1076
1077void Context::endQuery(GLenum target)
1078{
1079 QueryType qType;
1080
1081 switch (target)
1082 {
1083 case GL_ANY_SAMPLES_PASSED_EXT:
1084 qType = QUERY_ANY_SAMPLES_PASSED;
1085 break;
1086 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1087 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1088 break;
1089 default:
1090 ASSERT(false);
1091 return;
1092 }
1093
1094 Query *queryObject = mState.activeQuery[qType].get();
1095
1096 if (queryObject == NULL)
1097 {
1098 return error(GL_INVALID_OPERATION);
1099 }
1100
1101 queryObject->end();
1102
1103 mState.activeQuery[qType].set(NULL);
1104}
1105
1106void Context::setFramebufferZero(Framebuffer *buffer)
1107{
1108 delete mFramebufferMap[0];
1109 mFramebufferMap[0] = buffer;
1110 if (mState.drawFramebuffer == 0)
1111 {
1112 mBoundDrawFramebuffer = buffer;
1113 }
1114}
1115
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001116void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001117{
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001118 RenderbufferStorage *renderbuffer = NULL;
1119 switch (internalformat)
1120 {
1121 case GL_DEPTH_COMPONENT16:
1122 renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
1123 break;
1124 case GL_RGBA4:
1125 case GL_RGB5_A1:
1126 case GL_RGB565:
1127 case GL_RGB8_OES:
1128 case GL_RGBA8_OES:
1129 renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
1130 break;
1131 case GL_STENCIL_INDEX8:
1132 renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
1133 break;
1134 case GL_DEPTH24_STENCIL8_OES:
1135 renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
1136 break;
1137 default:
1138 UNREACHABLE(); return;
1139 }
1140
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001141 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1142 renderbufferObject->setStorage(renderbuffer);
1143}
1144
1145Framebuffer *Context::getFramebuffer(unsigned int handle)
1146{
1147 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1148
1149 if (framebuffer == mFramebufferMap.end())
1150 {
1151 return NULL;
1152 }
1153 else
1154 {
1155 return framebuffer->second;
1156 }
1157}
1158
1159Fence *Context::getFence(unsigned int handle)
1160{
1161 FenceMap::iterator fence = mFenceMap.find(handle);
1162
1163 if (fence == mFenceMap.end())
1164 {
1165 return NULL;
1166 }
1167 else
1168 {
1169 return fence->second;
1170 }
1171}
1172
1173Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1174{
1175 QueryMap::iterator query = mQueryMap.find(handle);
1176
1177 if (query == mQueryMap.end())
1178 {
1179 return NULL;
1180 }
1181 else
1182 {
1183 if (!query->second && create)
1184 {
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001185 query->second = new Query(mRenderer, handle, type);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001186 query->second->addRef();
1187 }
1188 return query->second;
1189 }
1190}
1191
1192Buffer *Context::getArrayBuffer()
1193{
1194 return mState.arrayBuffer.get();
1195}
1196
1197Buffer *Context::getElementArrayBuffer()
1198{
1199 return mState.elementArrayBuffer.get();
1200}
1201
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001202ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001203{
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001204 return mCurrentProgramBinary.get();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001205}
1206
1207Texture2D *Context::getTexture2D()
1208{
1209 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1210}
1211
1212TextureCubeMap *Context::getTextureCubeMap()
1213{
1214 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1215}
1216
1217Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1218{
1219 GLuint texid = mState.samplerTexture[type][sampler].id();
1220
1221 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1222 {
1223 switch (type)
1224 {
1225 default: UNREACHABLE();
1226 case TEXTURE_2D: return mTexture2DZero.get();
1227 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1228 }
1229 }
1230
1231 return mState.samplerTexture[type][sampler].get();
1232}
1233
1234bool Context::getBooleanv(GLenum pname, GLboolean *params)
1235{
1236 switch (pname)
1237 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001238 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1239 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1240 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001241 case GL_COLOR_WRITEMASK:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001242 params[0] = mState.blend.colorMaskRed;
1243 params[1] = mState.blend.colorMaskGreen;
1244 params[2] = mState.blend.colorMaskBlue;
1245 params[3] = mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001246 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001247 case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
1248 case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
1249 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
1250 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1251 case GL_SCISSOR_TEST: *params = mState.rasterizer.scissorTest; break;
1252 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
1253 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
1254 case GL_BLEND: *params = mState.blend.blend; break;
1255 case GL_DITHER: *params = mState.blend.dither; break;
1256 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001257 default:
1258 return false;
1259 }
1260
1261 return true;
1262}
1263
1264bool Context::getFloatv(GLenum pname, GLfloat *params)
1265{
1266 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1267 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1268 // GetIntegerv as its native query function. As it would require conversion in any
1269 // case, this should make no difference to the calling application.
1270 switch (pname)
1271 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001272 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1273 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1274 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1275 case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
1276 case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001277 case GL_ALIASED_LINE_WIDTH_RANGE:
1278 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1279 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1280 break;
1281 case GL_ALIASED_POINT_SIZE_RANGE:
1282 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1283 params[1] = getMaximumPointSize();
1284 break;
1285 case GL_DEPTH_RANGE:
1286 params[0] = mState.zNear;
1287 params[1] = mState.zFar;
1288 break;
1289 case GL_COLOR_CLEAR_VALUE:
1290 params[0] = mState.colorClearValue.red;
1291 params[1] = mState.colorClearValue.green;
1292 params[2] = mState.colorClearValue.blue;
1293 params[3] = mState.colorClearValue.alpha;
1294 break;
1295 case GL_BLEND_COLOR:
1296 params[0] = mState.blendColor.red;
1297 params[1] = mState.blendColor.green;
1298 params[2] = mState.blendColor.blue;
1299 params[3] = mState.blendColor.alpha;
1300 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001301 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1302 if (!supportsTextureFilterAnisotropy())
1303 {
1304 return false;
1305 }
1306 *params = mMaxTextureAnisotropy;
1307 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001308 default:
1309 return false;
1310 }
1311
1312 return true;
1313}
1314
1315bool Context::getIntegerv(GLenum pname, GLint *params)
1316{
1317 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1318 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1319 // GetIntegerv as its native query function. As it would require conversion in any
1320 // case, this should make no difference to the calling application. You may find it in
1321 // Context::getFloatv.
1322 switch (pname)
1323 {
1324 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1325 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1326 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1327 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1328 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1329 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1330 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1331 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1332 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1333 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1334 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1335 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1336 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1337 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1338 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1339 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1340 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1341 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1342 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1343 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1344 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1345 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1346 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001347 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001348 case GL_STENCIL_REF: *params = mState.stencilRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001349 case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
1350 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001351 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001352 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
1353 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
1354 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
1355 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
1356 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
1357 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
1358 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
1359 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
1360 case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
1361 case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
1362 case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
1363 case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
1364 case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
1365 case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
1366 case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
1367 case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001368 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1369 case GL_SUBPIXEL_BITS: *params = 4; break;
1370 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1371 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1372 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1373 params[0] = mNumCompressedTextureFormats;
1374 break;
1375 case GL_MAX_SAMPLES_ANGLE:
1376 {
1377 GLsizei maxSamples = getMaxSupportedSamples();
1378 if (maxSamples != 0)
1379 {
1380 *params = maxSamples;
1381 }
1382 else
1383 {
1384 return false;
1385 }
1386
1387 break;
1388 }
1389 case GL_SAMPLE_BUFFERS:
1390 case GL_SAMPLES:
1391 {
1392 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1393 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1394 {
1395 switch (pname)
1396 {
1397 case GL_SAMPLE_BUFFERS:
1398 if (framebuffer->getSamples() != 0)
1399 {
1400 *params = 1;
1401 }
1402 else
1403 {
1404 *params = 0;
1405 }
1406 break;
1407 case GL_SAMPLES:
1408 *params = framebuffer->getSamples();
1409 break;
1410 }
1411 }
1412 else
1413 {
1414 *params = 0;
1415 }
1416 }
1417 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001418 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1419 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1420 {
1421 GLenum format, type;
1422 if (getCurrentReadFormatType(&format, &type))
1423 {
1424 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1425 *params = format;
1426 else
1427 *params = type;
1428 }
1429 }
1430 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001431 case GL_MAX_VIEWPORT_DIMS:
1432 {
1433 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1434 params[0] = maxDimension;
1435 params[1] = maxDimension;
1436 }
1437 break;
1438 case GL_COMPRESSED_TEXTURE_FORMATS:
1439 {
1440 if (supportsDXT1Textures())
1441 {
1442 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1443 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1444 }
1445 if (supportsDXT3Textures())
1446 {
1447 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1448 }
1449 if (supportsDXT5Textures())
1450 {
1451 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1452 }
1453 }
1454 break;
1455 case GL_VIEWPORT:
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +00001456 params[0] = mState.viewport.x;
1457 params[1] = mState.viewport.y;
1458 params[2] = mState.viewport.width;
1459 params[3] = mState.viewport.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001460 break;
1461 case GL_SCISSOR_BOX:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001462 params[0] = mState.scissor.x;
1463 params[1] = mState.scissor.y;
1464 params[2] = mState.scissor.width;
1465 params[3] = mState.scissor.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001466 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001467 case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
1468 case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001469 case GL_RED_BITS:
1470 case GL_GREEN_BITS:
1471 case GL_BLUE_BITS:
1472 case GL_ALPHA_BITS:
1473 {
1474 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1475 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1476
1477 if (colorbuffer)
1478 {
1479 switch (pname)
1480 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001481 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1482 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1483 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1484 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001485 }
1486 }
1487 else
1488 {
1489 *params = 0;
1490 }
1491 }
1492 break;
1493 case GL_DEPTH_BITS:
1494 {
1495 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1496 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1497
1498 if (depthbuffer)
1499 {
1500 *params = depthbuffer->getDepthSize();
1501 }
1502 else
1503 {
1504 *params = 0;
1505 }
1506 }
1507 break;
1508 case GL_STENCIL_BITS:
1509 {
1510 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1511 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1512
1513 if (stencilbuffer)
1514 {
1515 *params = stencilbuffer->getStencilSize();
1516 }
1517 else
1518 {
1519 *params = 0;
1520 }
1521 }
1522 break;
1523 case GL_TEXTURE_BINDING_2D:
1524 {
1525 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1526 {
1527 error(GL_INVALID_OPERATION);
1528 return false;
1529 }
1530
1531 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1532 }
1533 break;
1534 case GL_TEXTURE_BINDING_CUBE_MAP:
1535 {
1536 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1537 {
1538 error(GL_INVALID_OPERATION);
1539 return false;
1540 }
1541
1542 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1543 }
1544 break;
1545 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1546 *params = mResetStrategy;
1547 break;
1548 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1549 *params = 1;
1550 break;
1551 case GL_PROGRAM_BINARY_FORMATS_OES:
1552 *params = GL_PROGRAM_BINARY_ANGLE;
1553 break;
1554 default:
1555 return false;
1556 }
1557
1558 return true;
1559}
1560
1561bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1562{
1563 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1564 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1565 // to the fact that it is stored internally as a float, and so would require conversion
1566 // if returned from Context::getIntegerv. Since this conversion is already implemented
1567 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1568 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1569 // application.
1570 switch (pname)
1571 {
1572 case GL_COMPRESSED_TEXTURE_FORMATS:
1573 {
1574 *type = GL_INT;
1575 *numParams = mNumCompressedTextureFormats;
1576 }
1577 break;
1578 case GL_SHADER_BINARY_FORMATS:
1579 {
1580 *type = GL_INT;
1581 *numParams = 0;
1582 }
1583 break;
1584 case GL_MAX_VERTEX_ATTRIBS:
1585 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1586 case GL_MAX_VARYING_VECTORS:
1587 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1588 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1589 case GL_MAX_TEXTURE_IMAGE_UNITS:
1590 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1591 case GL_MAX_RENDERBUFFER_SIZE:
1592 case GL_NUM_SHADER_BINARY_FORMATS:
1593 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1594 case GL_ARRAY_BUFFER_BINDING:
1595 case GL_FRAMEBUFFER_BINDING:
1596 case GL_RENDERBUFFER_BINDING:
1597 case GL_CURRENT_PROGRAM:
1598 case GL_PACK_ALIGNMENT:
1599 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1600 case GL_UNPACK_ALIGNMENT:
1601 case GL_GENERATE_MIPMAP_HINT:
1602 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1603 case GL_RED_BITS:
1604 case GL_GREEN_BITS:
1605 case GL_BLUE_BITS:
1606 case GL_ALPHA_BITS:
1607 case GL_DEPTH_BITS:
1608 case GL_STENCIL_BITS:
1609 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1610 case GL_CULL_FACE_MODE:
1611 case GL_FRONT_FACE:
1612 case GL_ACTIVE_TEXTURE:
1613 case GL_STENCIL_FUNC:
1614 case GL_STENCIL_VALUE_MASK:
1615 case GL_STENCIL_REF:
1616 case GL_STENCIL_FAIL:
1617 case GL_STENCIL_PASS_DEPTH_FAIL:
1618 case GL_STENCIL_PASS_DEPTH_PASS:
1619 case GL_STENCIL_BACK_FUNC:
1620 case GL_STENCIL_BACK_VALUE_MASK:
1621 case GL_STENCIL_BACK_REF:
1622 case GL_STENCIL_BACK_FAIL:
1623 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1624 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1625 case GL_DEPTH_FUNC:
1626 case GL_BLEND_SRC_RGB:
1627 case GL_BLEND_SRC_ALPHA:
1628 case GL_BLEND_DST_RGB:
1629 case GL_BLEND_DST_ALPHA:
1630 case GL_BLEND_EQUATION_RGB:
1631 case GL_BLEND_EQUATION_ALPHA:
1632 case GL_STENCIL_WRITEMASK:
1633 case GL_STENCIL_BACK_WRITEMASK:
1634 case GL_STENCIL_CLEAR_VALUE:
1635 case GL_SUBPIXEL_BITS:
1636 case GL_MAX_TEXTURE_SIZE:
1637 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1638 case GL_SAMPLE_BUFFERS:
1639 case GL_SAMPLES:
1640 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1641 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1642 case GL_TEXTURE_BINDING_2D:
1643 case GL_TEXTURE_BINDING_CUBE_MAP:
1644 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1645 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1646 case GL_PROGRAM_BINARY_FORMATS_OES:
1647 {
1648 *type = GL_INT;
1649 *numParams = 1;
1650 }
1651 break;
1652 case GL_MAX_SAMPLES_ANGLE:
1653 {
1654 if (getMaxSupportedSamples() != 0)
1655 {
1656 *type = GL_INT;
1657 *numParams = 1;
1658 }
1659 else
1660 {
1661 return false;
1662 }
1663 }
1664 break;
1665 case GL_MAX_VIEWPORT_DIMS:
1666 {
1667 *type = GL_INT;
1668 *numParams = 2;
1669 }
1670 break;
1671 case GL_VIEWPORT:
1672 case GL_SCISSOR_BOX:
1673 {
1674 *type = GL_INT;
1675 *numParams = 4;
1676 }
1677 break;
1678 case GL_SHADER_COMPILER:
1679 case GL_SAMPLE_COVERAGE_INVERT:
1680 case GL_DEPTH_WRITEMASK:
1681 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1682 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1683 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1684 case GL_SAMPLE_COVERAGE:
1685 case GL_SCISSOR_TEST:
1686 case GL_STENCIL_TEST:
1687 case GL_DEPTH_TEST:
1688 case GL_BLEND:
1689 case GL_DITHER:
1690 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1691 {
1692 *type = GL_BOOL;
1693 *numParams = 1;
1694 }
1695 break;
1696 case GL_COLOR_WRITEMASK:
1697 {
1698 *type = GL_BOOL;
1699 *numParams = 4;
1700 }
1701 break;
1702 case GL_POLYGON_OFFSET_FACTOR:
1703 case GL_POLYGON_OFFSET_UNITS:
1704 case GL_SAMPLE_COVERAGE_VALUE:
1705 case GL_DEPTH_CLEAR_VALUE:
1706 case GL_LINE_WIDTH:
1707 {
1708 *type = GL_FLOAT;
1709 *numParams = 1;
1710 }
1711 break;
1712 case GL_ALIASED_LINE_WIDTH_RANGE:
1713 case GL_ALIASED_POINT_SIZE_RANGE:
1714 case GL_DEPTH_RANGE:
1715 {
1716 *type = GL_FLOAT;
1717 *numParams = 2;
1718 }
1719 break;
1720 case GL_COLOR_CLEAR_VALUE:
1721 case GL_BLEND_COLOR:
1722 {
1723 *type = GL_FLOAT;
1724 *numParams = 4;
1725 }
1726 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001727 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1728 if (!supportsTextureFilterAnisotropy())
1729 {
1730 return false;
1731 }
1732 *type = GL_FLOAT;
1733 *numParams = 1;
1734 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001735 default:
1736 return false;
1737 }
1738
1739 return true;
1740}
1741
1742// Applies the render target surface, depth stencil surface, viewport rectangle and
1743// scissor rectangle to the Direct3D 9 device
1744bool Context::applyRenderTarget(bool ignoreViewport)
1745{
1746 Framebuffer *framebufferObject = getDrawFramebuffer();
1747
1748 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1749 {
1750 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1751 }
1752
daniel@transgaming.com8a8b24c2012-11-28 19:36:26 +00001753 mRenderer->applyRenderTarget(framebufferObject);
1754
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001755 // if there is no color attachment we must synthesize a NULL colorattachment
1756 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1757 Renderbuffer *renderbufferObject = NULL;
1758 if (framebufferObject->getColorbufferType() != GL_NONE)
1759 {
1760 renderbufferObject = framebufferObject->getColorbuffer();
1761 }
1762 else
1763 {
1764 renderbufferObject = framebufferObject->getNullColorbuffer();
1765 }
1766 if (!renderbufferObject)
1767 {
1768 ERR("unable to locate renderbuffer for FBO.");
1769 return false;
1770 }
1771
1772 bool renderTargetChanged = false;
1773 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1774 if (renderTargetSerial != mAppliedRenderTargetSerial)
1775 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001776 if (!mRenderer->setRenderTarget(renderbufferObject))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001777 {
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001778 return false; // Context must be lost
1779 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001780 mAppliedRenderTargetSerial = renderTargetSerial;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001781 renderTargetChanged = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001782 }
1783
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001784 Renderbuffer *depthStencil = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001785 unsigned int depthbufferSerial = 0;
1786 unsigned int stencilbufferSerial = 0;
1787 if (framebufferObject->getDepthbufferType() != GL_NONE)
1788 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001789 depthStencil = framebufferObject->getDepthbuffer();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001790 if (!depthStencil)
1791 {
1792 ERR("Depth stencil pointer unexpectedly null.");
1793 return false;
1794 }
1795
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001796 depthbufferSerial = depthStencil->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001797 }
1798 else if (framebufferObject->getStencilbufferType() != GL_NONE)
1799 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001800 depthStencil = framebufferObject->getStencilbuffer();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001801 if (!depthStencil)
1802 {
1803 ERR("Depth stencil pointer unexpectedly null.");
1804 return false;
1805 }
1806
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001807 stencilbufferSerial = depthStencil->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001808 }
1809
1810 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1811 stencilbufferSerial != mAppliedStencilbufferSerial ||
1812 !mDepthStencilInitialized)
1813 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001814 mRenderer->setDepthStencil(depthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001815 mAppliedDepthbufferSerial = depthbufferSerial;
1816 mAppliedStencilbufferSerial = stencilbufferSerial;
1817 mDepthStencilInitialized = true;
1818 }
1819
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001820 if (!mRenderTargetDescInitialized || renderTargetChanged)
1821 {
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001822 mRenderTargetDesc.width = renderbufferObject->getWidth();
1823 mRenderTargetDesc.height = renderbufferObject->getHeight();
1824 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001825 mRenderTargetDescInitialized = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001826 }
1827
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001828 Rectangle viewport = mState.viewport;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001829 float zNear = clamp01(mState.zNear);
1830 float zFar = clamp01(mState.zFar);
1831
1832 if (ignoreViewport)
1833 {
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001834 viewport.x = 0;
1835 viewport.y = 0;
1836 viewport.width = mRenderTargetDesc.width;
1837 viewport.height = mRenderTargetDesc.height;
1838 zNear = 0.0f;
1839 zFar = 1.0f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001840 }
1841
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001842 ProgramBinary *programBinary = mState.currentProgram ? getCurrentProgramBinary() : NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001843
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001844 if (!mRenderer->setViewport(viewport, zNear, zFar, mRenderTargetDesc.width, mRenderTargetDesc.height,
1845 programBinary, mDxUniformsDirty))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001846 {
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001847 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001848 }
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001849 mDxUniformsDirty = false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001850
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001851 mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.width),
1852 static_cast<int>(mRenderTargetDesc.height));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001853
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001854 return true;
1855}
1856
1857// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
1858void Context::applyState(GLenum drawMode)
1859{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001860 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001861
1862 Framebuffer *framebufferObject = getDrawFramebuffer();
1863
1864 GLint frontCCW = programBinary->getDxFrontCCWLocation();
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001865 GLint ccw = (mState.rasterizer.frontFace == GL_CCW);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001866 programBinary->setUniform1iv(frontCCW, 1, &ccw);
1867
1868 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
1869 GLint alwaysFront = !isTriangleMode(drawMode);
1870 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1871
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001872 const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001873 unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
1874
1875 mRenderer->setRasterizerState(mState.rasterizer, depthSize);
1876
1877 unsigned int mask = 0;
1878 if (mState.sampleCoverage)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001879 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001880 if (mState.sampleCoverageValue != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001881 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001882 float threshold = 0.5f;
1883
1884 for (int i = 0; i < framebufferObject->getSamples(); ++i)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001885 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001886 mask <<= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001887
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001888 if ((i + 1) * mState.sampleCoverageValue >= threshold)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001889 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001890 threshold += 1.0f;
1891 mask |= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001892 }
1893 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001894 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001895
1896 if (mState.sampleCoverageInvert)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001897 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001898 mask = ~mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001899 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001900 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001901 else
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001902 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001903 mask = 0xFFFFFFFF;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001904 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001905 mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
1906
1907 unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001908 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
1909 mState.rasterizer.frontFace == GL_CCW, stencilSize);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001910}
1911
1912GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
1913{
1914 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
1915
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001916 ProgramBinary *programBinary = getCurrentProgramBinary();
1917 GLenum err = mVertexDataManager->prepareVertexData(mState.vertexAttribute, programBinary, first, count, attributes, instances);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001918 if (err != GL_NO_ERROR)
1919 {
1920 return err;
1921 }
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001922
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00001923 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001924}
1925
1926// Applies the indices and element array bindings to the Direct3D 9 device
1927GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
1928{
1929 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
1930
1931 if (err == GL_NO_ERROR)
1932 {
1933 if (indexInfo->serial != mAppliedIBSerial)
1934 {
1935 mDevice->SetIndices(indexInfo->indexBuffer);
1936 mAppliedIBSerial = indexInfo->serial;
1937 }
1938 }
1939
1940 return err;
1941}
1942
1943// Applies the shaders and shader constants to the Direct3D 9 device
1944void Context::applyShaders()
1945{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001946 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001947
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001948 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001949 {
1950 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
1951 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
1952
1953 mDevice->SetPixelShader(pixelShader);
1954 mDevice->SetVertexShader(vertexShader);
1955 programBinary->dirtyAllUniforms();
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001956 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001957 }
1958
1959 programBinary->applyUniforms();
1960}
1961
1962// Applies the textures and sampler states to the Direct3D 9 device
1963void Context::applyTextures()
1964{
1965 applyTextures(SAMPLER_PIXEL);
1966
1967 if (mSupportsVertexTexture)
1968 {
1969 applyTextures(SAMPLER_VERTEX);
1970 }
1971}
1972
1973// For each Direct3D 9 sampler of either the pixel or vertex stage,
1974// looks up the corresponding OpenGL texture image unit and texture type,
1975// and sets the texture and its addressing/filtering state (or NULL when inactive).
1976void Context::applyTextures(SamplerType type)
1977{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001978 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001979
1980 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
1981 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001982 int samplerRange = programBinary->getUsedSamplerRange(type);
1983
1984 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
1985 {
1986 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001987
1988 if (textureUnit != -1)
1989 {
1990 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
1991
1992 Texture *texture = getSamplerTexture(textureUnit, textureType);
1993 unsigned int texSerial = texture->getTextureSerial();
1994
1995 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
1996 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001997 if (texture->isSamplerComplete())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001998 {
1999 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
2000 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00002001 SamplerState samplerState;
2002 texture->getSamplerState(&samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002003
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002004 mRenderer->setSamplerState(type, samplerIndex, samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002005 }
2006
2007 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
2008 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002009 mRenderer->setTexture(type, samplerIndex, texture);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002010 }
2011 }
2012 else
2013 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002014 mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002015 }
2016
2017 appliedTextureSerial[samplerIndex] = texSerial;
2018 texture->resetDirty();
2019 }
2020 }
2021 else
2022 {
2023 if (appliedTextureSerial[samplerIndex] != 0)
2024 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002025 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002026 appliedTextureSerial[samplerIndex] = 0;
2027 }
2028 }
2029 }
2030
2031 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2032 {
2033 if (appliedTextureSerial[samplerIndex] != 0)
2034 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002035 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002036 appliedTextureSerial[samplerIndex] = 0;
2037 }
2038 }
2039}
2040
2041void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2042 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2043{
2044 Framebuffer *framebuffer = getReadFramebuffer();
2045
2046 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2047 {
2048 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2049 }
2050
2051 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2052 {
2053 return error(GL_INVALID_OPERATION);
2054 }
2055
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002056 GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002057 // sized query sanity check
2058 if (bufSize)
2059 {
2060 int requiredSize = outputPitch * height;
2061 if (requiredSize > *bufSize)
2062 {
2063 return error(GL_INVALID_OPERATION);
2064 }
2065 }
2066
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002067 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002068}
2069
2070void Context::clear(GLbitfield mask)
2071{
2072 Framebuffer *framebufferObject = getDrawFramebuffer();
2073
2074 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2075 {
2076 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2077 }
2078
2079 DWORD flags = 0;
2080
2081 if (mask & GL_COLOR_BUFFER_BIT)
2082 {
2083 mask &= ~GL_COLOR_BUFFER_BIT;
2084
2085 if (framebufferObject->getColorbufferType() != GL_NONE)
2086 {
2087 flags |= D3DCLEAR_TARGET;
2088 }
2089 }
2090
2091 if (mask & GL_DEPTH_BUFFER_BIT)
2092 {
2093 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002094 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002095 {
2096 flags |= D3DCLEAR_ZBUFFER;
2097 }
2098 }
2099
2100 GLuint stencilUnmasked = 0x0;
2101
2102 if (mask & GL_STENCIL_BUFFER_BIT)
2103 {
2104 mask &= ~GL_STENCIL_BUFFER_BIT;
2105 if (framebufferObject->getStencilbufferType() != GL_NONE)
2106 {
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002107 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002108 if (!depthStencil)
2109 {
2110 ERR("Depth stencil pointer unexpectedly null.");
2111 return;
2112 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002113
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002114 unsigned int stencilSize = gl::GetStencilSize(depthStencil->getActualFormat());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002115 stencilUnmasked = (0x1 << stencilSize) - 1;
2116
2117 if (stencilUnmasked != 0x0)
2118 {
2119 flags |= D3DCLEAR_STENCIL;
2120 }
2121 }
2122 }
2123
2124 if (mask != 0)
2125 {
2126 return error(GL_INVALID_VALUE);
2127 }
2128
2129 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2130 {
2131 return;
2132 }
2133
2134 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2135 unorm<8>(mState.colorClearValue.red),
2136 unorm<8>(mState.colorClearValue.green),
2137 unorm<8>(mState.colorClearValue.blue));
2138 float depth = clamp01(mState.depthClearValue);
2139 int stencil = mState.stencilClearValue & 0x000000FF;
2140
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002141
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002142 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002143
2144 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002145 (mState.depthStencil.stencilWritemask & stencilUnmasked) != stencilUnmasked;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002146 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002147 !(mState.blend.colorMaskRed && mState.blend.colorMaskGreen &&
2148 mState.blend.colorMaskBlue && alphaUnmasked);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002149
2150 if (needMaskedColorClear || needMaskedStencilClear)
2151 {
2152 // State which is altered in all paths from this point to the clear call is saved.
2153 // State which is altered in only some paths will be flagged dirty in the case that
2154 // that path is taken.
2155 HRESULT hr;
2156 if (mMaskedClearSavedState == NULL)
2157 {
2158 hr = mDevice->BeginStateBlock();
2159 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2160
2161 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2162 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2163 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2164 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2165 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2166 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2167 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2168 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2169 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2170 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2171 mDevice->SetPixelShader(NULL);
2172 mDevice->SetVertexShader(NULL);
2173 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2174 mDevice->SetStreamSource(0, NULL, 0, 0);
2175 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2176 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2177 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2178 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2179 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2180 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2181 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2182
2183 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2184 {
2185 mDevice->SetStreamSourceFreq(i, 1);
2186 }
2187
2188 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2189 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2190 }
2191
2192 ASSERT(mMaskedClearSavedState != NULL);
2193
2194 if (mMaskedClearSavedState != NULL)
2195 {
2196 hr = mMaskedClearSavedState->Capture();
2197 ASSERT(SUCCEEDED(hr));
2198 }
2199
2200 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2201 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2202 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2203 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2204 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2205 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2206 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2207 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2208
2209 if (flags & D3DCLEAR_TARGET)
2210 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002211 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
2212 gl_d3d9::ConvertColorMask(mState.blend.colorMaskRed,
2213 mState.blend.colorMaskGreen,
2214 mState.blend.colorMaskBlue,
2215 mState.blend.colorMaskAlpha));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002216 }
2217 else
2218 {
2219 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2220 }
2221
2222 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2223 {
2224 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2225 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2226 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2227 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002228 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.depthStencil.stencilWritemask);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002229 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2230 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2231 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002232 }
2233 else
2234 {
2235 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2236 }
2237
2238 mDevice->SetPixelShader(NULL);
2239 mDevice->SetVertexShader(NULL);
2240 mDevice->SetFVF(D3DFVF_XYZRHW);
2241 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2242 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2243 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2244 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2245 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2246 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2247 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2248
2249 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2250 {
2251 mDevice->SetStreamSourceFreq(i, 1);
2252 }
2253
2254 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2255 quad[0][0] = -0.5f;
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002256 quad[0][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002257 quad[0][2] = 0.0f;
2258 quad[0][3] = 1.0f;
2259
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002260 quad[1][0] = mRenderTargetDesc.width - 0.5f;
2261 quad[1][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002262 quad[1][2] = 0.0f;
2263 quad[1][3] = 1.0f;
2264
2265 quad[2][0] = -0.5f;
2266 quad[2][1] = -0.5f;
2267 quad[2][2] = 0.0f;
2268 quad[2][3] = 1.0f;
2269
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002270 quad[3][0] = mRenderTargetDesc.width - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002271 quad[3][1] = -0.5f;
2272 quad[3][2] = 0.0f;
2273 quad[3][3] = 1.0f;
2274
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002275 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002276 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2277
2278 if (flags & D3DCLEAR_ZBUFFER)
2279 {
2280 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2281 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2282 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
2283 }
2284
2285 if (mMaskedClearSavedState != NULL)
2286 {
2287 mMaskedClearSavedState->Apply();
2288 }
2289 }
2290 else if (flags)
2291 {
2292 mDevice->Clear(0, NULL, flags, color, depth, stencil);
2293 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002294
2295 mRenderer->clear(mask, mState.colorClearValue, mState.depthClearValue, mState.stencilClearValue,
2296 framebufferObject);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002297}
2298
2299void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2300{
2301 if (!mState.currentProgram)
2302 {
2303 return error(GL_INVALID_OPERATION);
2304 }
2305
2306 D3DPRIMITIVETYPE primitiveType;
2307 int primitiveCount;
2308
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002309 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002310 return error(GL_INVALID_ENUM);
2311
2312 if (primitiveCount <= 0)
2313 {
2314 return;
2315 }
2316
2317 if (!applyRenderTarget(false))
2318 {
2319 return;
2320 }
2321
2322 applyState(mode);
2323
2324 GLsizei repeatDraw = 1;
2325 GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
2326 if (err != GL_NO_ERROR)
2327 {
2328 return error(err);
2329 }
2330
2331 applyShaders();
2332 applyTextures();
2333
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002334 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002335 {
2336 return error(GL_INVALID_OPERATION);
2337 }
2338
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002339 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002340 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002341 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002342
2343 if (mode == GL_LINE_LOOP)
2344 {
2345 drawLineLoop(count, GL_NONE, NULL, 0);
2346 }
2347 else if (instances > 0)
2348 {
2349 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
2350 if (countingIB)
2351 {
2352 if (mAppliedIBSerial != countingIB->getSerial())
2353 {
2354 mDevice->SetIndices(countingIB->getBuffer());
2355 mAppliedIBSerial = countingIB->getSerial();
2356 }
2357
2358 for (int i = 0; i < repeatDraw; i++)
2359 {
2360 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
2361 }
2362 }
2363 else
2364 {
2365 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
2366 return error(GL_OUT_OF_MEMORY);
2367 }
2368 }
2369 else // Regular case
2370 {
2371 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
2372 }
2373 }
2374}
2375
2376void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2377{
2378 if (!mState.currentProgram)
2379 {
2380 return error(GL_INVALID_OPERATION);
2381 }
2382
2383 if (!indices && !mState.elementArrayBuffer)
2384 {
2385 return error(GL_INVALID_OPERATION);
2386 }
2387
2388 D3DPRIMITIVETYPE primitiveType;
2389 int primitiveCount;
2390
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002391 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002392 return error(GL_INVALID_ENUM);
2393
2394 if (primitiveCount <= 0)
2395 {
2396 return;
2397 }
2398
2399 if (!applyRenderTarget(false))
2400 {
2401 return;
2402 }
2403
2404 applyState(mode);
2405
2406 TranslatedIndexData indexInfo;
2407 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2408 if (err != GL_NO_ERROR)
2409 {
2410 return error(err);
2411 }
2412
2413 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2414 GLsizei repeatDraw = 1;
2415 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
2416 if (err != GL_NO_ERROR)
2417 {
2418 return error(err);
2419 }
2420
2421 applyShaders();
2422 applyTextures();
2423
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002424 if (!getCurrentProgramBinary()->validateSamplers(false))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002425 {
2426 return error(GL_INVALID_OPERATION);
2427 }
2428
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002429 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002430 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002431 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002432
2433 if (mode == GL_LINE_LOOP)
2434 {
2435 drawLineLoop(count, type, indices, indexInfo.minIndex);
2436 }
2437 else
2438 {
2439 for (int i = 0; i < repeatDraw; i++)
2440 {
2441 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
2442 }
2443 }
2444 }
2445}
2446
2447// Implements glFlush when block is false, glFinish when block is true
2448void Context::sync(bool block)
2449{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002450 mRenderer->sync(block);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002451}
2452
2453void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
2454{
2455 // Get the raw indices for an indexed draw
2456 if (type != GL_NONE && mState.elementArrayBuffer.get())
2457 {
2458 Buffer *indexBuffer = mState.elementArrayBuffer.get();
2459 intptr_t offset = reinterpret_cast<intptr_t>(indices);
2460 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
2461 }
2462
2463 UINT startIndex = 0;
2464 bool succeeded = false;
2465
2466 if (supports32bitIndices())
2467 {
2468 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
2469
2470 if (!mLineLoopIB)
2471 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002472 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002473 }
2474
2475 if (mLineLoopIB)
2476 {
2477 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
2478
2479 UINT offset = 0;
2480 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
2481 startIndex = offset / 4;
2482
2483 if (data)
2484 {
2485 switch (type)
2486 {
2487 case GL_NONE: // Non-indexed draw
2488 for (int i = 0; i < count; i++)
2489 {
2490 data[i] = i;
2491 }
2492 data[count] = 0;
2493 break;
2494 case GL_UNSIGNED_BYTE:
2495 for (int i = 0; i < count; i++)
2496 {
2497 data[i] = static_cast<const GLubyte*>(indices)[i];
2498 }
2499 data[count] = static_cast<const GLubyte*>(indices)[0];
2500 break;
2501 case GL_UNSIGNED_SHORT:
2502 for (int i = 0; i < count; i++)
2503 {
2504 data[i] = static_cast<const GLushort*>(indices)[i];
2505 }
2506 data[count] = static_cast<const GLushort*>(indices)[0];
2507 break;
2508 case GL_UNSIGNED_INT:
2509 for (int i = 0; i < count; i++)
2510 {
2511 data[i] = static_cast<const GLuint*>(indices)[i];
2512 }
2513 data[count] = static_cast<const GLuint*>(indices)[0];
2514 break;
2515 default: UNREACHABLE();
2516 }
2517
2518 mLineLoopIB->unmap();
2519 succeeded = true;
2520 }
2521 }
2522 }
2523 else
2524 {
2525 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
2526
2527 if (!mLineLoopIB)
2528 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002529 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002530 }
2531
2532 if (mLineLoopIB)
2533 {
2534 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
2535
2536 UINT offset = 0;
2537 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
2538 startIndex = offset / 2;
2539
2540 if (data)
2541 {
2542 switch (type)
2543 {
2544 case GL_NONE: // Non-indexed draw
2545 for (int i = 0; i < count; i++)
2546 {
2547 data[i] = i;
2548 }
2549 data[count] = 0;
2550 break;
2551 case GL_UNSIGNED_BYTE:
2552 for (int i = 0; i < count; i++)
2553 {
2554 data[i] = static_cast<const GLubyte*>(indices)[i];
2555 }
2556 data[count] = static_cast<const GLubyte*>(indices)[0];
2557 break;
2558 case GL_UNSIGNED_SHORT:
2559 for (int i = 0; i < count; i++)
2560 {
2561 data[i] = static_cast<const GLushort*>(indices)[i];
2562 }
2563 data[count] = static_cast<const GLushort*>(indices)[0];
2564 break;
2565 case GL_UNSIGNED_INT:
2566 for (int i = 0; i < count; i++)
2567 {
2568 data[i] = static_cast<const GLuint*>(indices)[i];
2569 }
2570 data[count] = static_cast<const GLuint*>(indices)[0];
2571 break;
2572 default: UNREACHABLE();
2573 }
2574
2575 mLineLoopIB->unmap();
2576 succeeded = true;
2577 }
2578 }
2579 }
2580
2581 if (succeeded)
2582 {
2583 if (mAppliedIBSerial != mLineLoopIB->getSerial())
2584 {
2585 mDevice->SetIndices(mLineLoopIB->getBuffer());
2586 mAppliedIBSerial = mLineLoopIB->getSerial();
2587 }
2588
2589 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
2590 }
2591 else
2592 {
2593 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
2594 return error(GL_OUT_OF_MEMORY);
2595 }
2596}
2597
2598void Context::recordInvalidEnum()
2599{
2600 mInvalidEnum = true;
2601}
2602
2603void Context::recordInvalidValue()
2604{
2605 mInvalidValue = true;
2606}
2607
2608void Context::recordInvalidOperation()
2609{
2610 mInvalidOperation = true;
2611}
2612
2613void Context::recordOutOfMemory()
2614{
2615 mOutOfMemory = true;
2616}
2617
2618void Context::recordInvalidFramebufferOperation()
2619{
2620 mInvalidFramebufferOperation = true;
2621}
2622
2623// Get one of the recorded errors and clear its flag, if any.
2624// [OpenGL ES 2.0.24] section 2.5 page 13.
2625GLenum Context::getError()
2626{
2627 if (mInvalidEnum)
2628 {
2629 mInvalidEnum = false;
2630
2631 return GL_INVALID_ENUM;
2632 }
2633
2634 if (mInvalidValue)
2635 {
2636 mInvalidValue = false;
2637
2638 return GL_INVALID_VALUE;
2639 }
2640
2641 if (mInvalidOperation)
2642 {
2643 mInvalidOperation = false;
2644
2645 return GL_INVALID_OPERATION;
2646 }
2647
2648 if (mOutOfMemory)
2649 {
2650 mOutOfMemory = false;
2651
2652 return GL_OUT_OF_MEMORY;
2653 }
2654
2655 if (mInvalidFramebufferOperation)
2656 {
2657 mInvalidFramebufferOperation = false;
2658
2659 return GL_INVALID_FRAMEBUFFER_OPERATION;
2660 }
2661
2662 return GL_NO_ERROR;
2663}
2664
2665GLenum Context::getResetStatus()
2666{
2667 if (mResetStatus == GL_NO_ERROR)
2668 {
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002669 // mResetStatus will be set by the markContextLost callback
2670 // in the case a notification is sent
2671 mRenderer->testDeviceLost(true);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002672 }
2673
2674 GLenum status = mResetStatus;
2675
2676 if (mResetStatus != GL_NO_ERROR)
2677 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002678 if (mRenderer->testDeviceResettable())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002679 {
2680 mResetStatus = GL_NO_ERROR;
2681 }
2682 }
2683
2684 return status;
2685}
2686
2687bool Context::isResetNotificationEnabled()
2688{
2689 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
2690}
2691
2692bool Context::supportsShaderModel3() const
2693{
2694 return mSupportsShaderModel3;
2695}
2696
2697float Context::getMaximumPointSize() const
2698{
2699 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
2700}
2701
2702int Context::getMaximumVaryingVectors() const
2703{
2704 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2705}
2706
2707unsigned int Context::getMaximumVertexTextureImageUnits() const
2708{
2709 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
2710}
2711
2712unsigned int Context::getMaximumCombinedTextureImageUnits() const
2713{
2714 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
2715}
2716
2717int Context::getMaximumFragmentUniformVectors() const
2718{
2719 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
2720}
2721
2722int Context::getMaxSupportedSamples() const
2723{
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002724 return mRenderer->getMaxSupportedSamples();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002725}
2726
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002727bool Context::supportsEventQueries() const
2728{
2729 return mSupportsEventQueries;
2730}
2731
2732bool Context::supportsOcclusionQueries() const
2733{
2734 return mSupportsOcclusionQueries;
2735}
2736
2737bool Context::supportsDXT1Textures() const
2738{
2739 return mSupportsDXT1Textures;
2740}
2741
2742bool Context::supportsDXT3Textures() const
2743{
2744 return mSupportsDXT3Textures;
2745}
2746
2747bool Context::supportsDXT5Textures() const
2748{
2749 return mSupportsDXT5Textures;
2750}
2751
2752bool Context::supportsFloat32Textures() const
2753{
2754 return mSupportsFloat32Textures;
2755}
2756
2757bool Context::supportsFloat32LinearFilter() const
2758{
2759 return mSupportsFloat32LinearFilter;
2760}
2761
2762bool Context::supportsFloat32RenderableTextures() const
2763{
2764 return mSupportsFloat32RenderableTextures;
2765}
2766
2767bool Context::supportsFloat16Textures() const
2768{
2769 return mSupportsFloat16Textures;
2770}
2771
2772bool Context::supportsFloat16LinearFilter() const
2773{
2774 return mSupportsFloat16LinearFilter;
2775}
2776
2777bool Context::supportsFloat16RenderableTextures() const
2778{
2779 return mSupportsFloat16RenderableTextures;
2780}
2781
2782int Context::getMaximumRenderbufferDimension() const
2783{
2784 return mMaxRenderbufferDimension;
2785}
2786
2787int Context::getMaximumTextureDimension() const
2788{
2789 return mMaxTextureDimension;
2790}
2791
2792int Context::getMaximumCubeTextureDimension() const
2793{
2794 return mMaxCubeTextureDimension;
2795}
2796
2797int Context::getMaximumTextureLevel() const
2798{
2799 return mMaxTextureLevel;
2800}
2801
2802bool Context::supportsLuminanceTextures() const
2803{
2804 return mSupportsLuminanceTextures;
2805}
2806
2807bool Context::supportsLuminanceAlphaTextures() const
2808{
2809 return mSupportsLuminanceAlphaTextures;
2810}
2811
2812bool Context::supportsDepthTextures() const
2813{
2814 return mSupportsDepthTextures;
2815}
2816
2817bool Context::supports32bitIndices() const
2818{
2819 return mSupports32bitIndices;
2820}
2821
2822bool Context::supportsNonPower2Texture() const
2823{
2824 return mSupportsNonPower2Texture;
2825}
2826
2827bool Context::supportsInstancing() const
2828{
2829 return mSupportsInstancing;
2830}
2831
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002832bool Context::supportsTextureFilterAnisotropy() const
2833{
2834 return mSupportsTextureFilterAnisotropy;
2835}
2836
2837float Context::getTextureMaxAnisotropy() const
2838{
2839 return mMaxTextureAnisotropy;
2840}
2841
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002842bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
2843{
2844 Framebuffer *framebuffer = getReadFramebuffer();
2845 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2846 {
2847 return error(GL_INVALID_OPERATION, false);
2848 }
2849
2850 Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
2851 if (!renderbuffer)
2852 {
2853 return error(GL_INVALID_OPERATION, false);
2854 }
2855
daniel@transgaming.com20d36662012-10-31 19:51:43 +00002856 *format = gl::ExtractFormat(renderbuffer->getActualFormat());
2857 *type = gl::ExtractType(renderbuffer->getActualFormat());
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002858
2859 return true;
2860}
2861
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002862void Context::detachBuffer(GLuint buffer)
2863{
2864 // [OpenGL ES 2.0.24] section 2.9 page 22:
2865 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2866 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2867
2868 if (mState.arrayBuffer.id() == buffer)
2869 {
2870 mState.arrayBuffer.set(NULL);
2871 }
2872
2873 if (mState.elementArrayBuffer.id() == buffer)
2874 {
2875 mState.elementArrayBuffer.set(NULL);
2876 }
2877
2878 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2879 {
2880 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
2881 {
2882 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
2883 }
2884 }
2885}
2886
2887void Context::detachTexture(GLuint texture)
2888{
2889 // [OpenGL ES 2.0.24] section 3.8 page 84:
2890 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2891 // rebound to texture object zero
2892
2893 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
2894 {
2895 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
2896 {
2897 if (mState.samplerTexture[type][sampler].id() == texture)
2898 {
2899 mState.samplerTexture[type][sampler].set(NULL);
2900 }
2901 }
2902 }
2903
2904 // [OpenGL ES 2.0.24] section 4.4 page 112:
2905 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2906 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2907 // image was attached in the currently bound framebuffer.
2908
2909 Framebuffer *readFramebuffer = getReadFramebuffer();
2910 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2911
2912 if (readFramebuffer)
2913 {
2914 readFramebuffer->detachTexture(texture);
2915 }
2916
2917 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2918 {
2919 drawFramebuffer->detachTexture(texture);
2920 }
2921}
2922
2923void Context::detachFramebuffer(GLuint framebuffer)
2924{
2925 // [OpenGL ES 2.0.24] section 4.4 page 107:
2926 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2927 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2928
2929 if (mState.readFramebuffer == framebuffer)
2930 {
2931 bindReadFramebuffer(0);
2932 }
2933
2934 if (mState.drawFramebuffer == framebuffer)
2935 {
2936 bindDrawFramebuffer(0);
2937 }
2938}
2939
2940void Context::detachRenderbuffer(GLuint renderbuffer)
2941{
2942 // [OpenGL ES 2.0.24] section 4.4 page 109:
2943 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2944 // had been executed with the target RENDERBUFFER and name of zero.
2945
2946 if (mState.renderbuffer.id() == renderbuffer)
2947 {
2948 bindRenderbuffer(0);
2949 }
2950
2951 // [OpenGL ES 2.0.24] section 4.4 page 111:
2952 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2953 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2954 // point to which this image was attached in the currently bound framebuffer.
2955
2956 Framebuffer *readFramebuffer = getReadFramebuffer();
2957 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2958
2959 if (readFramebuffer)
2960 {
2961 readFramebuffer->detachRenderbuffer(renderbuffer);
2962 }
2963
2964 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2965 {
2966 drawFramebuffer->detachRenderbuffer(renderbuffer);
2967 }
2968}
2969
2970Texture *Context::getIncompleteTexture(TextureType type)
2971{
2972 Texture *t = mIncompleteTextures[type].get();
2973
2974 if (t == NULL)
2975 {
2976 static const GLubyte color[] = { 0, 0, 0, 255 };
2977
2978 switch (type)
2979 {
2980 default:
2981 UNREACHABLE();
2982 // default falls through to TEXTURE_2D
2983
2984 case TEXTURE_2D:
2985 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00002986 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002987 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2988 t = incomplete2d;
2989 }
2990 break;
2991
2992 case TEXTURE_CUBE:
2993 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00002994 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002995
2996 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2997 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2998 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2999 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3000 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3001 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3002
3003 t = incompleteCube;
3004 }
3005 break;
3006 }
3007
3008 mIncompleteTextures[type].set(t);
3009 }
3010
3011 return t;
3012}
3013
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003014bool Context::skipDraw(GLenum drawMode)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003015{
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003016 if (drawMode == GL_POINTS)
3017 {
3018 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
3019 // which affects varying interpolation. Since the value of gl_PointSize is
3020 // undefined when not written, just skip drawing to avoid unexpected results.
3021 if (!getCurrentProgramBinary()->usesPointSize())
3022 {
3023 // This is stictly speaking not an error, but developers should be
3024 // notified of risking undefined behavior.
3025 ERR("Point rendering without writing to gl_PointSize.");
3026
3027 return true;
3028 }
3029 }
3030 else if (isTriangleMode(drawMode))
3031 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003032 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003033 {
3034 return true;
3035 }
3036 }
3037
3038 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003039}
3040
3041bool Context::isTriangleMode(GLenum drawMode)
3042{
3043 switch (drawMode)
3044 {
3045 case GL_TRIANGLES:
3046 case GL_TRIANGLE_FAN:
3047 case GL_TRIANGLE_STRIP:
3048 return true;
3049 case GL_POINTS:
3050 case GL_LINES:
3051 case GL_LINE_LOOP:
3052 case GL_LINE_STRIP:
3053 return false;
3054 default: UNREACHABLE();
3055 }
3056
3057 return false;
3058}
3059
3060void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3061{
3062 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3063
3064 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3065 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3066 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3067 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
3068
3069 mVertexDataManager->dirtyCurrentValue(index);
3070}
3071
3072void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3073{
3074 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3075
3076 mState.vertexAttribute[index].mDivisor = divisor;
3077}
3078
3079// keep list sorted in following order
3080// OES extensions
3081// EXT extensions
3082// Vendor extensions
3083void Context::initExtensionString()
3084{
3085 mExtensionString = "";
3086
3087 // OES extensions
3088 if (supports32bitIndices())
3089 {
3090 mExtensionString += "GL_OES_element_index_uint ";
3091 }
3092
3093 mExtensionString += "GL_OES_packed_depth_stencil ";
3094 mExtensionString += "GL_OES_get_program_binary ";
3095 mExtensionString += "GL_OES_rgb8_rgba8 ";
3096 mExtensionString += "GL_OES_standard_derivatives ";
3097
3098 if (supportsFloat16Textures())
3099 {
3100 mExtensionString += "GL_OES_texture_half_float ";
3101 }
3102 if (supportsFloat16LinearFilter())
3103 {
3104 mExtensionString += "GL_OES_texture_half_float_linear ";
3105 }
3106 if (supportsFloat32Textures())
3107 {
3108 mExtensionString += "GL_OES_texture_float ";
3109 }
3110 if (supportsFloat32LinearFilter())
3111 {
3112 mExtensionString += "GL_OES_texture_float_linear ";
3113 }
3114
3115 if (supportsNonPower2Texture())
3116 {
3117 mExtensionString += "GL_OES_texture_npot ";
3118 }
3119
3120 // Multi-vendor (EXT) extensions
3121 if (supportsOcclusionQueries())
3122 {
3123 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3124 }
3125
3126 mExtensionString += "GL_EXT_read_format_bgra ";
3127 mExtensionString += "GL_EXT_robustness ";
3128
3129 if (supportsDXT1Textures())
3130 {
3131 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3132 }
3133
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003134 if (supportsTextureFilterAnisotropy())
3135 {
3136 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3137 }
3138
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003139 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3140 mExtensionString += "GL_EXT_texture_storage ";
3141
3142 // ANGLE-specific extensions
3143 if (supportsDepthTextures())
3144 {
3145 mExtensionString += "GL_ANGLE_depth_texture ";
3146 }
3147
3148 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3149 if (getMaxSupportedSamples() != 0)
3150 {
3151 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3152 }
3153
3154 if (supportsInstancing())
3155 {
3156 mExtensionString += "GL_ANGLE_instanced_arrays ";
3157 }
3158
3159 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3160
3161 if (supportsDXT3Textures())
3162 {
3163 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3164 }
3165 if (supportsDXT5Textures())
3166 {
3167 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3168 }
3169
3170 mExtensionString += "GL_ANGLE_texture_usage ";
3171 mExtensionString += "GL_ANGLE_translated_shader_source ";
3172
3173 // Other vendor-specific extensions
3174 if (supportsEventQueries())
3175 {
3176 mExtensionString += "GL_NV_fence ";
3177 }
3178
3179 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3180 if (end != std::string::npos)
3181 {
3182 mExtensionString.resize(end+1);
3183 }
3184}
3185
3186const char *Context::getExtensionString() const
3187{
3188 return mExtensionString.c_str();
3189}
3190
3191void Context::initRendererString()
3192{
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003193 mRendererString = "ANGLE (";
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00003194 mRendererString += mRenderer->getAdapterDescription();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003195 mRendererString += ")";
3196}
3197
3198const char *Context::getRendererString() const
3199{
3200 return mRendererString.c_str();
3201}
3202
3203void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3204 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3205 GLbitfield mask)
3206{
3207 Framebuffer *readFramebuffer = getReadFramebuffer();
3208 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3209
3210 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3211 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3212 {
3213 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3214 }
3215
3216 if (drawFramebuffer->getSamples() != 0)
3217 {
3218 return error(GL_INVALID_OPERATION);
3219 }
3220
3221 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3222 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3223 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3224 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3225
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003226 Rectangle sourceRect;
3227 Rectangle destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003228
3229 if (srcX0 < srcX1)
3230 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003231 sourceRect.x = srcX0;
3232 destRect.x = dstX0;
3233 sourceRect.width = srcX1 - srcX0;
3234 destRect.width = dstX1 - dstX0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003235 }
3236 else
3237 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003238 sourceRect.x = srcX1;
3239 destRect.x = dstX1;
3240 sourceRect.width = srcX0 - srcX1;
3241 destRect.width = dstX0 - dstX1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003242 }
3243
3244 if (srcY0 < srcY1)
3245 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003246 sourceRect.height = srcY1 - srcY0;
3247 destRect.height = dstY1 - dstY0;
3248 sourceRect.y = srcY0;
3249 destRect.y = dstY0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003250 }
3251 else
3252 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003253 sourceRect.height = srcY0 - srcY1;
3254 destRect.height = dstY0 - srcY1;
3255 sourceRect.y = srcY1;
3256 destRect.y = dstY1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003257 }
3258
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003259 Rectangle sourceScissoredRect = sourceRect;
3260 Rectangle destScissoredRect = destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003261
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003262 if (mState.rasterizer.scissorTest)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003263 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003264 // Only write to parts of the destination framebuffer which pass the scissor test.
3265 if (destRect.x < mState.scissor.x)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003266 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003267 int xDiff = mState.scissor.x - destRect.x;
3268 destScissoredRect.x = mState.scissor.x;
3269 destScissoredRect.width -= xDiff;
3270 sourceScissoredRect.x += xDiff;
3271 sourceScissoredRect.width -= xDiff;
3272
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003273 }
3274
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003275 if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003276 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003277 int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
3278 destScissoredRect.width -= xDiff;
3279 sourceScissoredRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003280 }
3281
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003282 if (destRect.y < mState.scissor.y)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003283 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003284 int yDiff = mState.scissor.y - destRect.y;
3285 destScissoredRect.y = mState.scissor.y;
3286 destScissoredRect.height -= yDiff;
3287 sourceScissoredRect.y += yDiff;
3288 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003289 }
3290
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003291 if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003292 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003293 int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
3294 destScissoredRect.height -= yDiff;
3295 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003296 }
3297 }
3298
3299 bool blitRenderTarget = false;
3300 bool blitDepthStencil = false;
3301
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003302 Rectangle sourceTrimmedRect = sourceScissoredRect;
3303 Rectangle destTrimmedRect = destScissoredRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003304
3305 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3306 // the actual draw and read surfaces.
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003307 if (sourceTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003308 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003309 int xDiff = 0 - sourceTrimmedRect.x;
3310 sourceTrimmedRect.x = 0;
3311 sourceTrimmedRect.width -= xDiff;
3312 destTrimmedRect.x += xDiff;
3313 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003314 }
3315
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003316 if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003317 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003318 int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
3319 sourceTrimmedRect.width -= xDiff;
3320 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003321 }
3322
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003323 if (sourceTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003324 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003325 int yDiff = 0 - sourceTrimmedRect.y;
3326 sourceTrimmedRect.y = 0;
3327 sourceTrimmedRect.height -= yDiff;
3328 destTrimmedRect.y += yDiff;
3329 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003330 }
3331
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003332 if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003333 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003334 int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
3335 sourceTrimmedRect.height -= yDiff;
3336 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003337 }
3338
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003339 if (destTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003340 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003341 int xDiff = 0 - destTrimmedRect.x;
3342 destTrimmedRect.x = 0;
3343 destTrimmedRect.width -= xDiff;
3344 sourceTrimmedRect.x += xDiff;
3345 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003346 }
3347
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003348 if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003349 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003350 int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
3351 destTrimmedRect.width -= xDiff;
3352 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003353 }
3354
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003355 if (destTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003356 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003357 int yDiff = 0 - destTrimmedRect.y;
3358 destTrimmedRect.y = 0;
3359 destTrimmedRect.height -= yDiff;
3360 sourceTrimmedRect.y += yDiff;
3361 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003362 }
3363
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003364 if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003365 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003366 int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
3367 destTrimmedRect.height -= yDiff;
3368 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003369 }
3370
3371 bool partialBufferCopy = false;
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003372 if (sourceTrimmedRect.height < readBufferHeight ||
3373 sourceTrimmedRect.width < readBufferWidth ||
3374 destTrimmedRect.height < drawBufferHeight ||
3375 destTrimmedRect.width < drawBufferWidth ||
3376 sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003377 {
3378 partialBufferCopy = true;
3379 }
3380
3381 if (mask & GL_COLOR_BUFFER_BIT)
3382 {
3383 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3384 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3385 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3386 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3387 if (!validReadType || !validDrawType ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003388 readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003389 {
3390 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3391 return error(GL_INVALID_OPERATION);
3392 }
3393
3394 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3395 {
3396 return error(GL_INVALID_OPERATION);
3397 }
3398
3399 blitRenderTarget = true;
3400
3401 }
3402
3403 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3404 {
3405 Renderbuffer *readDSBuffer = NULL;
3406 Renderbuffer *drawDSBuffer = NULL;
3407
3408 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3409 // both a depth and stencil buffer, it will be the same buffer.
3410
3411 if (mask & GL_DEPTH_BUFFER_BIT)
3412 {
3413 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3414 {
3415 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003416 readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003417 {
3418 return error(GL_INVALID_OPERATION);
3419 }
3420
3421 blitDepthStencil = true;
3422 readDSBuffer = readFramebuffer->getDepthbuffer();
3423 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3424 }
3425 }
3426
3427 if (mask & GL_STENCIL_BUFFER_BIT)
3428 {
3429 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3430 {
3431 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003432 readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003433 {
3434 return error(GL_INVALID_OPERATION);
3435 }
3436
3437 blitDepthStencil = true;
3438 readDSBuffer = readFramebuffer->getStencilbuffer();
3439 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3440 }
3441 }
3442
3443 if (partialBufferCopy)
3444 {
3445 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3446 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3447 }
3448
3449 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3450 (readDSBuffer && readDSBuffer->getSamples() != 0))
3451 {
3452 return error(GL_INVALID_OPERATION);
3453 }
3454 }
3455
3456 if (blitRenderTarget || blitDepthStencil)
3457 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003458 mRenderer->blitRect(readFramebuffer, &sourceTrimmedRect, drawFramebuffer, &destTrimmedRect, blitRenderTarget, blitDepthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003459 }
3460}
3461
3462VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
3463{
3464 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3465 {
3466 mVertexDeclCache[i].vertexDeclaration = NULL;
3467 mVertexDeclCache[i].lruCount = 0;
3468 }
3469}
3470
3471VertexDeclarationCache::~VertexDeclarationCache()
3472{
3473 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3474 {
3475 if (mVertexDeclCache[i].vertexDeclaration)
3476 {
3477 mVertexDeclCache[i].vertexDeclaration->Release();
3478 }
3479 }
3480}
3481
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00003482GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003483{
3484 *repeatDraw = 1;
3485
3486 int indexedAttribute = MAX_VERTEX_ATTRIBS;
3487 int instancedAttribute = MAX_VERTEX_ATTRIBS;
3488
3489 if (instances > 0)
3490 {
3491 // Find an indexed attribute to be mapped to D3D stream 0
3492 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3493 {
3494 if (attributes[i].active)
3495 {
3496 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3497 {
3498 if (attributes[i].divisor == 0)
3499 {
3500 indexedAttribute = i;
3501 }
3502 }
3503 else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3504 {
3505 if (attributes[i].divisor != 0)
3506 {
3507 instancedAttribute = i;
3508 }
3509 }
3510 else break; // Found both an indexed and instanced attribute
3511 }
3512 }
3513
3514 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3515 {
3516 return GL_INVALID_OPERATION;
3517 }
3518 }
3519
3520 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
3521 D3DVERTEXELEMENT9 *element = &elements[0];
3522
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003523 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3524 {
3525 if (attributes[i].active)
3526 {
3527 int stream = i;
3528
3529 if (instances > 0)
3530 {
3531 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
3532 if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3533 {
3534 *repeatDraw = instances;
3535 }
3536 else
3537 {
3538 if (i == indexedAttribute)
3539 {
3540 stream = 0;
3541 }
3542 else if (i == 0)
3543 {
3544 stream = indexedAttribute;
3545 }
3546
3547 UINT frequency = 1;
3548
3549 if (attributes[i].divisor == 0)
3550 {
3551 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
3552 }
3553 else
3554 {
3555 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
3556 }
3557
3558 device->SetStreamSourceFreq(stream, frequency);
3559 mInstancingEnabled = true;
3560 }
3561 }
3562
3563 if (mAppliedVBs[stream].serial != attributes[i].serial ||
3564 mAppliedVBs[stream].stride != attributes[i].stride ||
3565 mAppliedVBs[stream].offset != attributes[i].offset)
3566 {
3567 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
3568 mAppliedVBs[stream].serial = attributes[i].serial;
3569 mAppliedVBs[stream].stride = attributes[i].stride;
3570 mAppliedVBs[stream].offset = attributes[i].offset;
3571 }
3572
3573 element->Stream = stream;
3574 element->Offset = 0;
3575 element->Type = attributes[i].type;
3576 element->Method = D3DDECLMETHOD_DEFAULT;
3577 element->Usage = D3DDECLUSAGE_TEXCOORD;
3578 element->UsageIndex = programBinary->getSemanticIndex(i);
3579 element++;
3580 }
3581 }
3582
3583 if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
3584 {
3585 if (mInstancingEnabled)
3586 {
3587 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3588 {
3589 device->SetStreamSourceFreq(i, 1);
3590 }
3591
3592 mInstancingEnabled = false;
3593 }
3594 }
3595
3596 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
3597 *(element++) = end;
3598
3599 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3600 {
3601 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
3602 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
3603 {
3604 entry->lruCount = ++mMaxLru;
3605 if(entry->vertexDeclaration != mLastSetVDecl)
3606 {
3607 device->SetVertexDeclaration(entry->vertexDeclaration);
3608 mLastSetVDecl = entry->vertexDeclaration;
3609 }
3610
3611 return GL_NO_ERROR;
3612 }
3613 }
3614
3615 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
3616
3617 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3618 {
3619 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
3620 {
3621 lastCache = &mVertexDeclCache[i];
3622 }
3623 }
3624
3625 if (lastCache->vertexDeclaration != NULL)
3626 {
3627 lastCache->vertexDeclaration->Release();
3628 lastCache->vertexDeclaration = NULL;
3629 // mLastSetVDecl is set to the replacement, so we don't have to worry
3630 // about it.
3631 }
3632
3633 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
3634 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
3635 device->SetVertexDeclaration(lastCache->vertexDeclaration);
3636 mLastSetVDecl = lastCache->vertexDeclaration;
3637 lastCache->lruCount = ++mMaxLru;
3638
3639 return GL_NO_ERROR;
3640}
3641
3642void VertexDeclarationCache::markStateDirty()
3643{
3644 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3645 {
3646 mAppliedVBs[i].serial = 0;
3647 }
3648
3649 mLastSetVDecl = NULL;
3650 mInstancingEnabled = true; // Forces it to be disabled when not used
3651}
3652
3653}
3654
3655extern "C"
3656{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003657gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003658{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003659 return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003660}
3661
3662void glDestroyContext(gl::Context *context)
3663{
3664 delete context;
3665
3666 if (context == gl::getContext())
3667 {
3668 gl::makeCurrent(NULL, NULL, NULL);
3669 }
3670}
3671
3672void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
3673{
3674 gl::makeCurrent(context, display, surface);
3675}
3676
3677gl::Context *glGetCurrentContext()
3678{
3679 return gl::getContext();
3680}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003681
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003682}