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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
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000156 mIndexDataManager = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000157 mLineLoopIB = NULL;
158
159 mInvalidEnum = false;
160 mInvalidValue = false;
161 mInvalidOperation = false;
162 mOutOfMemory = false;
163 mInvalidFramebufferOperation = false;
164
165 mHasBeenCurrent = false;
166 mContextLost = false;
167 mResetStatus = GL_NO_ERROR;
168 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
169 mRobustAccess = robustAccess;
170
171 mSupportsDXT1Textures = false;
172 mSupportsDXT3Textures = false;
173 mSupportsDXT5Textures = false;
174 mSupportsEventQueries = false;
175 mSupportsOcclusionQueries = false;
176 mNumCompressedTextureFormats = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000177 mMaskedClearSavedState = NULL;
178 markAllStateDirty();
179}
180
181Context::~Context()
182{
183 if (mState.currentProgram != 0)
184 {
185 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
186 if (programObject)
187 {
188 programObject->release();
189 }
190 mState.currentProgram = 0;
191 }
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000192 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000193
194 while (!mFramebufferMap.empty())
195 {
196 deleteFramebuffer(mFramebufferMap.begin()->first);
197 }
198
199 while (!mFenceMap.empty())
200 {
201 deleteFence(mFenceMap.begin()->first);
202 }
203
204 while (!mQueryMap.empty())
205 {
206 deleteQuery(mQueryMap.begin()->first);
207 }
208
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000209 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
210 {
211 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
212 {
213 mState.samplerTexture[type][sampler].set(NULL);
214 }
215 }
216
217 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
218 {
219 mIncompleteTextures[type].set(NULL);
220 }
221
222 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
223 {
224 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
225 }
226
227 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
228 {
229 mState.activeQuery[i].set(NULL);
230 }
231
232 mState.arrayBuffer.set(NULL);
233 mState.elementArrayBuffer.set(NULL);
234 mState.renderbuffer.set(NULL);
235
236 mTexture2DZero.set(NULL);
237 mTextureCubeMapZero.set(NULL);
238
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000239 delete mIndexDataManager;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000240 delete mLineLoopIB;
241
242 if (mMaskedClearSavedState)
243 {
244 mMaskedClearSavedState->Release();
245 }
246
247 mResourceManager->release();
248}
249
daniel@transgaming.comad629872012-11-28 19:32:06 +0000250void Context::makeCurrent(egl::Surface *surface)
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000251{
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000252 mDevice = mRenderer->getDevice(); // D3D9_REMOVE
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000253
254 if (!mHasBeenCurrent)
255 {
daniel@transgaming.com408caa52012-10-31 18:47:01 +0000256 mIndexDataManager = new IndexDataManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000257
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000258 mSupportsShaderModel3 = mRenderer->getShaderModel3Support();
259 mMaximumPointSize = mRenderer->getMaxPointSize();
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000260 mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
261 mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
262 mSupportsInstancing = mRenderer->getInstancingSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000263
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000264 mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000265 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
266 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
267 mMaxRenderbufferDimension = mMaxTextureDimension;
268 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000269 mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000270 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
271 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000272
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000273 mSupportsEventQueries = mRenderer->getEventQuerySupport();
274 mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
275 mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
276 mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
277 mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
278 mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
279 mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
280 mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
281 mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
282 mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000283 mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000284
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000285 mSupports32bitIndices = mRenderer->get32BitIndexSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000286
287 mNumCompressedTextureFormats = 0;
288 if (supportsDXT1Textures())
289 {
290 mNumCompressedTextureFormats += 2;
291 }
292 if (supportsDXT3Textures())
293 {
294 mNumCompressedTextureFormats += 1;
295 }
296 if (supportsDXT5Textures())
297 {
298 mNumCompressedTextureFormats += 1;
299 }
300
301 initExtensionString();
302 initRendererString();
303
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000304 mState.viewport.x = 0;
305 mState.viewport.y = 0;
306 mState.viewport.width = surface->getWidth();
307 mState.viewport.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000308
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000309 mState.scissor.x = 0;
310 mState.scissor.y = 0;
311 mState.scissor.width = surface->getWidth();
312 mState.scissor.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000313
314 mHasBeenCurrent = true;
315 }
316
daniel@transgaming.com024786d2012-10-31 18:42:55 +0000317 // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000318 rx::SwapChain *swapchain = surface->getSwapChain();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000319
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000320 Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
321 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000322 Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000323
324 setFramebufferZero(framebufferZero);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000325
326 markAllStateDirty();
327}
328
329// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
330void Context::markAllStateDirty()
331{
332 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
333 {
334 mAppliedTextureSerialPS[t] = 0;
335 }
336
337 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
338 {
339 mAppliedTextureSerialVS[t] = 0;
340 }
341
daniel@transgaming.come6af4f92012-07-24 18:31:31 +0000342 mAppliedProgramBinarySerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000343 mAppliedIBSerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000344
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000345 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000346}
347
348void Context::markDxUniformsDirty()
349{
350 mDxUniformsDirty = true;
351}
352
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000353// NOTE: this function should not assume that this context is current!
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000354void Context::markContextLost()
355{
356 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
357 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
358 mContextLost = true;
359}
360
361bool Context::isContextLost()
362{
363 return mContextLost;
364}
365
366void Context::setClearColor(float red, float green, float blue, float alpha)
367{
368 mState.colorClearValue.red = red;
369 mState.colorClearValue.green = green;
370 mState.colorClearValue.blue = blue;
371 mState.colorClearValue.alpha = alpha;
372}
373
374void Context::setClearDepth(float depth)
375{
376 mState.depthClearValue = depth;
377}
378
379void Context::setClearStencil(int stencil)
380{
381 mState.stencilClearValue = stencil;
382}
383
384void Context::setCullFace(bool enabled)
385{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000386 mState.rasterizer.cullFace = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000387}
388
389bool Context::isCullFaceEnabled() const
390{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000391 return mState.rasterizer.cullFace;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000392}
393
394void Context::setCullMode(GLenum mode)
395{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000396 mState.rasterizer.cullMode = mode;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000397}
398
399void Context::setFrontFace(GLenum front)
400{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000401 mState.rasterizer.frontFace = front;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000402}
403
404void Context::setDepthTest(bool enabled)
405{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000406 mState.depthStencil.depthTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000407}
408
409bool Context::isDepthTestEnabled() const
410{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000411 return mState.depthStencil.depthTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000412}
413
414void Context::setDepthFunc(GLenum depthFunc)
415{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000416 mState.depthStencil.depthFunc = depthFunc;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000417}
418
419void Context::setDepthRange(float zNear, float zFar)
420{
421 mState.zNear = zNear;
422 mState.zFar = zFar;
423}
424
425void Context::setBlend(bool enabled)
426{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000427 mState.blend.blend = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000428}
429
430bool Context::isBlendEnabled() const
431{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000432 return mState.blend.blend;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000433}
434
435void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
436{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000437 mState.blend.sourceBlendRGB = sourceRGB;
438 mState.blend.destBlendRGB = destRGB;
439 mState.blend.sourceBlendAlpha = sourceAlpha;
440 mState.blend.destBlendAlpha = destAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000441}
442
443void Context::setBlendColor(float red, float green, float blue, float alpha)
444{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000445 mState.blendColor.red = red;
446 mState.blendColor.green = green;
447 mState.blendColor.blue = blue;
448 mState.blendColor.alpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000449}
450
451void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
452{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000453 mState.blend.blendEquationRGB = rgbEquation;
454 mState.blend.blendEquationAlpha = alphaEquation;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000455}
456
457void Context::setStencilTest(bool enabled)
458{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000459 mState.depthStencil.stencilTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000460}
461
462bool Context::isStencilTestEnabled() const
463{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000464 return mState.depthStencil.stencilTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000465}
466
467void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
468{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000469 mState.depthStencil.stencilFunc = stencilFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000470 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000471 mState.depthStencil.stencilMask = stencilMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000472}
473
474void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
475{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000476 mState.depthStencil.stencilBackFunc = stencilBackFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000477 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000478 mState.depthStencil.stencilBackMask = stencilBackMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000479}
480
481void Context::setStencilWritemask(GLuint stencilWritemask)
482{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000483 mState.depthStencil.stencilWritemask = stencilWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000484}
485
486void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
487{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000488 mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000489}
490
491void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
492{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000493 mState.depthStencil.stencilFail = stencilFail;
494 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
495 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000496}
497
498void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
499{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000500 mState.depthStencil.stencilBackFail = stencilBackFail;
501 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
502 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000503}
504
505void Context::setPolygonOffsetFill(bool enabled)
506{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000507 mState.rasterizer.polygonOffsetFill = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000508}
509
510bool Context::isPolygonOffsetFillEnabled() const
511{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000512 return mState.rasterizer.polygonOffsetFill;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000513}
514
515void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
516{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000517 mState.rasterizer.polygonOffsetFactor = factor;
518 mState.rasterizer.polygonOffsetUnits = units;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000519}
520
521void Context::setSampleAlphaToCoverage(bool enabled)
522{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000523 mState.blend.sampleAlphaToCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000524}
525
526bool Context::isSampleAlphaToCoverageEnabled() const
527{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000528 return mState.blend.sampleAlphaToCoverage;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000529}
530
531void Context::setSampleCoverage(bool enabled)
532{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000533 mState.sampleCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000534}
535
536bool Context::isSampleCoverageEnabled() const
537{
538 return mState.sampleCoverage;
539}
540
541void Context::setSampleCoverageParams(GLclampf value, bool invert)
542{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000543 mState.sampleCoverageValue = value;
544 mState.sampleCoverageInvert = invert;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000545}
546
547void Context::setScissorTest(bool enabled)
548{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000549 mState.rasterizer.scissorTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000550}
551
552bool Context::isScissorTestEnabled() const
553{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000554 return mState.rasterizer.scissorTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000555}
556
557void Context::setDither(bool enabled)
558{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000559 mState.blend.dither = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000560}
561
562bool Context::isDitherEnabled() const
563{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000564 return mState.blend.dither;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000565}
566
567void Context::setLineWidth(GLfloat width)
568{
569 mState.lineWidth = width;
570}
571
572void Context::setGenerateMipmapHint(GLenum hint)
573{
574 mState.generateMipmapHint = hint;
575}
576
577void Context::setFragmentShaderDerivativeHint(GLenum hint)
578{
579 mState.fragmentShaderDerivativeHint = hint;
580 // TODO: Propagate the hint to shader translator so we can write
581 // ddx, ddx_coarse, or ddx_fine depending on the hint.
582 // Ignore for now. It is valid for implementations to ignore hint.
583}
584
585void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
586{
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000587 mState.viewport.x = x;
588 mState.viewport.y = y;
589 mState.viewport.width = width;
590 mState.viewport.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000591}
592
593void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
594{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000595 mState.scissor.x = x;
596 mState.scissor.y = y;
597 mState.scissor.width = width;
598 mState.scissor.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000599}
600
601void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
602{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000603 mState.blend.colorMaskRed = red;
604 mState.blend.colorMaskGreen = green;
605 mState.blend.colorMaskBlue = blue;
606 mState.blend.colorMaskAlpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000607}
608
609void Context::setDepthMask(bool mask)
610{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000611 mState.depthStencil.depthMask = mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000612}
613
614void Context::setActiveSampler(unsigned int active)
615{
616 mState.activeSampler = active;
617}
618
619GLuint Context::getReadFramebufferHandle() const
620{
621 return mState.readFramebuffer;
622}
623
624GLuint Context::getDrawFramebufferHandle() const
625{
626 return mState.drawFramebuffer;
627}
628
629GLuint Context::getRenderbufferHandle() const
630{
631 return mState.renderbuffer.id();
632}
633
634GLuint Context::getArrayBufferHandle() const
635{
636 return mState.arrayBuffer.id();
637}
638
639GLuint Context::getActiveQuery(GLenum target) const
640{
641 Query *queryObject = NULL;
642
643 switch (target)
644 {
645 case GL_ANY_SAMPLES_PASSED_EXT:
646 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
647 break;
648 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
649 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
650 break;
651 default:
652 ASSERT(false);
653 }
654
655 if (queryObject)
656 {
657 return queryObject->id();
658 }
659 else
660 {
661 return 0;
662 }
663}
664
665void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
666{
667 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
668}
669
670const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
671{
672 return mState.vertexAttribute[attribNum];
673}
674
675void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
676 GLsizei stride, const void *pointer)
677{
678 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
679 mState.vertexAttribute[attribNum].mSize = size;
680 mState.vertexAttribute[attribNum].mType = type;
681 mState.vertexAttribute[attribNum].mNormalized = normalized;
682 mState.vertexAttribute[attribNum].mStride = stride;
683 mState.vertexAttribute[attribNum].mPointer = pointer;
684}
685
686const void *Context::getVertexAttribPointer(unsigned int attribNum) const
687{
688 return mState.vertexAttribute[attribNum].mPointer;
689}
690
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000691void Context::setPackAlignment(GLint alignment)
692{
693 mState.packAlignment = alignment;
694}
695
696GLint Context::getPackAlignment() const
697{
698 return mState.packAlignment;
699}
700
701void Context::setUnpackAlignment(GLint alignment)
702{
703 mState.unpackAlignment = alignment;
704}
705
706GLint Context::getUnpackAlignment() const
707{
708 return mState.unpackAlignment;
709}
710
711void Context::setPackReverseRowOrder(bool reverseRowOrder)
712{
713 mState.packReverseRowOrder = reverseRowOrder;
714}
715
716bool Context::getPackReverseRowOrder() const
717{
718 return mState.packReverseRowOrder;
719}
720
721GLuint Context::createBuffer()
722{
723 return mResourceManager->createBuffer();
724}
725
726GLuint Context::createProgram()
727{
728 return mResourceManager->createProgram();
729}
730
731GLuint Context::createShader(GLenum type)
732{
733 return mResourceManager->createShader(type);
734}
735
736GLuint Context::createTexture()
737{
738 return mResourceManager->createTexture();
739}
740
741GLuint Context::createRenderbuffer()
742{
743 return mResourceManager->createRenderbuffer();
744}
745
746// Returns an unused framebuffer name
747GLuint Context::createFramebuffer()
748{
749 GLuint handle = mFramebufferHandleAllocator.allocate();
750
751 mFramebufferMap[handle] = NULL;
752
753 return handle;
754}
755
756GLuint Context::createFence()
757{
758 GLuint handle = mFenceHandleAllocator.allocate();
759
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000760 mFenceMap[handle] = new Fence(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000761
762 return handle;
763}
764
765// Returns an unused query name
766GLuint Context::createQuery()
767{
768 GLuint handle = mQueryHandleAllocator.allocate();
769
770 mQueryMap[handle] = NULL;
771
772 return handle;
773}
774
775void Context::deleteBuffer(GLuint buffer)
776{
777 if (mResourceManager->getBuffer(buffer))
778 {
779 detachBuffer(buffer);
780 }
781
782 mResourceManager->deleteBuffer(buffer);
783}
784
785void Context::deleteShader(GLuint shader)
786{
787 mResourceManager->deleteShader(shader);
788}
789
790void Context::deleteProgram(GLuint program)
791{
792 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000793}
794
795void Context::deleteTexture(GLuint texture)
796{
797 if (mResourceManager->getTexture(texture))
798 {
799 detachTexture(texture);
800 }
801
802 mResourceManager->deleteTexture(texture);
803}
804
805void Context::deleteRenderbuffer(GLuint renderbuffer)
806{
807 if (mResourceManager->getRenderbuffer(renderbuffer))
808 {
809 detachRenderbuffer(renderbuffer);
810 }
811
812 mResourceManager->deleteRenderbuffer(renderbuffer);
813}
814
815void Context::deleteFramebuffer(GLuint framebuffer)
816{
817 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
818
819 if (framebufferObject != mFramebufferMap.end())
820 {
821 detachFramebuffer(framebuffer);
822
823 mFramebufferHandleAllocator.release(framebufferObject->first);
824 delete framebufferObject->second;
825 mFramebufferMap.erase(framebufferObject);
826 }
827}
828
829void Context::deleteFence(GLuint fence)
830{
831 FenceMap::iterator fenceObject = mFenceMap.find(fence);
832
833 if (fenceObject != mFenceMap.end())
834 {
835 mFenceHandleAllocator.release(fenceObject->first);
836 delete fenceObject->second;
837 mFenceMap.erase(fenceObject);
838 }
839}
840
841void Context::deleteQuery(GLuint query)
842{
843 QueryMap::iterator queryObject = mQueryMap.find(query);
844 if (queryObject != mQueryMap.end())
845 {
846 mQueryHandleAllocator.release(queryObject->first);
847 if (queryObject->second)
848 {
849 queryObject->second->release();
850 }
851 mQueryMap.erase(queryObject);
852 }
853}
854
855Buffer *Context::getBuffer(GLuint handle)
856{
857 return mResourceManager->getBuffer(handle);
858}
859
860Shader *Context::getShader(GLuint handle)
861{
862 return mResourceManager->getShader(handle);
863}
864
865Program *Context::getProgram(GLuint handle)
866{
867 return mResourceManager->getProgram(handle);
868}
869
870Texture *Context::getTexture(GLuint handle)
871{
872 return mResourceManager->getTexture(handle);
873}
874
875Renderbuffer *Context::getRenderbuffer(GLuint handle)
876{
877 return mResourceManager->getRenderbuffer(handle);
878}
879
880Framebuffer *Context::getReadFramebuffer()
881{
882 return getFramebuffer(mState.readFramebuffer);
883}
884
885Framebuffer *Context::getDrawFramebuffer()
886{
887 return mBoundDrawFramebuffer;
888}
889
890void Context::bindArrayBuffer(unsigned int buffer)
891{
892 mResourceManager->checkBufferAllocation(buffer);
893
894 mState.arrayBuffer.set(getBuffer(buffer));
895}
896
897void Context::bindElementArrayBuffer(unsigned int buffer)
898{
899 mResourceManager->checkBufferAllocation(buffer);
900
901 mState.elementArrayBuffer.set(getBuffer(buffer));
902}
903
904void Context::bindTexture2D(GLuint texture)
905{
906 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
907
908 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
909}
910
911void Context::bindTextureCubeMap(GLuint texture)
912{
913 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
914
915 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
916}
917
918void Context::bindReadFramebuffer(GLuint framebuffer)
919{
920 if (!getFramebuffer(framebuffer))
921 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000922 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000923 }
924
925 mState.readFramebuffer = framebuffer;
926}
927
928void Context::bindDrawFramebuffer(GLuint framebuffer)
929{
930 if (!getFramebuffer(framebuffer))
931 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000932 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000933 }
934
935 mState.drawFramebuffer = framebuffer;
936
937 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
938}
939
940void Context::bindRenderbuffer(GLuint renderbuffer)
941{
942 mResourceManager->checkRenderbufferAllocation(renderbuffer);
943
944 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
945}
946
947void Context::useProgram(GLuint program)
948{
949 GLuint priorProgram = mState.currentProgram;
950 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
951
952 if (priorProgram != program)
953 {
954 Program *newProgram = mResourceManager->getProgram(program);
955 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000956 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000957 mDxUniformsDirty = true;
958
959 if (newProgram)
960 {
961 newProgram->addRef();
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000962 mCurrentProgramBinary.set(newProgram->getProgramBinary());
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000963 }
964
965 if (oldProgram)
966 {
967 oldProgram->release();
968 }
969 }
970}
971
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000972void Context::linkProgram(GLuint program)
973{
974 Program *programObject = mResourceManager->getProgram(program);
975
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000976 bool linked = programObject->link();
977
978 // if the current program was relinked successfully we
979 // need to install the new executables
980 if (linked && program == mState.currentProgram)
981 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000982 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000983 mDxUniformsDirty = true;
984 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000985}
986
987void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
988{
989 Program *programObject = mResourceManager->getProgram(program);
990
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000991 bool loaded = programObject->setProgramBinary(binary, length);
992
993 // if the current program was reloaded successfully we
994 // need to install the new executables
995 if (loaded && program == mState.currentProgram)
996 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000997 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000998 mDxUniformsDirty = true;
999 }
1000
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001001}
1002
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001003void Context::beginQuery(GLenum target, GLuint query)
1004{
1005 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1006 // of zero, if the active query object name for <target> is non-zero (for the
1007 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1008 // the active query for either target is non-zero), if <id> is the name of an
1009 // existing query object whose type does not match <target>, or if <id> is the
1010 // active query object name for any query type, the error INVALID_OPERATION is
1011 // generated.
1012
1013 // Ensure no other queries are active
1014 // NOTE: If other queries than occlusion are supported, we will need to check
1015 // separately that:
1016 // a) The query ID passed is not the current active query for any target/type
1017 // b) There are no active queries for the requested target (and in the case
1018 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1019 // no query may be active for either if glBeginQuery targets either.
1020 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1021 {
1022 if (mState.activeQuery[i].get() != NULL)
1023 {
1024 return error(GL_INVALID_OPERATION);
1025 }
1026 }
1027
1028 QueryType qType;
1029 switch (target)
1030 {
1031 case GL_ANY_SAMPLES_PASSED_EXT:
1032 qType = QUERY_ANY_SAMPLES_PASSED;
1033 break;
1034 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1035 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1036 break;
1037 default:
1038 ASSERT(false);
1039 return;
1040 }
1041
1042 Query *queryObject = getQuery(query, true, target);
1043
1044 // check that name was obtained with glGenQueries
1045 if (!queryObject)
1046 {
1047 return error(GL_INVALID_OPERATION);
1048 }
1049
1050 // check for type mismatch
1051 if (queryObject->getType() != target)
1052 {
1053 return error(GL_INVALID_OPERATION);
1054 }
1055
1056 // set query as active for specified target
1057 mState.activeQuery[qType].set(queryObject);
1058
1059 // begin query
1060 queryObject->begin();
1061}
1062
1063void Context::endQuery(GLenum target)
1064{
1065 QueryType qType;
1066
1067 switch (target)
1068 {
1069 case GL_ANY_SAMPLES_PASSED_EXT:
1070 qType = QUERY_ANY_SAMPLES_PASSED;
1071 break;
1072 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1073 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1074 break;
1075 default:
1076 ASSERT(false);
1077 return;
1078 }
1079
1080 Query *queryObject = mState.activeQuery[qType].get();
1081
1082 if (queryObject == NULL)
1083 {
1084 return error(GL_INVALID_OPERATION);
1085 }
1086
1087 queryObject->end();
1088
1089 mState.activeQuery[qType].set(NULL);
1090}
1091
1092void Context::setFramebufferZero(Framebuffer *buffer)
1093{
1094 delete mFramebufferMap[0];
1095 mFramebufferMap[0] = buffer;
1096 if (mState.drawFramebuffer == 0)
1097 {
1098 mBoundDrawFramebuffer = buffer;
1099 }
1100}
1101
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001102void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001103{
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001104 RenderbufferStorage *renderbuffer = NULL;
1105 switch (internalformat)
1106 {
1107 case GL_DEPTH_COMPONENT16:
1108 renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
1109 break;
1110 case GL_RGBA4:
1111 case GL_RGB5_A1:
1112 case GL_RGB565:
1113 case GL_RGB8_OES:
1114 case GL_RGBA8_OES:
1115 renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
1116 break;
1117 case GL_STENCIL_INDEX8:
1118 renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
1119 break;
1120 case GL_DEPTH24_STENCIL8_OES:
1121 renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
1122 break;
1123 default:
1124 UNREACHABLE(); return;
1125 }
1126
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001127 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1128 renderbufferObject->setStorage(renderbuffer);
1129}
1130
1131Framebuffer *Context::getFramebuffer(unsigned int handle)
1132{
1133 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1134
1135 if (framebuffer == mFramebufferMap.end())
1136 {
1137 return NULL;
1138 }
1139 else
1140 {
1141 return framebuffer->second;
1142 }
1143}
1144
1145Fence *Context::getFence(unsigned int handle)
1146{
1147 FenceMap::iterator fence = mFenceMap.find(handle);
1148
1149 if (fence == mFenceMap.end())
1150 {
1151 return NULL;
1152 }
1153 else
1154 {
1155 return fence->second;
1156 }
1157}
1158
1159Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1160{
1161 QueryMap::iterator query = mQueryMap.find(handle);
1162
1163 if (query == mQueryMap.end())
1164 {
1165 return NULL;
1166 }
1167 else
1168 {
1169 if (!query->second && create)
1170 {
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001171 query->second = new Query(mRenderer, handle, type);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001172 query->second->addRef();
1173 }
1174 return query->second;
1175 }
1176}
1177
1178Buffer *Context::getArrayBuffer()
1179{
1180 return mState.arrayBuffer.get();
1181}
1182
1183Buffer *Context::getElementArrayBuffer()
1184{
1185 return mState.elementArrayBuffer.get();
1186}
1187
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001188ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001189{
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001190 return mCurrentProgramBinary.get();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001191}
1192
1193Texture2D *Context::getTexture2D()
1194{
1195 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1196}
1197
1198TextureCubeMap *Context::getTextureCubeMap()
1199{
1200 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1201}
1202
1203Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1204{
1205 GLuint texid = mState.samplerTexture[type][sampler].id();
1206
1207 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1208 {
1209 switch (type)
1210 {
1211 default: UNREACHABLE();
1212 case TEXTURE_2D: return mTexture2DZero.get();
1213 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1214 }
1215 }
1216
1217 return mState.samplerTexture[type][sampler].get();
1218}
1219
1220bool Context::getBooleanv(GLenum pname, GLboolean *params)
1221{
1222 switch (pname)
1223 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001224 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1225 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1226 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001227 case GL_COLOR_WRITEMASK:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001228 params[0] = mState.blend.colorMaskRed;
1229 params[1] = mState.blend.colorMaskGreen;
1230 params[2] = mState.blend.colorMaskBlue;
1231 params[3] = mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001232 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001233 case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
1234 case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
1235 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
1236 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1237 case GL_SCISSOR_TEST: *params = mState.rasterizer.scissorTest; break;
1238 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
1239 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
1240 case GL_BLEND: *params = mState.blend.blend; break;
1241 case GL_DITHER: *params = mState.blend.dither; break;
1242 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001243 default:
1244 return false;
1245 }
1246
1247 return true;
1248}
1249
1250bool Context::getFloatv(GLenum pname, GLfloat *params)
1251{
1252 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1253 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1254 // GetIntegerv as its native query function. As it would require conversion in any
1255 // case, this should make no difference to the calling application.
1256 switch (pname)
1257 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001258 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1259 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1260 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1261 case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
1262 case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001263 case GL_ALIASED_LINE_WIDTH_RANGE:
1264 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1265 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1266 break;
1267 case GL_ALIASED_POINT_SIZE_RANGE:
1268 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1269 params[1] = getMaximumPointSize();
1270 break;
1271 case GL_DEPTH_RANGE:
1272 params[0] = mState.zNear;
1273 params[1] = mState.zFar;
1274 break;
1275 case GL_COLOR_CLEAR_VALUE:
1276 params[0] = mState.colorClearValue.red;
1277 params[1] = mState.colorClearValue.green;
1278 params[2] = mState.colorClearValue.blue;
1279 params[3] = mState.colorClearValue.alpha;
1280 break;
1281 case GL_BLEND_COLOR:
1282 params[0] = mState.blendColor.red;
1283 params[1] = mState.blendColor.green;
1284 params[2] = mState.blendColor.blue;
1285 params[3] = mState.blendColor.alpha;
1286 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001287 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1288 if (!supportsTextureFilterAnisotropy())
1289 {
1290 return false;
1291 }
1292 *params = mMaxTextureAnisotropy;
1293 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001294 default:
1295 return false;
1296 }
1297
1298 return true;
1299}
1300
1301bool Context::getIntegerv(GLenum pname, GLint *params)
1302{
1303 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1304 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1305 // GetIntegerv as its native query function. As it would require conversion in any
1306 // case, this should make no difference to the calling application. You may find it in
1307 // Context::getFloatv.
1308 switch (pname)
1309 {
1310 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1311 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1312 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1313 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1314 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1315 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1316 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1317 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1318 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1319 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1320 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1321 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1322 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1323 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1324 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1325 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1326 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1327 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1328 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1329 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1330 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1331 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1332 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001333 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001334 case GL_STENCIL_REF: *params = mState.stencilRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001335 case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
1336 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001337 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001338 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
1339 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
1340 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
1341 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
1342 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
1343 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
1344 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
1345 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
1346 case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
1347 case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
1348 case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
1349 case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
1350 case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
1351 case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
1352 case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
1353 case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001354 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1355 case GL_SUBPIXEL_BITS: *params = 4; break;
1356 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1357 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1358 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1359 params[0] = mNumCompressedTextureFormats;
1360 break;
1361 case GL_MAX_SAMPLES_ANGLE:
1362 {
1363 GLsizei maxSamples = getMaxSupportedSamples();
1364 if (maxSamples != 0)
1365 {
1366 *params = maxSamples;
1367 }
1368 else
1369 {
1370 return false;
1371 }
1372
1373 break;
1374 }
1375 case GL_SAMPLE_BUFFERS:
1376 case GL_SAMPLES:
1377 {
1378 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1379 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1380 {
1381 switch (pname)
1382 {
1383 case GL_SAMPLE_BUFFERS:
1384 if (framebuffer->getSamples() != 0)
1385 {
1386 *params = 1;
1387 }
1388 else
1389 {
1390 *params = 0;
1391 }
1392 break;
1393 case GL_SAMPLES:
1394 *params = framebuffer->getSamples();
1395 break;
1396 }
1397 }
1398 else
1399 {
1400 *params = 0;
1401 }
1402 }
1403 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001404 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1405 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1406 {
1407 GLenum format, type;
1408 if (getCurrentReadFormatType(&format, &type))
1409 {
1410 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1411 *params = format;
1412 else
1413 *params = type;
1414 }
1415 }
1416 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001417 case GL_MAX_VIEWPORT_DIMS:
1418 {
1419 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1420 params[0] = maxDimension;
1421 params[1] = maxDimension;
1422 }
1423 break;
1424 case GL_COMPRESSED_TEXTURE_FORMATS:
1425 {
1426 if (supportsDXT1Textures())
1427 {
1428 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1429 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1430 }
1431 if (supportsDXT3Textures())
1432 {
1433 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1434 }
1435 if (supportsDXT5Textures())
1436 {
1437 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1438 }
1439 }
1440 break;
1441 case GL_VIEWPORT:
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +00001442 params[0] = mState.viewport.x;
1443 params[1] = mState.viewport.y;
1444 params[2] = mState.viewport.width;
1445 params[3] = mState.viewport.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001446 break;
1447 case GL_SCISSOR_BOX:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001448 params[0] = mState.scissor.x;
1449 params[1] = mState.scissor.y;
1450 params[2] = mState.scissor.width;
1451 params[3] = mState.scissor.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001452 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001453 case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
1454 case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001455 case GL_RED_BITS:
1456 case GL_GREEN_BITS:
1457 case GL_BLUE_BITS:
1458 case GL_ALPHA_BITS:
1459 {
1460 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1461 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1462
1463 if (colorbuffer)
1464 {
1465 switch (pname)
1466 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001467 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1468 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1469 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1470 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001471 }
1472 }
1473 else
1474 {
1475 *params = 0;
1476 }
1477 }
1478 break;
1479 case GL_DEPTH_BITS:
1480 {
1481 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1482 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1483
1484 if (depthbuffer)
1485 {
1486 *params = depthbuffer->getDepthSize();
1487 }
1488 else
1489 {
1490 *params = 0;
1491 }
1492 }
1493 break;
1494 case GL_STENCIL_BITS:
1495 {
1496 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1497 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1498
1499 if (stencilbuffer)
1500 {
1501 *params = stencilbuffer->getStencilSize();
1502 }
1503 else
1504 {
1505 *params = 0;
1506 }
1507 }
1508 break;
1509 case GL_TEXTURE_BINDING_2D:
1510 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +00001511 if (mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001512 {
1513 error(GL_INVALID_OPERATION);
1514 return false;
1515 }
1516
1517 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1518 }
1519 break;
1520 case GL_TEXTURE_BINDING_CUBE_MAP:
1521 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +00001522 if (mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001523 {
1524 error(GL_INVALID_OPERATION);
1525 return false;
1526 }
1527
1528 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1529 }
1530 break;
1531 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1532 *params = mResetStrategy;
1533 break;
1534 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1535 *params = 1;
1536 break;
1537 case GL_PROGRAM_BINARY_FORMATS_OES:
1538 *params = GL_PROGRAM_BINARY_ANGLE;
1539 break;
1540 default:
1541 return false;
1542 }
1543
1544 return true;
1545}
1546
1547bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1548{
1549 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1550 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1551 // to the fact that it is stored internally as a float, and so would require conversion
1552 // if returned from Context::getIntegerv. Since this conversion is already implemented
1553 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1554 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1555 // application.
1556 switch (pname)
1557 {
1558 case GL_COMPRESSED_TEXTURE_FORMATS:
1559 {
1560 *type = GL_INT;
1561 *numParams = mNumCompressedTextureFormats;
1562 }
1563 break;
1564 case GL_SHADER_BINARY_FORMATS:
1565 {
1566 *type = GL_INT;
1567 *numParams = 0;
1568 }
1569 break;
1570 case GL_MAX_VERTEX_ATTRIBS:
1571 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1572 case GL_MAX_VARYING_VECTORS:
1573 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1574 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1575 case GL_MAX_TEXTURE_IMAGE_UNITS:
1576 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1577 case GL_MAX_RENDERBUFFER_SIZE:
1578 case GL_NUM_SHADER_BINARY_FORMATS:
1579 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1580 case GL_ARRAY_BUFFER_BINDING:
1581 case GL_FRAMEBUFFER_BINDING:
1582 case GL_RENDERBUFFER_BINDING:
1583 case GL_CURRENT_PROGRAM:
1584 case GL_PACK_ALIGNMENT:
1585 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1586 case GL_UNPACK_ALIGNMENT:
1587 case GL_GENERATE_MIPMAP_HINT:
1588 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1589 case GL_RED_BITS:
1590 case GL_GREEN_BITS:
1591 case GL_BLUE_BITS:
1592 case GL_ALPHA_BITS:
1593 case GL_DEPTH_BITS:
1594 case GL_STENCIL_BITS:
1595 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1596 case GL_CULL_FACE_MODE:
1597 case GL_FRONT_FACE:
1598 case GL_ACTIVE_TEXTURE:
1599 case GL_STENCIL_FUNC:
1600 case GL_STENCIL_VALUE_MASK:
1601 case GL_STENCIL_REF:
1602 case GL_STENCIL_FAIL:
1603 case GL_STENCIL_PASS_DEPTH_FAIL:
1604 case GL_STENCIL_PASS_DEPTH_PASS:
1605 case GL_STENCIL_BACK_FUNC:
1606 case GL_STENCIL_BACK_VALUE_MASK:
1607 case GL_STENCIL_BACK_REF:
1608 case GL_STENCIL_BACK_FAIL:
1609 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1610 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1611 case GL_DEPTH_FUNC:
1612 case GL_BLEND_SRC_RGB:
1613 case GL_BLEND_SRC_ALPHA:
1614 case GL_BLEND_DST_RGB:
1615 case GL_BLEND_DST_ALPHA:
1616 case GL_BLEND_EQUATION_RGB:
1617 case GL_BLEND_EQUATION_ALPHA:
1618 case GL_STENCIL_WRITEMASK:
1619 case GL_STENCIL_BACK_WRITEMASK:
1620 case GL_STENCIL_CLEAR_VALUE:
1621 case GL_SUBPIXEL_BITS:
1622 case GL_MAX_TEXTURE_SIZE:
1623 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1624 case GL_SAMPLE_BUFFERS:
1625 case GL_SAMPLES:
1626 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1627 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1628 case GL_TEXTURE_BINDING_2D:
1629 case GL_TEXTURE_BINDING_CUBE_MAP:
1630 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1631 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1632 case GL_PROGRAM_BINARY_FORMATS_OES:
1633 {
1634 *type = GL_INT;
1635 *numParams = 1;
1636 }
1637 break;
1638 case GL_MAX_SAMPLES_ANGLE:
1639 {
1640 if (getMaxSupportedSamples() != 0)
1641 {
1642 *type = GL_INT;
1643 *numParams = 1;
1644 }
1645 else
1646 {
1647 return false;
1648 }
1649 }
1650 break;
1651 case GL_MAX_VIEWPORT_DIMS:
1652 {
1653 *type = GL_INT;
1654 *numParams = 2;
1655 }
1656 break;
1657 case GL_VIEWPORT:
1658 case GL_SCISSOR_BOX:
1659 {
1660 *type = GL_INT;
1661 *numParams = 4;
1662 }
1663 break;
1664 case GL_SHADER_COMPILER:
1665 case GL_SAMPLE_COVERAGE_INVERT:
1666 case GL_DEPTH_WRITEMASK:
1667 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1668 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1669 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1670 case GL_SAMPLE_COVERAGE:
1671 case GL_SCISSOR_TEST:
1672 case GL_STENCIL_TEST:
1673 case GL_DEPTH_TEST:
1674 case GL_BLEND:
1675 case GL_DITHER:
1676 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1677 {
1678 *type = GL_BOOL;
1679 *numParams = 1;
1680 }
1681 break;
1682 case GL_COLOR_WRITEMASK:
1683 {
1684 *type = GL_BOOL;
1685 *numParams = 4;
1686 }
1687 break;
1688 case GL_POLYGON_OFFSET_FACTOR:
1689 case GL_POLYGON_OFFSET_UNITS:
1690 case GL_SAMPLE_COVERAGE_VALUE:
1691 case GL_DEPTH_CLEAR_VALUE:
1692 case GL_LINE_WIDTH:
1693 {
1694 *type = GL_FLOAT;
1695 *numParams = 1;
1696 }
1697 break;
1698 case GL_ALIASED_LINE_WIDTH_RANGE:
1699 case GL_ALIASED_POINT_SIZE_RANGE:
1700 case GL_DEPTH_RANGE:
1701 {
1702 *type = GL_FLOAT;
1703 *numParams = 2;
1704 }
1705 break;
1706 case GL_COLOR_CLEAR_VALUE:
1707 case GL_BLEND_COLOR:
1708 {
1709 *type = GL_FLOAT;
1710 *numParams = 4;
1711 }
1712 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001713 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1714 if (!supportsTextureFilterAnisotropy())
1715 {
1716 return false;
1717 }
1718 *type = GL_FLOAT;
1719 *numParams = 1;
1720 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001721 default:
1722 return false;
1723 }
1724
1725 return true;
1726}
1727
1728// Applies the render target surface, depth stencil surface, viewport rectangle and
1729// scissor rectangle to the Direct3D 9 device
1730bool Context::applyRenderTarget(bool ignoreViewport)
1731{
1732 Framebuffer *framebufferObject = getDrawFramebuffer();
1733
1734 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1735 {
1736 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1737 }
1738
daniel@transgaming.com8a8b24c2012-11-28 19:36:26 +00001739 mRenderer->applyRenderTarget(framebufferObject);
1740
daniel@transgaming.come06bda92012-11-28 19:42:18 +00001741 // storing the mRenderTargetDesc in Context will be removed once refactoring
1742 // of clear is complete
1743 // D3D9_REPLACE start
1744 gl::Renderbuffer *renderbufferObject = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001745 if (framebufferObject->getColorbufferType() != GL_NONE)
1746 {
1747 renderbufferObject = framebufferObject->getColorbuffer();
1748 }
1749 else
1750 {
1751 renderbufferObject = framebufferObject->getNullColorbuffer();
1752 }
1753 if (!renderbufferObject)
1754 {
1755 ERR("unable to locate renderbuffer for FBO.");
1756 return false;
1757 }
1758
daniel@transgaming.come06bda92012-11-28 19:42:18 +00001759 mRenderTargetDesc.width = renderbufferObject->getWidth();
1760 mRenderTargetDesc.height = renderbufferObject->getHeight();
1761 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1762 // D3D9_REPLACE end
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001763
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001764 Rectangle viewport = mState.viewport;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001765 float zNear = clamp01(mState.zNear);
1766 float zFar = clamp01(mState.zFar);
1767
1768 if (ignoreViewport)
1769 {
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001770 viewport.x = 0;
1771 viewport.y = 0;
1772 viewport.width = mRenderTargetDesc.width;
1773 viewport.height = mRenderTargetDesc.height;
1774 zNear = 0.0f;
1775 zFar = 1.0f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001776 }
1777
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001778 ProgramBinary *programBinary = mState.currentProgram ? getCurrentProgramBinary() : NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001779
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001780 if (!mRenderer->setViewport(viewport, zNear, zFar, mRenderTargetDesc.width, mRenderTargetDesc.height,
1781 programBinary, mDxUniformsDirty))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001782 {
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001783 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001784 }
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001785 mDxUniformsDirty = false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001786
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001787 mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.width),
1788 static_cast<int>(mRenderTargetDesc.height));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001789
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001790 return true;
1791}
1792
1793// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
1794void Context::applyState(GLenum drawMode)
1795{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001796 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001797
1798 Framebuffer *framebufferObject = getDrawFramebuffer();
1799
1800 GLint frontCCW = programBinary->getDxFrontCCWLocation();
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001801 GLint ccw = (mState.rasterizer.frontFace == GL_CCW);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001802 programBinary->setUniform1iv(frontCCW, 1, &ccw);
1803
1804 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
1805 GLint alwaysFront = !isTriangleMode(drawMode);
1806 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1807
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001808 const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001809 unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
1810
1811 mRenderer->setRasterizerState(mState.rasterizer, depthSize);
1812
1813 unsigned int mask = 0;
1814 if (mState.sampleCoverage)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001815 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001816 if (mState.sampleCoverageValue != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001817 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001818 float threshold = 0.5f;
1819
1820 for (int i = 0; i < framebufferObject->getSamples(); ++i)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001821 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001822 mask <<= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001823
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001824 if ((i + 1) * mState.sampleCoverageValue >= threshold)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001825 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001826 threshold += 1.0f;
1827 mask |= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001828 }
1829 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001830 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001831
1832 if (mState.sampleCoverageInvert)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001833 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001834 mask = ~mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001835 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001836 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001837 else
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001838 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001839 mask = 0xFFFFFFFF;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001840 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001841 mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
1842
1843 unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001844 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
1845 mState.rasterizer.frontFace == GL_CCW, stencilSize);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001846}
1847
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001848// Applies the indices and element array bindings to the Direct3D 9 device
1849GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
1850{
1851 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
1852
1853 if (err == GL_NO_ERROR)
1854 {
1855 if (indexInfo->serial != mAppliedIBSerial)
1856 {
1857 mDevice->SetIndices(indexInfo->indexBuffer);
1858 mAppliedIBSerial = indexInfo->serial;
1859 }
1860 }
1861
1862 return err;
1863}
1864
1865// Applies the shaders and shader constants to the Direct3D 9 device
1866void Context::applyShaders()
1867{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001868 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001869
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001870 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001871 {
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001872 mRenderer->applyShaders(programBinary);
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001873 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001874 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001875
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001876 programBinary->applyUniforms();
1877}
1878
1879// Applies the textures and sampler states to the Direct3D 9 device
1880void Context::applyTextures()
1881{
1882 applyTextures(SAMPLER_PIXEL);
1883
1884 if (mSupportsVertexTexture)
1885 {
1886 applyTextures(SAMPLER_VERTEX);
1887 }
1888}
1889
1890// For each Direct3D 9 sampler of either the pixel or vertex stage,
1891// looks up the corresponding OpenGL texture image unit and texture type,
1892// and sets the texture and its addressing/filtering state (or NULL when inactive).
1893void Context::applyTextures(SamplerType type)
1894{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001895 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001896
1897 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
1898 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001899 int samplerRange = programBinary->getUsedSamplerRange(type);
1900
1901 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
1902 {
1903 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001904
1905 if (textureUnit != -1)
1906 {
1907 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
1908
1909 Texture *texture = getSamplerTexture(textureUnit, textureType);
1910 unsigned int texSerial = texture->getTextureSerial();
1911
1912 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
1913 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001914 if (texture->isSamplerComplete())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001915 {
1916 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
1917 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00001918 SamplerState samplerState;
1919 texture->getSamplerState(&samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001920
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001921 mRenderer->setSamplerState(type, samplerIndex, samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001922 }
1923
1924 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
1925 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001926 mRenderer->setTexture(type, samplerIndex, texture);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001927 }
1928 }
1929 else
1930 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001931 mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001932 }
1933
1934 appliedTextureSerial[samplerIndex] = texSerial;
1935 texture->resetDirty();
1936 }
1937 }
1938 else
1939 {
1940 if (appliedTextureSerial[samplerIndex] != 0)
1941 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001942 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001943 appliedTextureSerial[samplerIndex] = 0;
1944 }
1945 }
1946 }
1947
1948 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
1949 {
1950 if (appliedTextureSerial[samplerIndex] != 0)
1951 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001952 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001953 appliedTextureSerial[samplerIndex] = 0;
1954 }
1955 }
1956}
1957
1958void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
1959 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
1960{
1961 Framebuffer *framebuffer = getReadFramebuffer();
1962
1963 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
1964 {
1965 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1966 }
1967
1968 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
1969 {
1970 return error(GL_INVALID_OPERATION);
1971 }
1972
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001973 GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001974 // sized query sanity check
1975 if (bufSize)
1976 {
1977 int requiredSize = outputPitch * height;
1978 if (requiredSize > *bufSize)
1979 {
1980 return error(GL_INVALID_OPERATION);
1981 }
1982 }
1983
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001984 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001985}
1986
1987void Context::clear(GLbitfield mask)
1988{
1989 Framebuffer *framebufferObject = getDrawFramebuffer();
1990
1991 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1992 {
1993 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1994 }
1995
1996 DWORD flags = 0;
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001997 GLbitfield finalMask = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001998
1999 if (mask & GL_COLOR_BUFFER_BIT)
2000 {
2001 mask &= ~GL_COLOR_BUFFER_BIT;
2002
2003 if (framebufferObject->getColorbufferType() != GL_NONE)
2004 {
daniel@transgaming.com084a2572012-11-28 20:55:17 +00002005 finalMask |= GL_COLOR_BUFFER_BIT;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002006 }
2007 }
2008
2009 if (mask & GL_DEPTH_BUFFER_BIT)
2010 {
2011 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002012 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002013 {
daniel@transgaming.com084a2572012-11-28 20:55:17 +00002014 finalMask |= GL_DEPTH_BUFFER_BIT;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002015 }
2016 }
2017
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002018 if (mask & GL_STENCIL_BUFFER_BIT)
2019 {
2020 mask &= ~GL_STENCIL_BUFFER_BIT;
2021 if (framebufferObject->getStencilbufferType() != GL_NONE)
2022 {
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002023 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002024 if (!depthStencil)
2025 {
2026 ERR("Depth stencil pointer unexpectedly null.");
2027 return;
2028 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002029
daniel@transgaming.com2c1d0ab2012-11-28 20:55:42 +00002030 if (GetStencilSize(depthStencil->getActualFormat()) > 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002031 {
daniel@transgaming.com084a2572012-11-28 20:55:17 +00002032 finalMask |= GL_STENCIL_BUFFER_BIT;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002033 }
2034 }
2035 }
2036
2037 if (mask != 0)
2038 {
2039 return error(GL_INVALID_VALUE);
2040 }
2041
2042 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2043 {
2044 return;
2045 }
2046
daniel@transgaming.com084a2572012-11-28 20:55:17 +00002047 ClearParameters clearParams;
2048 clearParams.mask = finalMask;
2049 clearParams.colorClearValue = mState.colorClearValue;
2050 clearParams.colorMaskRed = mState.blend.colorMaskRed;
2051 clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2052 clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2053 clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2054 clearParams.depthClearValue = mState.depthClearValue;
2055 clearParams.stencilClearValue = mState.stencilClearValue;
2056 clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002057
daniel@transgaming.com084a2572012-11-28 20:55:17 +00002058 mRenderer->clear(clearParams, framebufferObject);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002059}
2060
2061void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2062{
2063 if (!mState.currentProgram)
2064 {
2065 return error(GL_INVALID_OPERATION);
2066 }
2067
2068 D3DPRIMITIVETYPE primitiveType;
2069 int primitiveCount;
2070
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002071 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002072 return error(GL_INVALID_ENUM);
2073
2074 if (primitiveCount <= 0)
2075 {
2076 return;
2077 }
2078
2079 if (!applyRenderTarget(false))
2080 {
2081 return;
2082 }
2083
2084 applyState(mode);
2085
daniel@transgaming.com92025f52012-11-28 20:52:54 +00002086 ProgramBinary *programBinary = getCurrentProgramBinary();
2087
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002088 GLsizei repeatDraw = 1;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002089 GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, first, count, instances, &repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002090 if (err != GL_NO_ERROR)
2091 {
2092 return error(err);
2093 }
2094
2095 applyShaders();
2096 applyTextures();
2097
daniel@transgaming.com92025f52012-11-28 20:52:54 +00002098 if (!programBinary->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002099 {
2100 return error(GL_INVALID_OPERATION);
2101 }
2102
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002103 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002104 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002105 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002106
2107 if (mode == GL_LINE_LOOP)
2108 {
2109 drawLineLoop(count, GL_NONE, NULL, 0);
2110 }
2111 else if (instances > 0)
2112 {
2113 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
2114 if (countingIB)
2115 {
2116 if (mAppliedIBSerial != countingIB->getSerial())
2117 {
2118 mDevice->SetIndices(countingIB->getBuffer());
2119 mAppliedIBSerial = countingIB->getSerial();
2120 }
2121
2122 for (int i = 0; i < repeatDraw; i++)
2123 {
2124 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
2125 }
2126 }
2127 else
2128 {
2129 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
2130 return error(GL_OUT_OF_MEMORY);
2131 }
2132 }
2133 else // Regular case
2134 {
2135 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
2136 }
2137 }
2138}
2139
2140void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2141{
2142 if (!mState.currentProgram)
2143 {
2144 return error(GL_INVALID_OPERATION);
2145 }
2146
2147 if (!indices && !mState.elementArrayBuffer)
2148 {
2149 return error(GL_INVALID_OPERATION);
2150 }
2151
2152 D3DPRIMITIVETYPE primitiveType;
2153 int primitiveCount;
2154
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002155 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002156 return error(GL_INVALID_ENUM);
2157
2158 if (primitiveCount <= 0)
2159 {
2160 return;
2161 }
2162
2163 if (!applyRenderTarget(false))
2164 {
2165 return;
2166 }
2167
2168 applyState(mode);
2169
2170 TranslatedIndexData indexInfo;
2171 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2172 if (err != GL_NO_ERROR)
2173 {
2174 return error(err);
2175 }
2176
daniel@transgaming.com92025f52012-11-28 20:52:54 +00002177 ProgramBinary *programBinary = getCurrentProgramBinary();
2178
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002179 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2180 GLsizei repeatDraw = 1;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002181 err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, indexInfo.minIndex, vertexCount, instances, &repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002182 if (err != GL_NO_ERROR)
2183 {
2184 return error(err);
2185 }
2186
2187 applyShaders();
2188 applyTextures();
2189
daniel@transgaming.com92025f52012-11-28 20:52:54 +00002190 if (!programBinary->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002191 {
2192 return error(GL_INVALID_OPERATION);
2193 }
2194
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002195 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002196 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002197 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002198
2199 if (mode == GL_LINE_LOOP)
2200 {
2201 drawLineLoop(count, type, indices, indexInfo.minIndex);
2202 }
2203 else
2204 {
2205 for (int i = 0; i < repeatDraw; i++)
2206 {
2207 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
2208 }
2209 }
2210 }
2211}
2212
2213// Implements glFlush when block is false, glFinish when block is true
2214void Context::sync(bool block)
2215{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002216 mRenderer->sync(block);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002217}
2218
2219void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
2220{
2221 // Get the raw indices for an indexed draw
2222 if (type != GL_NONE && mState.elementArrayBuffer.get())
2223 {
2224 Buffer *indexBuffer = mState.elementArrayBuffer.get();
2225 intptr_t offset = reinterpret_cast<intptr_t>(indices);
2226 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
2227 }
2228
2229 UINT startIndex = 0;
2230 bool succeeded = false;
2231
2232 if (supports32bitIndices())
2233 {
2234 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
2235
2236 if (!mLineLoopIB)
2237 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002238 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002239 }
2240
2241 if (mLineLoopIB)
2242 {
2243 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
2244
2245 UINT offset = 0;
2246 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
2247 startIndex = offset / 4;
2248
2249 if (data)
2250 {
2251 switch (type)
2252 {
2253 case GL_NONE: // Non-indexed draw
2254 for (int i = 0; i < count; i++)
2255 {
2256 data[i] = i;
2257 }
2258 data[count] = 0;
2259 break;
2260 case GL_UNSIGNED_BYTE:
2261 for (int i = 0; i < count; i++)
2262 {
2263 data[i] = static_cast<const GLubyte*>(indices)[i];
2264 }
2265 data[count] = static_cast<const GLubyte*>(indices)[0];
2266 break;
2267 case GL_UNSIGNED_SHORT:
2268 for (int i = 0; i < count; i++)
2269 {
2270 data[i] = static_cast<const GLushort*>(indices)[i];
2271 }
2272 data[count] = static_cast<const GLushort*>(indices)[0];
2273 break;
2274 case GL_UNSIGNED_INT:
2275 for (int i = 0; i < count; i++)
2276 {
2277 data[i] = static_cast<const GLuint*>(indices)[i];
2278 }
2279 data[count] = static_cast<const GLuint*>(indices)[0];
2280 break;
2281 default: UNREACHABLE();
2282 }
2283
2284 mLineLoopIB->unmap();
2285 succeeded = true;
2286 }
2287 }
2288 }
2289 else
2290 {
2291 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
2292
2293 if (!mLineLoopIB)
2294 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002295 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002296 }
2297
2298 if (mLineLoopIB)
2299 {
2300 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
2301
2302 UINT offset = 0;
2303 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
2304 startIndex = offset / 2;
2305
2306 if (data)
2307 {
2308 switch (type)
2309 {
2310 case GL_NONE: // Non-indexed draw
2311 for (int i = 0; i < count; i++)
2312 {
2313 data[i] = i;
2314 }
2315 data[count] = 0;
2316 break;
2317 case GL_UNSIGNED_BYTE:
2318 for (int i = 0; i < count; i++)
2319 {
2320 data[i] = static_cast<const GLubyte*>(indices)[i];
2321 }
2322 data[count] = static_cast<const GLubyte*>(indices)[0];
2323 break;
2324 case GL_UNSIGNED_SHORT:
2325 for (int i = 0; i < count; i++)
2326 {
2327 data[i] = static_cast<const GLushort*>(indices)[i];
2328 }
2329 data[count] = static_cast<const GLushort*>(indices)[0];
2330 break;
2331 case GL_UNSIGNED_INT:
2332 for (int i = 0; i < count; i++)
2333 {
2334 data[i] = static_cast<const GLuint*>(indices)[i];
2335 }
2336 data[count] = static_cast<const GLuint*>(indices)[0];
2337 break;
2338 default: UNREACHABLE();
2339 }
2340
2341 mLineLoopIB->unmap();
2342 succeeded = true;
2343 }
2344 }
2345 }
2346
2347 if (succeeded)
2348 {
2349 if (mAppliedIBSerial != mLineLoopIB->getSerial())
2350 {
2351 mDevice->SetIndices(mLineLoopIB->getBuffer());
2352 mAppliedIBSerial = mLineLoopIB->getSerial();
2353 }
2354
2355 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
2356 }
2357 else
2358 {
2359 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
2360 return error(GL_OUT_OF_MEMORY);
2361 }
2362}
2363
2364void Context::recordInvalidEnum()
2365{
2366 mInvalidEnum = true;
2367}
2368
2369void Context::recordInvalidValue()
2370{
2371 mInvalidValue = true;
2372}
2373
2374void Context::recordInvalidOperation()
2375{
2376 mInvalidOperation = true;
2377}
2378
2379void Context::recordOutOfMemory()
2380{
2381 mOutOfMemory = true;
2382}
2383
2384void Context::recordInvalidFramebufferOperation()
2385{
2386 mInvalidFramebufferOperation = true;
2387}
2388
2389// Get one of the recorded errors and clear its flag, if any.
2390// [OpenGL ES 2.0.24] section 2.5 page 13.
2391GLenum Context::getError()
2392{
2393 if (mInvalidEnum)
2394 {
2395 mInvalidEnum = false;
2396
2397 return GL_INVALID_ENUM;
2398 }
2399
2400 if (mInvalidValue)
2401 {
2402 mInvalidValue = false;
2403
2404 return GL_INVALID_VALUE;
2405 }
2406
2407 if (mInvalidOperation)
2408 {
2409 mInvalidOperation = false;
2410
2411 return GL_INVALID_OPERATION;
2412 }
2413
2414 if (mOutOfMemory)
2415 {
2416 mOutOfMemory = false;
2417
2418 return GL_OUT_OF_MEMORY;
2419 }
2420
2421 if (mInvalidFramebufferOperation)
2422 {
2423 mInvalidFramebufferOperation = false;
2424
2425 return GL_INVALID_FRAMEBUFFER_OPERATION;
2426 }
2427
2428 return GL_NO_ERROR;
2429}
2430
2431GLenum Context::getResetStatus()
2432{
2433 if (mResetStatus == GL_NO_ERROR)
2434 {
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002435 // mResetStatus will be set by the markContextLost callback
2436 // in the case a notification is sent
2437 mRenderer->testDeviceLost(true);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002438 }
2439
2440 GLenum status = mResetStatus;
2441
2442 if (mResetStatus != GL_NO_ERROR)
2443 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002444 if (mRenderer->testDeviceResettable())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002445 {
2446 mResetStatus = GL_NO_ERROR;
2447 }
2448 }
2449
2450 return status;
2451}
2452
2453bool Context::isResetNotificationEnabled()
2454{
2455 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
2456}
2457
2458bool Context::supportsShaderModel3() const
2459{
2460 return mSupportsShaderModel3;
2461}
2462
2463float Context::getMaximumPointSize() const
2464{
2465 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
2466}
2467
2468int Context::getMaximumVaryingVectors() const
2469{
2470 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2471}
2472
2473unsigned int Context::getMaximumVertexTextureImageUnits() const
2474{
2475 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
2476}
2477
2478unsigned int Context::getMaximumCombinedTextureImageUnits() const
2479{
2480 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
2481}
2482
2483int Context::getMaximumFragmentUniformVectors() const
2484{
2485 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
2486}
2487
2488int Context::getMaxSupportedSamples() const
2489{
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002490 return mRenderer->getMaxSupportedSamples();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002491}
2492
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002493bool Context::supportsEventQueries() const
2494{
2495 return mSupportsEventQueries;
2496}
2497
2498bool Context::supportsOcclusionQueries() const
2499{
2500 return mSupportsOcclusionQueries;
2501}
2502
2503bool Context::supportsDXT1Textures() const
2504{
2505 return mSupportsDXT1Textures;
2506}
2507
2508bool Context::supportsDXT3Textures() const
2509{
2510 return mSupportsDXT3Textures;
2511}
2512
2513bool Context::supportsDXT5Textures() const
2514{
2515 return mSupportsDXT5Textures;
2516}
2517
2518bool Context::supportsFloat32Textures() const
2519{
2520 return mSupportsFloat32Textures;
2521}
2522
2523bool Context::supportsFloat32LinearFilter() const
2524{
2525 return mSupportsFloat32LinearFilter;
2526}
2527
2528bool Context::supportsFloat32RenderableTextures() const
2529{
2530 return mSupportsFloat32RenderableTextures;
2531}
2532
2533bool Context::supportsFloat16Textures() const
2534{
2535 return mSupportsFloat16Textures;
2536}
2537
2538bool Context::supportsFloat16LinearFilter() const
2539{
2540 return mSupportsFloat16LinearFilter;
2541}
2542
2543bool Context::supportsFloat16RenderableTextures() const
2544{
2545 return mSupportsFloat16RenderableTextures;
2546}
2547
2548int Context::getMaximumRenderbufferDimension() const
2549{
2550 return mMaxRenderbufferDimension;
2551}
2552
2553int Context::getMaximumTextureDimension() const
2554{
2555 return mMaxTextureDimension;
2556}
2557
2558int Context::getMaximumCubeTextureDimension() const
2559{
2560 return mMaxCubeTextureDimension;
2561}
2562
2563int Context::getMaximumTextureLevel() const
2564{
2565 return mMaxTextureLevel;
2566}
2567
2568bool Context::supportsLuminanceTextures() const
2569{
2570 return mSupportsLuminanceTextures;
2571}
2572
2573bool Context::supportsLuminanceAlphaTextures() const
2574{
2575 return mSupportsLuminanceAlphaTextures;
2576}
2577
2578bool Context::supportsDepthTextures() const
2579{
2580 return mSupportsDepthTextures;
2581}
2582
2583bool Context::supports32bitIndices() const
2584{
2585 return mSupports32bitIndices;
2586}
2587
2588bool Context::supportsNonPower2Texture() const
2589{
2590 return mSupportsNonPower2Texture;
2591}
2592
2593bool Context::supportsInstancing() const
2594{
2595 return mSupportsInstancing;
2596}
2597
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002598bool Context::supportsTextureFilterAnisotropy() const
2599{
2600 return mSupportsTextureFilterAnisotropy;
2601}
2602
2603float Context::getTextureMaxAnisotropy() const
2604{
2605 return mMaxTextureAnisotropy;
2606}
2607
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002608bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
2609{
2610 Framebuffer *framebuffer = getReadFramebuffer();
2611 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2612 {
2613 return error(GL_INVALID_OPERATION, false);
2614 }
2615
2616 Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
2617 if (!renderbuffer)
2618 {
2619 return error(GL_INVALID_OPERATION, false);
2620 }
2621
daniel@transgaming.com20d36662012-10-31 19:51:43 +00002622 *format = gl::ExtractFormat(renderbuffer->getActualFormat());
2623 *type = gl::ExtractType(renderbuffer->getActualFormat());
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002624
2625 return true;
2626}
2627
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002628void Context::detachBuffer(GLuint buffer)
2629{
2630 // [OpenGL ES 2.0.24] section 2.9 page 22:
2631 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2632 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2633
2634 if (mState.arrayBuffer.id() == buffer)
2635 {
2636 mState.arrayBuffer.set(NULL);
2637 }
2638
2639 if (mState.elementArrayBuffer.id() == buffer)
2640 {
2641 mState.elementArrayBuffer.set(NULL);
2642 }
2643
2644 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2645 {
2646 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
2647 {
2648 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
2649 }
2650 }
2651}
2652
2653void Context::detachTexture(GLuint texture)
2654{
2655 // [OpenGL ES 2.0.24] section 3.8 page 84:
2656 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2657 // rebound to texture object zero
2658
2659 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
2660 {
2661 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
2662 {
2663 if (mState.samplerTexture[type][sampler].id() == texture)
2664 {
2665 mState.samplerTexture[type][sampler].set(NULL);
2666 }
2667 }
2668 }
2669
2670 // [OpenGL ES 2.0.24] section 4.4 page 112:
2671 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2672 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2673 // image was attached in the currently bound framebuffer.
2674
2675 Framebuffer *readFramebuffer = getReadFramebuffer();
2676 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2677
2678 if (readFramebuffer)
2679 {
2680 readFramebuffer->detachTexture(texture);
2681 }
2682
2683 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2684 {
2685 drawFramebuffer->detachTexture(texture);
2686 }
2687}
2688
2689void Context::detachFramebuffer(GLuint framebuffer)
2690{
2691 // [OpenGL ES 2.0.24] section 4.4 page 107:
2692 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2693 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2694
2695 if (mState.readFramebuffer == framebuffer)
2696 {
2697 bindReadFramebuffer(0);
2698 }
2699
2700 if (mState.drawFramebuffer == framebuffer)
2701 {
2702 bindDrawFramebuffer(0);
2703 }
2704}
2705
2706void Context::detachRenderbuffer(GLuint renderbuffer)
2707{
2708 // [OpenGL ES 2.0.24] section 4.4 page 109:
2709 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2710 // had been executed with the target RENDERBUFFER and name of zero.
2711
2712 if (mState.renderbuffer.id() == renderbuffer)
2713 {
2714 bindRenderbuffer(0);
2715 }
2716
2717 // [OpenGL ES 2.0.24] section 4.4 page 111:
2718 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2719 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2720 // point to which this image was attached in the currently bound framebuffer.
2721
2722 Framebuffer *readFramebuffer = getReadFramebuffer();
2723 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2724
2725 if (readFramebuffer)
2726 {
2727 readFramebuffer->detachRenderbuffer(renderbuffer);
2728 }
2729
2730 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2731 {
2732 drawFramebuffer->detachRenderbuffer(renderbuffer);
2733 }
2734}
2735
2736Texture *Context::getIncompleteTexture(TextureType type)
2737{
2738 Texture *t = mIncompleteTextures[type].get();
2739
2740 if (t == NULL)
2741 {
2742 static const GLubyte color[] = { 0, 0, 0, 255 };
2743
2744 switch (type)
2745 {
2746 default:
2747 UNREACHABLE();
2748 // default falls through to TEXTURE_2D
2749
2750 case TEXTURE_2D:
2751 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00002752 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002753 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2754 t = incomplete2d;
2755 }
2756 break;
2757
2758 case TEXTURE_CUBE:
2759 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00002760 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002761
2762 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2763 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2764 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2765 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2766 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2767 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2768
2769 t = incompleteCube;
2770 }
2771 break;
2772 }
2773
2774 mIncompleteTextures[type].set(t);
2775 }
2776
2777 return t;
2778}
2779
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002780bool Context::skipDraw(GLenum drawMode)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002781{
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002782 if (drawMode == GL_POINTS)
2783 {
2784 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
2785 // which affects varying interpolation. Since the value of gl_PointSize is
2786 // undefined when not written, just skip drawing to avoid unexpected results.
2787 if (!getCurrentProgramBinary()->usesPointSize())
2788 {
2789 // This is stictly speaking not an error, but developers should be
2790 // notified of risking undefined behavior.
2791 ERR("Point rendering without writing to gl_PointSize.");
2792
2793 return true;
2794 }
2795 }
2796 else if (isTriangleMode(drawMode))
2797 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002798 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002799 {
2800 return true;
2801 }
2802 }
2803
2804 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002805}
2806
2807bool Context::isTriangleMode(GLenum drawMode)
2808{
2809 switch (drawMode)
2810 {
2811 case GL_TRIANGLES:
2812 case GL_TRIANGLE_FAN:
2813 case GL_TRIANGLE_STRIP:
2814 return true;
2815 case GL_POINTS:
2816 case GL_LINES:
2817 case GL_LINE_LOOP:
2818 case GL_LINE_STRIP:
2819 return false;
2820 default: UNREACHABLE();
2821 }
2822
2823 return false;
2824}
2825
2826void Context::setVertexAttrib(GLuint index, const GLfloat *values)
2827{
2828 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
2829
2830 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
2831 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
2832 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
2833 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002834}
2835
2836void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
2837{
2838 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
2839
2840 mState.vertexAttribute[index].mDivisor = divisor;
2841}
2842
2843// keep list sorted in following order
2844// OES extensions
2845// EXT extensions
2846// Vendor extensions
2847void Context::initExtensionString()
2848{
2849 mExtensionString = "";
2850
2851 // OES extensions
2852 if (supports32bitIndices())
2853 {
2854 mExtensionString += "GL_OES_element_index_uint ";
2855 }
2856
2857 mExtensionString += "GL_OES_packed_depth_stencil ";
2858 mExtensionString += "GL_OES_get_program_binary ";
2859 mExtensionString += "GL_OES_rgb8_rgba8 ";
2860 mExtensionString += "GL_OES_standard_derivatives ";
2861
2862 if (supportsFloat16Textures())
2863 {
2864 mExtensionString += "GL_OES_texture_half_float ";
2865 }
2866 if (supportsFloat16LinearFilter())
2867 {
2868 mExtensionString += "GL_OES_texture_half_float_linear ";
2869 }
2870 if (supportsFloat32Textures())
2871 {
2872 mExtensionString += "GL_OES_texture_float ";
2873 }
2874 if (supportsFloat32LinearFilter())
2875 {
2876 mExtensionString += "GL_OES_texture_float_linear ";
2877 }
2878
2879 if (supportsNonPower2Texture())
2880 {
2881 mExtensionString += "GL_OES_texture_npot ";
2882 }
2883
2884 // Multi-vendor (EXT) extensions
2885 if (supportsOcclusionQueries())
2886 {
2887 mExtensionString += "GL_EXT_occlusion_query_boolean ";
2888 }
2889
2890 mExtensionString += "GL_EXT_read_format_bgra ";
2891 mExtensionString += "GL_EXT_robustness ";
2892
2893 if (supportsDXT1Textures())
2894 {
2895 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
2896 }
2897
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002898 if (supportsTextureFilterAnisotropy())
2899 {
2900 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
2901 }
2902
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002903 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
2904 mExtensionString += "GL_EXT_texture_storage ";
2905
2906 // ANGLE-specific extensions
2907 if (supportsDepthTextures())
2908 {
2909 mExtensionString += "GL_ANGLE_depth_texture ";
2910 }
2911
2912 mExtensionString += "GL_ANGLE_framebuffer_blit ";
2913 if (getMaxSupportedSamples() != 0)
2914 {
2915 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
2916 }
2917
2918 if (supportsInstancing())
2919 {
2920 mExtensionString += "GL_ANGLE_instanced_arrays ";
2921 }
2922
2923 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
2924
2925 if (supportsDXT3Textures())
2926 {
2927 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
2928 }
2929 if (supportsDXT5Textures())
2930 {
2931 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
2932 }
2933
2934 mExtensionString += "GL_ANGLE_texture_usage ";
2935 mExtensionString += "GL_ANGLE_translated_shader_source ";
2936
2937 // Other vendor-specific extensions
2938 if (supportsEventQueries())
2939 {
2940 mExtensionString += "GL_NV_fence ";
2941 }
2942
2943 std::string::size_type end = mExtensionString.find_last_not_of(' ');
2944 if (end != std::string::npos)
2945 {
2946 mExtensionString.resize(end+1);
2947 }
2948}
2949
2950const char *Context::getExtensionString() const
2951{
2952 return mExtensionString.c_str();
2953}
2954
2955void Context::initRendererString()
2956{
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002957 mRendererString = "ANGLE (";
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002958 mRendererString += mRenderer->getAdapterDescription();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002959 mRendererString += ")";
2960}
2961
2962const char *Context::getRendererString() const
2963{
2964 return mRendererString.c_str();
2965}
2966
2967void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2968 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
2969 GLbitfield mask)
2970{
2971 Framebuffer *readFramebuffer = getReadFramebuffer();
2972 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2973
2974 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
2975 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2976 {
2977 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2978 }
2979
2980 if (drawFramebuffer->getSamples() != 0)
2981 {
2982 return error(GL_INVALID_OPERATION);
2983 }
2984
2985 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
2986 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
2987 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
2988 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
2989
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00002990 Rectangle sourceRect;
2991 Rectangle destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002992
2993 if (srcX0 < srcX1)
2994 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00002995 sourceRect.x = srcX0;
2996 destRect.x = dstX0;
2997 sourceRect.width = srcX1 - srcX0;
2998 destRect.width = dstX1 - dstX0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002999 }
3000 else
3001 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003002 sourceRect.x = srcX1;
3003 destRect.x = dstX1;
3004 sourceRect.width = srcX0 - srcX1;
3005 destRect.width = dstX0 - dstX1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003006 }
3007
3008 if (srcY0 < srcY1)
3009 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003010 sourceRect.height = srcY1 - srcY0;
3011 destRect.height = dstY1 - dstY0;
3012 sourceRect.y = srcY0;
3013 destRect.y = dstY0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003014 }
3015 else
3016 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003017 sourceRect.height = srcY0 - srcY1;
3018 destRect.height = dstY0 - srcY1;
3019 sourceRect.y = srcY1;
3020 destRect.y = dstY1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003021 }
3022
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003023 Rectangle sourceScissoredRect = sourceRect;
3024 Rectangle destScissoredRect = destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003025
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003026 if (mState.rasterizer.scissorTest)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003027 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003028 // Only write to parts of the destination framebuffer which pass the scissor test.
3029 if (destRect.x < mState.scissor.x)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003030 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003031 int xDiff = mState.scissor.x - destRect.x;
3032 destScissoredRect.x = mState.scissor.x;
3033 destScissoredRect.width -= xDiff;
3034 sourceScissoredRect.x += xDiff;
3035 sourceScissoredRect.width -= xDiff;
3036
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003037 }
3038
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003039 if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003040 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003041 int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
3042 destScissoredRect.width -= xDiff;
3043 sourceScissoredRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003044 }
3045
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003046 if (destRect.y < mState.scissor.y)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003047 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003048 int yDiff = mState.scissor.y - destRect.y;
3049 destScissoredRect.y = mState.scissor.y;
3050 destScissoredRect.height -= yDiff;
3051 sourceScissoredRect.y += yDiff;
3052 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003053 }
3054
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003055 if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003056 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003057 int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
3058 destScissoredRect.height -= yDiff;
3059 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003060 }
3061 }
3062
3063 bool blitRenderTarget = false;
3064 bool blitDepthStencil = false;
3065
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003066 Rectangle sourceTrimmedRect = sourceScissoredRect;
3067 Rectangle destTrimmedRect = destScissoredRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003068
3069 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3070 // the actual draw and read surfaces.
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003071 if (sourceTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003072 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003073 int xDiff = 0 - sourceTrimmedRect.x;
3074 sourceTrimmedRect.x = 0;
3075 sourceTrimmedRect.width -= xDiff;
3076 destTrimmedRect.x += xDiff;
3077 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003078 }
3079
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003080 if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003081 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003082 int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
3083 sourceTrimmedRect.width -= xDiff;
3084 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003085 }
3086
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003087 if (sourceTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003088 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003089 int yDiff = 0 - sourceTrimmedRect.y;
3090 sourceTrimmedRect.y = 0;
3091 sourceTrimmedRect.height -= yDiff;
3092 destTrimmedRect.y += yDiff;
3093 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003094 }
3095
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003096 if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003097 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003098 int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
3099 sourceTrimmedRect.height -= yDiff;
3100 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003101 }
3102
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003103 if (destTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003104 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003105 int xDiff = 0 - destTrimmedRect.x;
3106 destTrimmedRect.x = 0;
3107 destTrimmedRect.width -= xDiff;
3108 sourceTrimmedRect.x += xDiff;
3109 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003110 }
3111
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003112 if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003113 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003114 int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
3115 destTrimmedRect.width -= xDiff;
3116 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003117 }
3118
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003119 if (destTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003120 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003121 int yDiff = 0 - destTrimmedRect.y;
3122 destTrimmedRect.y = 0;
3123 destTrimmedRect.height -= yDiff;
3124 sourceTrimmedRect.y += yDiff;
3125 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003126 }
3127
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003128 if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003129 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003130 int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
3131 destTrimmedRect.height -= yDiff;
3132 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003133 }
3134
3135 bool partialBufferCopy = false;
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003136 if (sourceTrimmedRect.height < readBufferHeight ||
3137 sourceTrimmedRect.width < readBufferWidth ||
3138 destTrimmedRect.height < drawBufferHeight ||
3139 destTrimmedRect.width < drawBufferWidth ||
3140 sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003141 {
3142 partialBufferCopy = true;
3143 }
3144
3145 if (mask & GL_COLOR_BUFFER_BIT)
3146 {
3147 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3148 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3149 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3150 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3151 if (!validReadType || !validDrawType ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003152 readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003153 {
3154 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3155 return error(GL_INVALID_OPERATION);
3156 }
3157
3158 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3159 {
3160 return error(GL_INVALID_OPERATION);
3161 }
3162
3163 blitRenderTarget = true;
3164
3165 }
3166
3167 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3168 {
3169 Renderbuffer *readDSBuffer = NULL;
3170 Renderbuffer *drawDSBuffer = NULL;
3171
3172 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3173 // both a depth and stencil buffer, it will be the same buffer.
3174
3175 if (mask & GL_DEPTH_BUFFER_BIT)
3176 {
3177 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3178 {
3179 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003180 readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003181 {
3182 return error(GL_INVALID_OPERATION);
3183 }
3184
3185 blitDepthStencil = true;
3186 readDSBuffer = readFramebuffer->getDepthbuffer();
3187 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3188 }
3189 }
3190
3191 if (mask & GL_STENCIL_BUFFER_BIT)
3192 {
3193 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3194 {
3195 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003196 readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003197 {
3198 return error(GL_INVALID_OPERATION);
3199 }
3200
3201 blitDepthStencil = true;
3202 readDSBuffer = readFramebuffer->getStencilbuffer();
3203 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3204 }
3205 }
3206
3207 if (partialBufferCopy)
3208 {
3209 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3210 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3211 }
3212
3213 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3214 (readDSBuffer && readDSBuffer->getSamples() != 0))
3215 {
3216 return error(GL_INVALID_OPERATION);
3217 }
3218 }
3219
3220 if (blitRenderTarget || blitDepthStencil)
3221 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003222 mRenderer->blitRect(readFramebuffer, &sourceTrimmedRect, drawFramebuffer, &destTrimmedRect, blitRenderTarget, blitDepthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003223 }
3224}
3225
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003226}
3227
3228extern "C"
3229{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003230gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003231{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003232 return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003233}
3234
3235void glDestroyContext(gl::Context *context)
3236{
3237 delete context;
3238
3239 if (context == gl::getContext())
3240 {
3241 gl::makeCurrent(NULL, NULL, NULL);
3242 }
3243}
3244
3245void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
3246{
3247 gl::makeCurrent(context, display, surface);
3248}
3249
3250gl::Context *glGetCurrentContext()
3251{
3252 return gl::getContext();
3253}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003254
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003255}