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apatrick@chromium.org144f2802012-07-12 01:42:34 +00001//
2// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Context.cpp: Implements the gl::Context class, managing all GL state and performing
8// rendering operations. It is the GLES2 specific implementation of EGLContext.
9
10#include "libGLESv2/Context.h"
11
12#include <algorithm>
13
14#include "libEGL/Display.h"
15
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
19#include "libGLESv2/Blit.h"
20#include "libGLESv2/ResourceManager.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Fence.h"
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000023#include "libGLESv2/Framebuffer.h"
apatrick@chromium.org144f2802012-07-12 01:42:34 +000024#include "libGLESv2/Program.h"
25#include "libGLESv2/ProgramBinary.h"
26#include "libGLESv2/Query.h"
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000027#include "libGLESv2/Renderbuffer.h"
apatrick@chromium.org144f2802012-07-12 01:42:34 +000028#include "libGLESv2/Shader.h"
29#include "libGLESv2/Texture.h"
30#include "libGLESv2/VertexDataManager.h"
31#include "libGLESv2/IndexDataManager.h"
32
33#undef near
34#undef far
35
36namespace gl
37{
38Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)
39{
40 ASSERT(robustAccess == false); // Unimplemented
41
42 mDisplay = NULL;
43 mDevice = NULL;
44
45 mFenceHandleAllocator.setBaseHandle(0);
46
47 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
48
49 mState.depthClearValue = 1.0f;
50 mState.stencilClearValue = 0;
51
52 mState.cullFace = false;
53 mState.cullMode = GL_BACK;
54 mState.frontFace = GL_CCW;
55 mState.depthTest = false;
56 mState.depthFunc = GL_LESS;
57 mState.blend = false;
58 mState.sourceBlendRGB = GL_ONE;
59 mState.sourceBlendAlpha = GL_ONE;
60 mState.destBlendRGB = GL_ZERO;
61 mState.destBlendAlpha = GL_ZERO;
62 mState.blendEquationRGB = GL_FUNC_ADD;
63 mState.blendEquationAlpha = GL_FUNC_ADD;
64 mState.blendColor.red = 0;
65 mState.blendColor.green = 0;
66 mState.blendColor.blue = 0;
67 mState.blendColor.alpha = 0;
68 mState.stencilTest = false;
69 mState.stencilFunc = GL_ALWAYS;
70 mState.stencilRef = 0;
71 mState.stencilMask = -1;
72 mState.stencilWritemask = -1;
73 mState.stencilBackFunc = GL_ALWAYS;
74 mState.stencilBackRef = 0;
75 mState.stencilBackMask = - 1;
76 mState.stencilBackWritemask = -1;
77 mState.stencilFail = GL_KEEP;
78 mState.stencilPassDepthFail = GL_KEEP;
79 mState.stencilPassDepthPass = GL_KEEP;
80 mState.stencilBackFail = GL_KEEP;
81 mState.stencilBackPassDepthFail = GL_KEEP;
82 mState.stencilBackPassDepthPass = GL_KEEP;
83 mState.polygonOffsetFill = false;
84 mState.polygonOffsetFactor = 0.0f;
85 mState.polygonOffsetUnits = 0.0f;
86 mState.sampleAlphaToCoverage = false;
87 mState.sampleCoverage = false;
88 mState.sampleCoverageValue = 1.0f;
89 mState.sampleCoverageInvert = false;
90 mState.scissorTest = false;
91 mState.dither = true;
92 mState.generateMipmapHint = GL_DONT_CARE;
93 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
94
95 mState.lineWidth = 1.0f;
96
97 mState.viewportX = 0;
98 mState.viewportY = 0;
99 mState.viewportWidth = config->mDisplayMode.Width;
100 mState.viewportHeight = config->mDisplayMode.Height;
101 mState.zNear = 0.0f;
102 mState.zFar = 1.0f;
103
104 mState.scissorX = 0;
105 mState.scissorY = 0;
106 mState.scissorWidth = config->mDisplayMode.Width;
107 mState.scissorHeight = config->mDisplayMode.Height;
108
109 mState.colorMaskRed = true;
110 mState.colorMaskGreen = true;
111 mState.colorMaskBlue = true;
112 mState.colorMaskAlpha = true;
113 mState.depthMask = true;
114
115 if (shareContext != NULL)
116 {
117 mResourceManager = shareContext->mResourceManager;
118 mResourceManager->addRef();
119 }
120 else
121 {
122 mResourceManager = new ResourceManager();
123 }
124
125 // [OpenGL ES 2.0.24] section 3.7 page 83:
126 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
127 // and cube map texture state vectors respectively associated with them.
128 // In order that access to these initial textures not be lost, they are treated as texture
129 // objects all of whose names are 0.
130
131 mTexture2DZero.set(new Texture2D(0));
132 mTextureCubeMapZero.set(new TextureCubeMap(0));
133
134 mState.activeSampler = 0;
135 bindArrayBuffer(0);
136 bindElementArrayBuffer(0);
137 bindTextureCubeMap(0);
138 bindTexture2D(0);
139 bindReadFramebuffer(0);
140 bindDrawFramebuffer(0);
141 bindRenderbuffer(0);
142
143 mState.currentProgram = 0;
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000144 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000145
146 mState.packAlignment = 4;
147 mState.unpackAlignment = 4;
148 mState.packReverseRowOrder = false;
149
150 mVertexDataManager = NULL;
151 mIndexDataManager = NULL;
152 mBlit = NULL;
153 mLineLoopIB = NULL;
154
155 mInvalidEnum = false;
156 mInvalidValue = false;
157 mInvalidOperation = false;
158 mOutOfMemory = false;
159 mInvalidFramebufferOperation = false;
160
161 mHasBeenCurrent = false;
162 mContextLost = false;
163 mResetStatus = GL_NO_ERROR;
164 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
165 mRobustAccess = robustAccess;
166
167 mSupportsDXT1Textures = false;
168 mSupportsDXT3Textures = false;
169 mSupportsDXT5Textures = false;
170 mSupportsEventQueries = false;
171 mSupportsOcclusionQueries = false;
172 mNumCompressedTextureFormats = 0;
173 mMaxSupportedSamples = 0;
174 mMaskedClearSavedState = NULL;
175 markAllStateDirty();
176}
177
178Context::~Context()
179{
180 if (mState.currentProgram != 0)
181 {
182 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
183 if (programObject)
184 {
185 programObject->release();
186 }
187 mState.currentProgram = 0;
188 }
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000189 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000190
191 while (!mFramebufferMap.empty())
192 {
193 deleteFramebuffer(mFramebufferMap.begin()->first);
194 }
195
196 while (!mFenceMap.empty())
197 {
198 deleteFence(mFenceMap.begin()->first);
199 }
200
201 while (!mQueryMap.empty())
202 {
203 deleteQuery(mQueryMap.begin()->first);
204 }
205
206 while (!mMultiSampleSupport.empty())
207 {
208 delete [] mMultiSampleSupport.begin()->second;
209 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
210 }
211
212 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
213 {
214 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
215 {
216 mState.samplerTexture[type][sampler].set(NULL);
217 }
218 }
219
220 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
221 {
222 mIncompleteTextures[type].set(NULL);
223 }
224
225 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
226 {
227 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
228 }
229
230 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
231 {
232 mState.activeQuery[i].set(NULL);
233 }
234
235 mState.arrayBuffer.set(NULL);
236 mState.elementArrayBuffer.set(NULL);
237 mState.renderbuffer.set(NULL);
238
239 mTexture2DZero.set(NULL);
240 mTextureCubeMapZero.set(NULL);
241
242 delete mVertexDataManager;
243 delete mIndexDataManager;
244 delete mBlit;
245 delete mLineLoopIB;
246
247 if (mMaskedClearSavedState)
248 {
249 mMaskedClearSavedState->Release();
250 }
251
252 mResourceManager->release();
253}
254
255void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
256{
257 mDisplay = display;
258 mDevice = mDisplay->getDevice();
259
260 if (!mHasBeenCurrent)
261 {
262 mDeviceCaps = mDisplay->getDeviceCaps();
263
264 mVertexDataManager = new VertexDataManager(this, mDevice);
265 mIndexDataManager = new IndexDataManager(this, mDevice);
266 mBlit = new Blit(this);
267
268 mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
269 mMaximumPointSize = mDeviceCaps.MaxPointSize;
270 mSupportsVertexTexture = mDisplay->getVertexTextureSupport();
271 mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();
272 mSupportsInstancing = mDisplay->getInstancingSupport();
273
274 mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),
275 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
276 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
277 mMaxRenderbufferDimension = mMaxTextureDimension;
278 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000279 mMaxTextureAnisotropy = mDisplay->getTextureFilterAnisotropySupport();
280 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
281 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000282
283 const D3DFORMAT renderBufferFormats[] =
284 {
285 D3DFMT_A8R8G8B8,
286 D3DFMT_X8R8G8B8,
287 D3DFMT_R5G6B5,
288 D3DFMT_D24S8
289 };
290
291 int max = 0;
292 for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)
293 {
294 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
295 mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
296 mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;
297
298 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
299 {
300 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
301 {
302 max = j;
303 }
304 }
305 }
306
307 mMaxSupportedSamples = max;
308
309 mSupportsEventQueries = mDisplay->getEventQuerySupport();
310 mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();
311 mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();
312 mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();
313 mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();
314 mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
315 mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
316 mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();
317 mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();
318 mSupportsDepthTextures = mDisplay->getDepthTextureSupport();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000319 mSupportsTextureFilterAnisotropy = mMaxTextureAnisotropy >= 2.0f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000320
321 mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
322
323 mNumCompressedTextureFormats = 0;
324 if (supportsDXT1Textures())
325 {
326 mNumCompressedTextureFormats += 2;
327 }
328 if (supportsDXT3Textures())
329 {
330 mNumCompressedTextureFormats += 1;
331 }
332 if (supportsDXT5Textures())
333 {
334 mNumCompressedTextureFormats += 1;
335 }
336
337 initExtensionString();
338 initRendererString();
339
340 mState.viewportX = 0;
341 mState.viewportY = 0;
342 mState.viewportWidth = surface->getWidth();
343 mState.viewportHeight = surface->getHeight();
344
345 mState.scissorX = 0;
346 mState.scissorY = 0;
347 mState.scissorWidth = surface->getWidth();
348 mState.scissorHeight = surface->getHeight();
349
350 mHasBeenCurrent = true;
351 }
352
353 // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
354 IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
355 IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
356
357 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
358 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
359 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
360
361 setFramebufferZero(framebufferZero);
362
363 if (defaultRenderTarget)
364 {
365 defaultRenderTarget->Release();
366 }
367
368 if (depthStencil)
369 {
370 depthStencil->Release();
371 }
apatrick@chromium.org909f21c2012-08-17 20:06:02 +0000372
373 // Reset pixel shader to null to work around a bug that only happens with Intel GPUs.
374 // http://crbug.com/110343
375 mDevice->SetPixelShader(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000376
377 markAllStateDirty();
378}
379
380// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
381void Context::markAllStateDirty()
382{
383 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
384 {
385 mAppliedTextureSerialPS[t] = 0;
386 }
387
388 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
389 {
390 mAppliedTextureSerialVS[t] = 0;
391 }
392
daniel@transgaming.come6af4f92012-07-24 18:31:31 +0000393 mAppliedProgramBinarySerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000394 mAppliedRenderTargetSerial = 0;
395 mAppliedDepthbufferSerial = 0;
396 mAppliedStencilbufferSerial = 0;
397 mAppliedIBSerial = 0;
398 mDepthStencilInitialized = false;
399 mViewportInitialized = false;
400 mRenderTargetDescInitialized = false;
401
402 mVertexDeclarationCache.markStateDirty();
403
404 mClearStateDirty = true;
405 mCullStateDirty = true;
406 mDepthStateDirty = true;
407 mMaskStateDirty = true;
408 mBlendStateDirty = true;
409 mStencilStateDirty = true;
410 mPolygonOffsetStateDirty = true;
411 mScissorStateDirty = true;
412 mSampleStateDirty = true;
413 mDitherStateDirty = true;
414 mFrontFaceDirty = true;
415 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000416}
417
418void Context::markDxUniformsDirty()
419{
420 mDxUniformsDirty = true;
421}
422
423void Context::markContextLost()
424{
425 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
426 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
427 mContextLost = true;
428}
429
430bool Context::isContextLost()
431{
432 return mContextLost;
433}
434
435void Context::setClearColor(float red, float green, float blue, float alpha)
436{
437 mState.colorClearValue.red = red;
438 mState.colorClearValue.green = green;
439 mState.colorClearValue.blue = blue;
440 mState.colorClearValue.alpha = alpha;
441}
442
443void Context::setClearDepth(float depth)
444{
445 mState.depthClearValue = depth;
446}
447
448void Context::setClearStencil(int stencil)
449{
450 mState.stencilClearValue = stencil;
451}
452
453void Context::setCullFace(bool enabled)
454{
455 if (mState.cullFace != enabled)
456 {
457 mState.cullFace = enabled;
458 mCullStateDirty = true;
459 }
460}
461
462bool Context::isCullFaceEnabled() const
463{
464 return mState.cullFace;
465}
466
467void Context::setCullMode(GLenum mode)
468{
469 if (mState.cullMode != mode)
470 {
471 mState.cullMode = mode;
472 mCullStateDirty = true;
473 }
474}
475
476void Context::setFrontFace(GLenum front)
477{
478 if (mState.frontFace != front)
479 {
480 mState.frontFace = front;
481 mFrontFaceDirty = true;
482 }
483}
484
485void Context::setDepthTest(bool enabled)
486{
487 if (mState.depthTest != enabled)
488 {
489 mState.depthTest = enabled;
490 mDepthStateDirty = true;
491 }
492}
493
494bool Context::isDepthTestEnabled() const
495{
496 return mState.depthTest;
497}
498
499void Context::setDepthFunc(GLenum depthFunc)
500{
501 if (mState.depthFunc != depthFunc)
502 {
503 mState.depthFunc = depthFunc;
504 mDepthStateDirty = true;
505 }
506}
507
508void Context::setDepthRange(float zNear, float zFar)
509{
510 mState.zNear = zNear;
511 mState.zFar = zFar;
512}
513
514void Context::setBlend(bool enabled)
515{
516 if (mState.blend != enabled)
517 {
518 mState.blend = enabled;
519 mBlendStateDirty = true;
520 }
521}
522
523bool Context::isBlendEnabled() const
524{
525 return mState.blend;
526}
527
528void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
529{
530 if (mState.sourceBlendRGB != sourceRGB ||
531 mState.sourceBlendAlpha != sourceAlpha ||
532 mState.destBlendRGB != destRGB ||
533 mState.destBlendAlpha != destAlpha)
534 {
535 mState.sourceBlendRGB = sourceRGB;
536 mState.destBlendRGB = destRGB;
537 mState.sourceBlendAlpha = sourceAlpha;
538 mState.destBlendAlpha = destAlpha;
539 mBlendStateDirty = true;
540 }
541}
542
543void Context::setBlendColor(float red, float green, float blue, float alpha)
544{
545 if (mState.blendColor.red != red ||
546 mState.blendColor.green != green ||
547 mState.blendColor.blue != blue ||
548 mState.blendColor.alpha != alpha)
549 {
550 mState.blendColor.red = red;
551 mState.blendColor.green = green;
552 mState.blendColor.blue = blue;
553 mState.blendColor.alpha = alpha;
554 mBlendStateDirty = true;
555 }
556}
557
558void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
559{
560 if (mState.blendEquationRGB != rgbEquation ||
561 mState.blendEquationAlpha != alphaEquation)
562 {
563 mState.blendEquationRGB = rgbEquation;
564 mState.blendEquationAlpha = alphaEquation;
565 mBlendStateDirty = true;
566 }
567}
568
569void Context::setStencilTest(bool enabled)
570{
571 if (mState.stencilTest != enabled)
572 {
573 mState.stencilTest = enabled;
574 mStencilStateDirty = true;
575 }
576}
577
578bool Context::isStencilTestEnabled() const
579{
580 return mState.stencilTest;
581}
582
583void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
584{
585 if (mState.stencilFunc != stencilFunc ||
586 mState.stencilRef != stencilRef ||
587 mState.stencilMask != stencilMask)
588 {
589 mState.stencilFunc = stencilFunc;
590 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
591 mState.stencilMask = stencilMask;
592 mStencilStateDirty = true;
593 }
594}
595
596void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
597{
598 if (mState.stencilBackFunc != stencilBackFunc ||
599 mState.stencilBackRef != stencilBackRef ||
600 mState.stencilBackMask != stencilBackMask)
601 {
602 mState.stencilBackFunc = stencilBackFunc;
603 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
604 mState.stencilBackMask = stencilBackMask;
605 mStencilStateDirty = true;
606 }
607}
608
609void Context::setStencilWritemask(GLuint stencilWritemask)
610{
611 if (mState.stencilWritemask != stencilWritemask)
612 {
613 mState.stencilWritemask = stencilWritemask;
614 mStencilStateDirty = true;
615 }
616}
617
618void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
619{
620 if (mState.stencilBackWritemask != stencilBackWritemask)
621 {
622 mState.stencilBackWritemask = stencilBackWritemask;
623 mStencilStateDirty = true;
624 }
625}
626
627void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
628{
629 if (mState.stencilFail != stencilFail ||
630 mState.stencilPassDepthFail != stencilPassDepthFail ||
631 mState.stencilPassDepthPass != stencilPassDepthPass)
632 {
633 mState.stencilFail = stencilFail;
634 mState.stencilPassDepthFail = stencilPassDepthFail;
635 mState.stencilPassDepthPass = stencilPassDepthPass;
636 mStencilStateDirty = true;
637 }
638}
639
640void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
641{
642 if (mState.stencilBackFail != stencilBackFail ||
643 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
644 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
645 {
646 mState.stencilBackFail = stencilBackFail;
647 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
648 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
649 mStencilStateDirty = true;
650 }
651}
652
653void Context::setPolygonOffsetFill(bool enabled)
654{
655 if (mState.polygonOffsetFill != enabled)
656 {
657 mState.polygonOffsetFill = enabled;
658 mPolygonOffsetStateDirty = true;
659 }
660}
661
662bool Context::isPolygonOffsetFillEnabled() const
663{
664 return mState.polygonOffsetFill;
665
666}
667
668void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
669{
670 if (mState.polygonOffsetFactor != factor ||
671 mState.polygonOffsetUnits != units)
672 {
673 mState.polygonOffsetFactor = factor;
674 mState.polygonOffsetUnits = units;
675 mPolygonOffsetStateDirty = true;
676 }
677}
678
679void Context::setSampleAlphaToCoverage(bool enabled)
680{
681 if (mState.sampleAlphaToCoverage != enabled)
682 {
683 mState.sampleAlphaToCoverage = enabled;
684 mSampleStateDirty = true;
685 }
686}
687
688bool Context::isSampleAlphaToCoverageEnabled() const
689{
690 return mState.sampleAlphaToCoverage;
691}
692
693void Context::setSampleCoverage(bool enabled)
694{
695 if (mState.sampleCoverage != enabled)
696 {
697 mState.sampleCoverage = enabled;
698 mSampleStateDirty = true;
699 }
700}
701
702bool Context::isSampleCoverageEnabled() const
703{
704 return mState.sampleCoverage;
705}
706
707void Context::setSampleCoverageParams(GLclampf value, bool invert)
708{
709 if (mState.sampleCoverageValue != value ||
710 mState.sampleCoverageInvert != invert)
711 {
712 mState.sampleCoverageValue = value;
713 mState.sampleCoverageInvert = invert;
714 mSampleStateDirty = true;
715 }
716}
717
718void Context::setScissorTest(bool enabled)
719{
720 if (mState.scissorTest != enabled)
721 {
722 mState.scissorTest = enabled;
723 mScissorStateDirty = true;
724 }
725}
726
727bool Context::isScissorTestEnabled() const
728{
729 return mState.scissorTest;
730}
731
732void Context::setDither(bool enabled)
733{
734 if (mState.dither != enabled)
735 {
736 mState.dither = enabled;
737 mDitherStateDirty = true;
738 }
739}
740
741bool Context::isDitherEnabled() const
742{
743 return mState.dither;
744}
745
746void Context::setLineWidth(GLfloat width)
747{
748 mState.lineWidth = width;
749}
750
751void Context::setGenerateMipmapHint(GLenum hint)
752{
753 mState.generateMipmapHint = hint;
754}
755
756void Context::setFragmentShaderDerivativeHint(GLenum hint)
757{
758 mState.fragmentShaderDerivativeHint = hint;
759 // TODO: Propagate the hint to shader translator so we can write
760 // ddx, ddx_coarse, or ddx_fine depending on the hint.
761 // Ignore for now. It is valid for implementations to ignore hint.
762}
763
764void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
765{
766 mState.viewportX = x;
767 mState.viewportY = y;
768 mState.viewportWidth = width;
769 mState.viewportHeight = height;
770}
771
772void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
773{
774 if (mState.scissorX != x || mState.scissorY != y ||
775 mState.scissorWidth != width || mState.scissorHeight != height)
776 {
777 mState.scissorX = x;
778 mState.scissorY = y;
779 mState.scissorWidth = width;
780 mState.scissorHeight = height;
781 mScissorStateDirty = true;
782 }
783}
784
785void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
786{
787 if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
788 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
789 {
790 mState.colorMaskRed = red;
791 mState.colorMaskGreen = green;
792 mState.colorMaskBlue = blue;
793 mState.colorMaskAlpha = alpha;
794 mMaskStateDirty = true;
795 }
796}
797
798void Context::setDepthMask(bool mask)
799{
800 if (mState.depthMask != mask)
801 {
802 mState.depthMask = mask;
803 mMaskStateDirty = true;
804 }
805}
806
807void Context::setActiveSampler(unsigned int active)
808{
809 mState.activeSampler = active;
810}
811
812GLuint Context::getReadFramebufferHandle() const
813{
814 return mState.readFramebuffer;
815}
816
817GLuint Context::getDrawFramebufferHandle() const
818{
819 return mState.drawFramebuffer;
820}
821
822GLuint Context::getRenderbufferHandle() const
823{
824 return mState.renderbuffer.id();
825}
826
827GLuint Context::getArrayBufferHandle() const
828{
829 return mState.arrayBuffer.id();
830}
831
832GLuint Context::getActiveQuery(GLenum target) const
833{
834 Query *queryObject = NULL;
835
836 switch (target)
837 {
838 case GL_ANY_SAMPLES_PASSED_EXT:
839 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
840 break;
841 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
842 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
843 break;
844 default:
845 ASSERT(false);
846 }
847
848 if (queryObject)
849 {
850 return queryObject->id();
851 }
852 else
853 {
854 return 0;
855 }
856}
857
858void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
859{
860 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
861}
862
863const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
864{
865 return mState.vertexAttribute[attribNum];
866}
867
868void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
869 GLsizei stride, const void *pointer)
870{
871 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
872 mState.vertexAttribute[attribNum].mSize = size;
873 mState.vertexAttribute[attribNum].mType = type;
874 mState.vertexAttribute[attribNum].mNormalized = normalized;
875 mState.vertexAttribute[attribNum].mStride = stride;
876 mState.vertexAttribute[attribNum].mPointer = pointer;
877}
878
879const void *Context::getVertexAttribPointer(unsigned int attribNum) const
880{
881 return mState.vertexAttribute[attribNum].mPointer;
882}
883
884const VertexAttributeArray &Context::getVertexAttributes()
885{
886 return mState.vertexAttribute;
887}
888
889void Context::setPackAlignment(GLint alignment)
890{
891 mState.packAlignment = alignment;
892}
893
894GLint Context::getPackAlignment() const
895{
896 return mState.packAlignment;
897}
898
899void Context::setUnpackAlignment(GLint alignment)
900{
901 mState.unpackAlignment = alignment;
902}
903
904GLint Context::getUnpackAlignment() const
905{
906 return mState.unpackAlignment;
907}
908
909void Context::setPackReverseRowOrder(bool reverseRowOrder)
910{
911 mState.packReverseRowOrder = reverseRowOrder;
912}
913
914bool Context::getPackReverseRowOrder() const
915{
916 return mState.packReverseRowOrder;
917}
918
919GLuint Context::createBuffer()
920{
921 return mResourceManager->createBuffer();
922}
923
924GLuint Context::createProgram()
925{
926 return mResourceManager->createProgram();
927}
928
929GLuint Context::createShader(GLenum type)
930{
931 return mResourceManager->createShader(type);
932}
933
934GLuint Context::createTexture()
935{
936 return mResourceManager->createTexture();
937}
938
939GLuint Context::createRenderbuffer()
940{
941 return mResourceManager->createRenderbuffer();
942}
943
944// Returns an unused framebuffer name
945GLuint Context::createFramebuffer()
946{
947 GLuint handle = mFramebufferHandleAllocator.allocate();
948
949 mFramebufferMap[handle] = NULL;
950
951 return handle;
952}
953
954GLuint Context::createFence()
955{
956 GLuint handle = mFenceHandleAllocator.allocate();
957
958 mFenceMap[handle] = new Fence(mDisplay);
959
960 return handle;
961}
962
963// Returns an unused query name
964GLuint Context::createQuery()
965{
966 GLuint handle = mQueryHandleAllocator.allocate();
967
968 mQueryMap[handle] = NULL;
969
970 return handle;
971}
972
973void Context::deleteBuffer(GLuint buffer)
974{
975 if (mResourceManager->getBuffer(buffer))
976 {
977 detachBuffer(buffer);
978 }
979
980 mResourceManager->deleteBuffer(buffer);
981}
982
983void Context::deleteShader(GLuint shader)
984{
985 mResourceManager->deleteShader(shader);
986}
987
988void Context::deleteProgram(GLuint program)
989{
990 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000991}
992
993void Context::deleteTexture(GLuint texture)
994{
995 if (mResourceManager->getTexture(texture))
996 {
997 detachTexture(texture);
998 }
999
1000 mResourceManager->deleteTexture(texture);
1001}
1002
1003void Context::deleteRenderbuffer(GLuint renderbuffer)
1004{
1005 if (mResourceManager->getRenderbuffer(renderbuffer))
1006 {
1007 detachRenderbuffer(renderbuffer);
1008 }
1009
1010 mResourceManager->deleteRenderbuffer(renderbuffer);
1011}
1012
1013void Context::deleteFramebuffer(GLuint framebuffer)
1014{
1015 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
1016
1017 if (framebufferObject != mFramebufferMap.end())
1018 {
1019 detachFramebuffer(framebuffer);
1020
1021 mFramebufferHandleAllocator.release(framebufferObject->first);
1022 delete framebufferObject->second;
1023 mFramebufferMap.erase(framebufferObject);
1024 }
1025}
1026
1027void Context::deleteFence(GLuint fence)
1028{
1029 FenceMap::iterator fenceObject = mFenceMap.find(fence);
1030
1031 if (fenceObject != mFenceMap.end())
1032 {
1033 mFenceHandleAllocator.release(fenceObject->first);
1034 delete fenceObject->second;
1035 mFenceMap.erase(fenceObject);
1036 }
1037}
1038
1039void Context::deleteQuery(GLuint query)
1040{
1041 QueryMap::iterator queryObject = mQueryMap.find(query);
1042 if (queryObject != mQueryMap.end())
1043 {
1044 mQueryHandleAllocator.release(queryObject->first);
1045 if (queryObject->second)
1046 {
1047 queryObject->second->release();
1048 }
1049 mQueryMap.erase(queryObject);
1050 }
1051}
1052
1053Buffer *Context::getBuffer(GLuint handle)
1054{
1055 return mResourceManager->getBuffer(handle);
1056}
1057
1058Shader *Context::getShader(GLuint handle)
1059{
1060 return mResourceManager->getShader(handle);
1061}
1062
1063Program *Context::getProgram(GLuint handle)
1064{
1065 return mResourceManager->getProgram(handle);
1066}
1067
1068Texture *Context::getTexture(GLuint handle)
1069{
1070 return mResourceManager->getTexture(handle);
1071}
1072
1073Renderbuffer *Context::getRenderbuffer(GLuint handle)
1074{
1075 return mResourceManager->getRenderbuffer(handle);
1076}
1077
1078Framebuffer *Context::getReadFramebuffer()
1079{
1080 return getFramebuffer(mState.readFramebuffer);
1081}
1082
1083Framebuffer *Context::getDrawFramebuffer()
1084{
1085 return mBoundDrawFramebuffer;
1086}
1087
1088void Context::bindArrayBuffer(unsigned int buffer)
1089{
1090 mResourceManager->checkBufferAllocation(buffer);
1091
1092 mState.arrayBuffer.set(getBuffer(buffer));
1093}
1094
1095void Context::bindElementArrayBuffer(unsigned int buffer)
1096{
1097 mResourceManager->checkBufferAllocation(buffer);
1098
1099 mState.elementArrayBuffer.set(getBuffer(buffer));
1100}
1101
1102void Context::bindTexture2D(GLuint texture)
1103{
1104 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1105
1106 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
1107}
1108
1109void Context::bindTextureCubeMap(GLuint texture)
1110{
1111 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1112
1113 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
1114}
1115
1116void Context::bindReadFramebuffer(GLuint framebuffer)
1117{
1118 if (!getFramebuffer(framebuffer))
1119 {
1120 mFramebufferMap[framebuffer] = new Framebuffer();
1121 }
1122
1123 mState.readFramebuffer = framebuffer;
1124}
1125
1126void Context::bindDrawFramebuffer(GLuint framebuffer)
1127{
1128 if (!getFramebuffer(framebuffer))
1129 {
1130 mFramebufferMap[framebuffer] = new Framebuffer();
1131 }
1132
1133 mState.drawFramebuffer = framebuffer;
1134
1135 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
1136}
1137
1138void Context::bindRenderbuffer(GLuint renderbuffer)
1139{
1140 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1141
1142 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
1143}
1144
1145void Context::useProgram(GLuint program)
1146{
1147 GLuint priorProgram = mState.currentProgram;
1148 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1149
1150 if (priorProgram != program)
1151 {
1152 Program *newProgram = mResourceManager->getProgram(program);
1153 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001154 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001155 mDxUniformsDirty = true;
1156
1157 if (newProgram)
1158 {
1159 newProgram->addRef();
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001160 mCurrentProgramBinary.set(newProgram->getProgramBinary());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001161 }
1162
1163 if (oldProgram)
1164 {
1165 oldProgram->release();
1166 }
1167 }
1168}
1169
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001170void Context::linkProgram(GLuint program)
1171{
1172 Program *programObject = mResourceManager->getProgram(program);
1173
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001174 bool linked = programObject->link();
1175
1176 // if the current program was relinked successfully we
1177 // need to install the new executables
1178 if (linked && program == mState.currentProgram)
1179 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001180 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001181 mDxUniformsDirty = true;
1182 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001183}
1184
1185void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
1186{
1187 Program *programObject = mResourceManager->getProgram(program);
1188
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001189 bool loaded = programObject->setProgramBinary(binary, length);
1190
1191 // if the current program was reloaded successfully we
1192 // need to install the new executables
1193 if (loaded && program == mState.currentProgram)
1194 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001195 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001196 mDxUniformsDirty = true;
1197 }
1198
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001199}
1200
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001201void Context::beginQuery(GLenum target, GLuint query)
1202{
1203 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1204 // of zero, if the active query object name for <target> is non-zero (for the
1205 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1206 // the active query for either target is non-zero), if <id> is the name of an
1207 // existing query object whose type does not match <target>, or if <id> is the
1208 // active query object name for any query type, the error INVALID_OPERATION is
1209 // generated.
1210
1211 // Ensure no other queries are active
1212 // NOTE: If other queries than occlusion are supported, we will need to check
1213 // separately that:
1214 // a) The query ID passed is not the current active query for any target/type
1215 // b) There are no active queries for the requested target (and in the case
1216 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1217 // no query may be active for either if glBeginQuery targets either.
1218 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1219 {
1220 if (mState.activeQuery[i].get() != NULL)
1221 {
1222 return error(GL_INVALID_OPERATION);
1223 }
1224 }
1225
1226 QueryType qType;
1227 switch (target)
1228 {
1229 case GL_ANY_SAMPLES_PASSED_EXT:
1230 qType = QUERY_ANY_SAMPLES_PASSED;
1231 break;
1232 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1233 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1234 break;
1235 default:
1236 ASSERT(false);
1237 return;
1238 }
1239
1240 Query *queryObject = getQuery(query, true, target);
1241
1242 // check that name was obtained with glGenQueries
1243 if (!queryObject)
1244 {
1245 return error(GL_INVALID_OPERATION);
1246 }
1247
1248 // check for type mismatch
1249 if (queryObject->getType() != target)
1250 {
1251 return error(GL_INVALID_OPERATION);
1252 }
1253
1254 // set query as active for specified target
1255 mState.activeQuery[qType].set(queryObject);
1256
1257 // begin query
1258 queryObject->begin();
1259}
1260
1261void Context::endQuery(GLenum target)
1262{
1263 QueryType qType;
1264
1265 switch (target)
1266 {
1267 case GL_ANY_SAMPLES_PASSED_EXT:
1268 qType = QUERY_ANY_SAMPLES_PASSED;
1269 break;
1270 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1271 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1272 break;
1273 default:
1274 ASSERT(false);
1275 return;
1276 }
1277
1278 Query *queryObject = mState.activeQuery[qType].get();
1279
1280 if (queryObject == NULL)
1281 {
1282 return error(GL_INVALID_OPERATION);
1283 }
1284
1285 queryObject->end();
1286
1287 mState.activeQuery[qType].set(NULL);
1288}
1289
1290void Context::setFramebufferZero(Framebuffer *buffer)
1291{
1292 delete mFramebufferMap[0];
1293 mFramebufferMap[0] = buffer;
1294 if (mState.drawFramebuffer == 0)
1295 {
1296 mBoundDrawFramebuffer = buffer;
1297 }
1298}
1299
1300void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1301{
1302 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1303 renderbufferObject->setStorage(renderbuffer);
1304}
1305
1306Framebuffer *Context::getFramebuffer(unsigned int handle)
1307{
1308 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1309
1310 if (framebuffer == mFramebufferMap.end())
1311 {
1312 return NULL;
1313 }
1314 else
1315 {
1316 return framebuffer->second;
1317 }
1318}
1319
1320Fence *Context::getFence(unsigned int handle)
1321{
1322 FenceMap::iterator fence = mFenceMap.find(handle);
1323
1324 if (fence == mFenceMap.end())
1325 {
1326 return NULL;
1327 }
1328 else
1329 {
1330 return fence->second;
1331 }
1332}
1333
1334Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1335{
1336 QueryMap::iterator query = mQueryMap.find(handle);
1337
1338 if (query == mQueryMap.end())
1339 {
1340 return NULL;
1341 }
1342 else
1343 {
1344 if (!query->second && create)
1345 {
1346 query->second = new Query(handle, type);
1347 query->second->addRef();
1348 }
1349 return query->second;
1350 }
1351}
1352
1353Buffer *Context::getArrayBuffer()
1354{
1355 return mState.arrayBuffer.get();
1356}
1357
1358Buffer *Context::getElementArrayBuffer()
1359{
1360 return mState.elementArrayBuffer.get();
1361}
1362
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001363ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001364{
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001365 return mCurrentProgramBinary.get();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001366}
1367
1368Texture2D *Context::getTexture2D()
1369{
1370 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1371}
1372
1373TextureCubeMap *Context::getTextureCubeMap()
1374{
1375 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1376}
1377
1378Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1379{
1380 GLuint texid = mState.samplerTexture[type][sampler].id();
1381
1382 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1383 {
1384 switch (type)
1385 {
1386 default: UNREACHABLE();
1387 case TEXTURE_2D: return mTexture2DZero.get();
1388 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1389 }
1390 }
1391
1392 return mState.samplerTexture[type][sampler].get();
1393}
1394
1395bool Context::getBooleanv(GLenum pname, GLboolean *params)
1396{
1397 switch (pname)
1398 {
1399 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1400 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1401 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1402 case GL_COLOR_WRITEMASK:
1403 params[0] = mState.colorMaskRed;
1404 params[1] = mState.colorMaskGreen;
1405 params[2] = mState.colorMaskBlue;
1406 params[3] = mState.colorMaskAlpha;
1407 break;
1408 case GL_CULL_FACE: *params = mState.cullFace; break;
1409 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
1410 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
1411 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1412 case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
1413 case GL_STENCIL_TEST: *params = mState.stencilTest; break;
1414 case GL_DEPTH_TEST: *params = mState.depthTest; break;
1415 case GL_BLEND: *params = mState.blend; break;
1416 case GL_DITHER: *params = mState.dither; break;
1417 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
1418 default:
1419 return false;
1420 }
1421
1422 return true;
1423}
1424
1425bool Context::getFloatv(GLenum pname, GLfloat *params)
1426{
1427 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1428 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1429 // GetIntegerv as its native query function. As it would require conversion in any
1430 // case, this should make no difference to the calling application.
1431 switch (pname)
1432 {
1433 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1434 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1435 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1436 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1437 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1438 case GL_ALIASED_LINE_WIDTH_RANGE:
1439 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1440 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1441 break;
1442 case GL_ALIASED_POINT_SIZE_RANGE:
1443 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1444 params[1] = getMaximumPointSize();
1445 break;
1446 case GL_DEPTH_RANGE:
1447 params[0] = mState.zNear;
1448 params[1] = mState.zFar;
1449 break;
1450 case GL_COLOR_CLEAR_VALUE:
1451 params[0] = mState.colorClearValue.red;
1452 params[1] = mState.colorClearValue.green;
1453 params[2] = mState.colorClearValue.blue;
1454 params[3] = mState.colorClearValue.alpha;
1455 break;
1456 case GL_BLEND_COLOR:
1457 params[0] = mState.blendColor.red;
1458 params[1] = mState.blendColor.green;
1459 params[2] = mState.blendColor.blue;
1460 params[3] = mState.blendColor.alpha;
1461 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001462 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1463 if (!supportsTextureFilterAnisotropy())
1464 {
1465 return false;
1466 }
1467 *params = mMaxTextureAnisotropy;
1468 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001469 default:
1470 return false;
1471 }
1472
1473 return true;
1474}
1475
1476bool Context::getIntegerv(GLenum pname, GLint *params)
1477{
1478 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1479 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1480 // GetIntegerv as its native query function. As it would require conversion in any
1481 // case, this should make no difference to the calling application. You may find it in
1482 // Context::getFloatv.
1483 switch (pname)
1484 {
1485 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1486 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1487 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1488 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1489 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1490 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1491 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1492 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1493 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1494 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1495 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1496 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1497 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1498 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1499 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1500 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1501 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1502 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1503 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1504 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1505 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1506 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1507 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
1508 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
1509 case GL_STENCIL_REF: *params = mState.stencilRef; break;
1510 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
1511 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
1512 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
1513 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
1514 case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
1515 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
1516 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
1517 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
1518 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
1519 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
1520 case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
1521 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
1522 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
1523 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
1524 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
1525 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
1526 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
1527 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
1528 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
1529 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1530 case GL_SUBPIXEL_BITS: *params = 4; break;
1531 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1532 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1533 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1534 params[0] = mNumCompressedTextureFormats;
1535 break;
1536 case GL_MAX_SAMPLES_ANGLE:
1537 {
1538 GLsizei maxSamples = getMaxSupportedSamples();
1539 if (maxSamples != 0)
1540 {
1541 *params = maxSamples;
1542 }
1543 else
1544 {
1545 return false;
1546 }
1547
1548 break;
1549 }
1550 case GL_SAMPLE_BUFFERS:
1551 case GL_SAMPLES:
1552 {
1553 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1554 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1555 {
1556 switch (pname)
1557 {
1558 case GL_SAMPLE_BUFFERS:
1559 if (framebuffer->getSamples() != 0)
1560 {
1561 *params = 1;
1562 }
1563 else
1564 {
1565 *params = 0;
1566 }
1567 break;
1568 case GL_SAMPLES:
1569 *params = framebuffer->getSamples();
1570 break;
1571 }
1572 }
1573 else
1574 {
1575 *params = 0;
1576 }
1577 }
1578 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001579 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1580 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1581 {
1582 GLenum format, type;
1583 if (getCurrentReadFormatType(&format, &type))
1584 {
1585 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1586 *params = format;
1587 else
1588 *params = type;
1589 }
1590 }
1591 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001592 case GL_MAX_VIEWPORT_DIMS:
1593 {
1594 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1595 params[0] = maxDimension;
1596 params[1] = maxDimension;
1597 }
1598 break;
1599 case GL_COMPRESSED_TEXTURE_FORMATS:
1600 {
1601 if (supportsDXT1Textures())
1602 {
1603 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1604 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1605 }
1606 if (supportsDXT3Textures())
1607 {
1608 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1609 }
1610 if (supportsDXT5Textures())
1611 {
1612 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1613 }
1614 }
1615 break;
1616 case GL_VIEWPORT:
1617 params[0] = mState.viewportX;
1618 params[1] = mState.viewportY;
1619 params[2] = mState.viewportWidth;
1620 params[3] = mState.viewportHeight;
1621 break;
1622 case GL_SCISSOR_BOX:
1623 params[0] = mState.scissorX;
1624 params[1] = mState.scissorY;
1625 params[2] = mState.scissorWidth;
1626 params[3] = mState.scissorHeight;
1627 break;
1628 case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
1629 case GL_FRONT_FACE: *params = mState.frontFace; break;
1630 case GL_RED_BITS:
1631 case GL_GREEN_BITS:
1632 case GL_BLUE_BITS:
1633 case GL_ALPHA_BITS:
1634 {
1635 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1636 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1637
1638 if (colorbuffer)
1639 {
1640 switch (pname)
1641 {
1642 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1643 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1644 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1645 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1646 }
1647 }
1648 else
1649 {
1650 *params = 0;
1651 }
1652 }
1653 break;
1654 case GL_DEPTH_BITS:
1655 {
1656 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1657 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1658
1659 if (depthbuffer)
1660 {
1661 *params = depthbuffer->getDepthSize();
1662 }
1663 else
1664 {
1665 *params = 0;
1666 }
1667 }
1668 break;
1669 case GL_STENCIL_BITS:
1670 {
1671 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1672 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1673
1674 if (stencilbuffer)
1675 {
1676 *params = stencilbuffer->getStencilSize();
1677 }
1678 else
1679 {
1680 *params = 0;
1681 }
1682 }
1683 break;
1684 case GL_TEXTURE_BINDING_2D:
1685 {
1686 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1687 {
1688 error(GL_INVALID_OPERATION);
1689 return false;
1690 }
1691
1692 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1693 }
1694 break;
1695 case GL_TEXTURE_BINDING_CUBE_MAP:
1696 {
1697 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1698 {
1699 error(GL_INVALID_OPERATION);
1700 return false;
1701 }
1702
1703 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1704 }
1705 break;
1706 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1707 *params = mResetStrategy;
1708 break;
1709 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1710 *params = 1;
1711 break;
1712 case GL_PROGRAM_BINARY_FORMATS_OES:
1713 *params = GL_PROGRAM_BINARY_ANGLE;
1714 break;
1715 default:
1716 return false;
1717 }
1718
1719 return true;
1720}
1721
1722bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1723{
1724 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1725 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1726 // to the fact that it is stored internally as a float, and so would require conversion
1727 // if returned from Context::getIntegerv. Since this conversion is already implemented
1728 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1729 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1730 // application.
1731 switch (pname)
1732 {
1733 case GL_COMPRESSED_TEXTURE_FORMATS:
1734 {
1735 *type = GL_INT;
1736 *numParams = mNumCompressedTextureFormats;
1737 }
1738 break;
1739 case GL_SHADER_BINARY_FORMATS:
1740 {
1741 *type = GL_INT;
1742 *numParams = 0;
1743 }
1744 break;
1745 case GL_MAX_VERTEX_ATTRIBS:
1746 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1747 case GL_MAX_VARYING_VECTORS:
1748 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1749 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1750 case GL_MAX_TEXTURE_IMAGE_UNITS:
1751 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1752 case GL_MAX_RENDERBUFFER_SIZE:
1753 case GL_NUM_SHADER_BINARY_FORMATS:
1754 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1755 case GL_ARRAY_BUFFER_BINDING:
1756 case GL_FRAMEBUFFER_BINDING:
1757 case GL_RENDERBUFFER_BINDING:
1758 case GL_CURRENT_PROGRAM:
1759 case GL_PACK_ALIGNMENT:
1760 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1761 case GL_UNPACK_ALIGNMENT:
1762 case GL_GENERATE_MIPMAP_HINT:
1763 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1764 case GL_RED_BITS:
1765 case GL_GREEN_BITS:
1766 case GL_BLUE_BITS:
1767 case GL_ALPHA_BITS:
1768 case GL_DEPTH_BITS:
1769 case GL_STENCIL_BITS:
1770 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1771 case GL_CULL_FACE_MODE:
1772 case GL_FRONT_FACE:
1773 case GL_ACTIVE_TEXTURE:
1774 case GL_STENCIL_FUNC:
1775 case GL_STENCIL_VALUE_MASK:
1776 case GL_STENCIL_REF:
1777 case GL_STENCIL_FAIL:
1778 case GL_STENCIL_PASS_DEPTH_FAIL:
1779 case GL_STENCIL_PASS_DEPTH_PASS:
1780 case GL_STENCIL_BACK_FUNC:
1781 case GL_STENCIL_BACK_VALUE_MASK:
1782 case GL_STENCIL_BACK_REF:
1783 case GL_STENCIL_BACK_FAIL:
1784 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1785 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1786 case GL_DEPTH_FUNC:
1787 case GL_BLEND_SRC_RGB:
1788 case GL_BLEND_SRC_ALPHA:
1789 case GL_BLEND_DST_RGB:
1790 case GL_BLEND_DST_ALPHA:
1791 case GL_BLEND_EQUATION_RGB:
1792 case GL_BLEND_EQUATION_ALPHA:
1793 case GL_STENCIL_WRITEMASK:
1794 case GL_STENCIL_BACK_WRITEMASK:
1795 case GL_STENCIL_CLEAR_VALUE:
1796 case GL_SUBPIXEL_BITS:
1797 case GL_MAX_TEXTURE_SIZE:
1798 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1799 case GL_SAMPLE_BUFFERS:
1800 case GL_SAMPLES:
1801 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1802 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1803 case GL_TEXTURE_BINDING_2D:
1804 case GL_TEXTURE_BINDING_CUBE_MAP:
1805 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1806 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1807 case GL_PROGRAM_BINARY_FORMATS_OES:
1808 {
1809 *type = GL_INT;
1810 *numParams = 1;
1811 }
1812 break;
1813 case GL_MAX_SAMPLES_ANGLE:
1814 {
1815 if (getMaxSupportedSamples() != 0)
1816 {
1817 *type = GL_INT;
1818 *numParams = 1;
1819 }
1820 else
1821 {
1822 return false;
1823 }
1824 }
1825 break;
1826 case GL_MAX_VIEWPORT_DIMS:
1827 {
1828 *type = GL_INT;
1829 *numParams = 2;
1830 }
1831 break;
1832 case GL_VIEWPORT:
1833 case GL_SCISSOR_BOX:
1834 {
1835 *type = GL_INT;
1836 *numParams = 4;
1837 }
1838 break;
1839 case GL_SHADER_COMPILER:
1840 case GL_SAMPLE_COVERAGE_INVERT:
1841 case GL_DEPTH_WRITEMASK:
1842 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1843 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1844 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1845 case GL_SAMPLE_COVERAGE:
1846 case GL_SCISSOR_TEST:
1847 case GL_STENCIL_TEST:
1848 case GL_DEPTH_TEST:
1849 case GL_BLEND:
1850 case GL_DITHER:
1851 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1852 {
1853 *type = GL_BOOL;
1854 *numParams = 1;
1855 }
1856 break;
1857 case GL_COLOR_WRITEMASK:
1858 {
1859 *type = GL_BOOL;
1860 *numParams = 4;
1861 }
1862 break;
1863 case GL_POLYGON_OFFSET_FACTOR:
1864 case GL_POLYGON_OFFSET_UNITS:
1865 case GL_SAMPLE_COVERAGE_VALUE:
1866 case GL_DEPTH_CLEAR_VALUE:
1867 case GL_LINE_WIDTH:
1868 {
1869 *type = GL_FLOAT;
1870 *numParams = 1;
1871 }
1872 break;
1873 case GL_ALIASED_LINE_WIDTH_RANGE:
1874 case GL_ALIASED_POINT_SIZE_RANGE:
1875 case GL_DEPTH_RANGE:
1876 {
1877 *type = GL_FLOAT;
1878 *numParams = 2;
1879 }
1880 break;
1881 case GL_COLOR_CLEAR_VALUE:
1882 case GL_BLEND_COLOR:
1883 {
1884 *type = GL_FLOAT;
1885 *numParams = 4;
1886 }
1887 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001888 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1889 if (!supportsTextureFilterAnisotropy())
1890 {
1891 return false;
1892 }
1893 *type = GL_FLOAT;
1894 *numParams = 1;
1895 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001896 default:
1897 return false;
1898 }
1899
1900 return true;
1901}
1902
1903// Applies the render target surface, depth stencil surface, viewport rectangle and
1904// scissor rectangle to the Direct3D 9 device
1905bool Context::applyRenderTarget(bool ignoreViewport)
1906{
1907 Framebuffer *framebufferObject = getDrawFramebuffer();
1908
1909 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1910 {
1911 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1912 }
1913
1914 // if there is no color attachment we must synthesize a NULL colorattachment
1915 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1916 Renderbuffer *renderbufferObject = NULL;
1917 if (framebufferObject->getColorbufferType() != GL_NONE)
1918 {
1919 renderbufferObject = framebufferObject->getColorbuffer();
1920 }
1921 else
1922 {
1923 renderbufferObject = framebufferObject->getNullColorbuffer();
1924 }
1925 if (!renderbufferObject)
1926 {
1927 ERR("unable to locate renderbuffer for FBO.");
1928 return false;
1929 }
1930
1931 bool renderTargetChanged = false;
1932 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1933 if (renderTargetSerial != mAppliedRenderTargetSerial)
1934 {
1935 IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();
1936 if (!renderTarget)
1937 {
1938 ERR("render target pointer unexpectedly null.");
1939 return false; // Context must be lost
1940 }
1941 mDevice->SetRenderTarget(0, renderTarget);
1942 mAppliedRenderTargetSerial = renderTargetSerial;
1943 mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
1944 renderTargetChanged = true;
1945 renderTarget->Release();
1946 }
1947
1948 IDirect3DSurface9 *depthStencil = NULL;
1949 unsigned int depthbufferSerial = 0;
1950 unsigned int stencilbufferSerial = 0;
1951 if (framebufferObject->getDepthbufferType() != GL_NONE)
1952 {
1953 Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
1954 depthStencil = depthbuffer->getDepthStencil();
1955 if (!depthStencil)
1956 {
1957 ERR("Depth stencil pointer unexpectedly null.");
1958 return false;
1959 }
1960
1961 depthbufferSerial = depthbuffer->getSerial();
1962 }
1963 else if (framebufferObject->getStencilbufferType() != GL_NONE)
1964 {
1965 Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
1966 depthStencil = stencilbuffer->getDepthStencil();
1967 if (!depthStencil)
1968 {
1969 ERR("Depth stencil pointer unexpectedly null.");
1970 return false;
1971 }
1972
1973 stencilbufferSerial = stencilbuffer->getSerial();
1974 }
1975
1976 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1977 stencilbufferSerial != mAppliedStencilbufferSerial ||
1978 !mDepthStencilInitialized)
1979 {
1980 mDevice->SetDepthStencilSurface(depthStencil);
1981 mAppliedDepthbufferSerial = depthbufferSerial;
1982 mAppliedStencilbufferSerial = stencilbufferSerial;
1983 mDepthStencilInitialized = true;
1984 }
1985
1986 if (depthStencil)
1987 {
1988 depthStencil->Release();
1989 }
1990
1991 if (!mRenderTargetDescInitialized || renderTargetChanged)
1992 {
1993 IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();
1994 if (!renderTarget)
1995 {
1996 return false; // Context must be lost
1997 }
1998 renderTarget->GetDesc(&mRenderTargetDesc);
1999 mRenderTargetDescInitialized = true;
2000 renderTarget->Release();
2001 }
2002
2003 D3DVIEWPORT9 viewport;
2004
2005 float zNear = clamp01(mState.zNear);
2006 float zFar = clamp01(mState.zFar);
2007
2008 if (ignoreViewport)
2009 {
2010 viewport.X = 0;
2011 viewport.Y = 0;
2012 viewport.Width = mRenderTargetDesc.Width;
2013 viewport.Height = mRenderTargetDesc.Height;
2014 viewport.MinZ = 0.0f;
2015 viewport.MaxZ = 1.0f;
2016 }
2017 else
2018 {
2019 viewport.X = clamp(mState.viewportX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2020 viewport.Y = clamp(mState.viewportY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2021 viewport.Width = clamp(mState.viewportWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
2022 viewport.Height = clamp(mState.viewportHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));
2023 viewport.MinZ = zNear;
2024 viewport.MaxZ = zFar;
2025 }
2026
2027 if (viewport.Width <= 0 || viewport.Height <= 0)
2028 {
2029 return false; // Nothing to render
2030 }
2031
2032 if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
2033 {
2034 mDevice->SetViewport(&viewport);
2035 mSetViewport = viewport;
2036 mViewportInitialized = true;
2037 mDxUniformsDirty = true;
2038 }
2039
2040 if (mScissorStateDirty)
2041 {
2042 if (mState.scissorTest)
2043 {
2044 RECT rect;
2045 rect.left = clamp(mState.scissorX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2046 rect.top = clamp(mState.scissorY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2047 rect.right = clamp(mState.scissorX + mState.scissorWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2048 rect.bottom = clamp(mState.scissorY + mState.scissorHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2049 mDevice->SetScissorRect(&rect);
2050 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
2051 }
2052 else
2053 {
2054 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
2055 }
2056
2057 mScissorStateDirty = false;
2058 }
2059
2060 if (mState.currentProgram && mDxUniformsDirty)
2061 {
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002062 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002063
2064 GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation();
2065 GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
2066 programBinary->setUniform2fv(halfPixelSize, 1, xy);
2067
2068 // These values are used for computing gl_FragCoord in Program::linkVaryings().
2069 GLint coord = programBinary->getDxCoordLocation();
2070 GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
2071 (float)mState.viewportX + mState.viewportWidth / 2.0f,
2072 (float)mState.viewportY + mState.viewportHeight / 2.0f};
2073 programBinary->setUniform4fv(coord, 1, whxy);
2074
2075 GLint depth = programBinary->getDxDepthLocation();
2076 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
2077 programBinary->setUniform2fv(depth, 1, dz);
2078
2079 GLint depthRange = programBinary->getDxDepthRangeLocation();
2080 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2081 programBinary->setUniform3fv(depthRange, 1, nearFarDiff);
2082 mDxUniformsDirty = false;
2083 }
2084
2085 return true;
2086}
2087
2088// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
2089void Context::applyState(GLenum drawMode)
2090{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002091 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002092
2093 Framebuffer *framebufferObject = getDrawFramebuffer();
2094
2095 GLint frontCCW = programBinary->getDxFrontCCWLocation();
2096 GLint ccw = (mState.frontFace == GL_CCW);
2097 programBinary->setUniform1iv(frontCCW, 1, &ccw);
2098
2099 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
2100 GLint alwaysFront = !isTriangleMode(drawMode);
2101 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
2102
2103 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
2104 bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;
2105 // Apparently some ATI cards have a bug where a draw with a zero color
2106 // write mask can cause later draws to have incorrect results. Instead,
2107 // set a nonzero color write mask but modify the blend state so that no
2108 // drawing is done.
2109 // http://code.google.com/p/angleproject/issues/detail?id=169
2110
2111 if (mCullStateDirty || mFrontFaceDirty)
2112 {
2113 if (mState.cullFace)
2114 {
2115 mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
2116 }
2117 else
2118 {
2119 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2120 }
2121
2122 mCullStateDirty = false;
2123 }
2124
2125 if (mDepthStateDirty)
2126 {
2127 if (mState.depthTest)
2128 {
2129 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
2130 mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
2131 }
2132 else
2133 {
2134 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
2135 }
2136
2137 mDepthStateDirty = false;
2138 }
2139
2140 if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
2141 {
2142 mBlendStateDirty = true;
2143 mMaskStateDirty = true;
2144 }
2145
2146 if (mBlendStateDirty)
2147 {
2148 if (mState.blend)
2149 {
2150 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2151
2152 if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
2153 mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
2154 {
2155 mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
2156 }
2157 else
2158 {
2159 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
2160 unorm<8>(mState.blendColor.alpha),
2161 unorm<8>(mState.blendColor.alpha),
2162 unorm<8>(mState.blendColor.alpha)));
2163 }
2164
2165 mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
2166 mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
2167 mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
2168
2169 if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
2170 mState.destBlendRGB != mState.destBlendAlpha ||
2171 mState.blendEquationRGB != mState.blendEquationAlpha)
2172 {
2173 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2174
2175 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
2176 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
2177 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
2178 }
2179 else
2180 {
2181 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
2182 }
2183 }
2184 else
2185 {
2186 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2187 }
2188
2189 mBlendStateDirty = false;
2190 }
2191
2192 if (mStencilStateDirty || mFrontFaceDirty)
2193 {
2194 if (mState.stencilTest && framebufferObject->hasStencil())
2195 {
2196 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2197 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
2198
2199 // FIXME: Unsupported by D3D9
2200 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
2201 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
2202 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
2203 if (mState.stencilWritemask != mState.stencilBackWritemask ||
2204 mState.stencilRef != mState.stencilBackRef ||
2205 mState.stencilMask != mState.stencilBackMask)
2206 {
2207 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
2208 return error(GL_INVALID_OPERATION);
2209 }
2210
2211 // get the maximum size of the stencil ref
2212 gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
2213 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2214
2215 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
2216 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
2217 es2dx::ConvertComparison(mState.stencilFunc));
2218
2219 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2220 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
2221
2222 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
2223 es2dx::ConvertStencilOp(mState.stencilFail));
2224 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
2225 es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
2226 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
2227 es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
2228
2229 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
2230 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
2231 es2dx::ConvertComparison(mState.stencilBackFunc));
2232
2233 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2234 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
2235
2236 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
2237 es2dx::ConvertStencilOp(mState.stencilBackFail));
2238 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
2239 es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
2240 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
2241 es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
2242 }
2243 else
2244 {
2245 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2246 }
2247
2248 mStencilStateDirty = false;
2249 mFrontFaceDirty = false;
2250 }
2251
2252 if (mMaskStateDirty)
2253 {
2254 int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
2255 mState.colorMaskBlue, mState.colorMaskAlpha);
2256 if (colorMask == 0 && !zeroColorMaskAllowed)
2257 {
2258 // Enable green channel, but set blending so nothing will be drawn.
2259 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
2260 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2261
2262 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
2263 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
2264 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
2265 }
2266 else
2267 {
2268 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
2269 }
2270 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
2271
2272 mMaskStateDirty = false;
2273 }
2274
2275 if (mPolygonOffsetStateDirty)
2276 {
2277 if (mState.polygonOffsetFill)
2278 {
2279 gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
2280 if (depthbuffer)
2281 {
2282 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
2283 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2284 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
2285 }
2286 }
2287 else
2288 {
2289 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
2290 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
2291 }
2292
2293 mPolygonOffsetStateDirty = false;
2294 }
2295
2296 if (mSampleStateDirty)
2297 {
2298 if (mState.sampleAlphaToCoverage)
2299 {
2300 FIXME("Sample alpha to coverage is unimplemented.");
2301 }
2302
2303 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
2304 if (mState.sampleCoverage)
2305 {
2306 unsigned int mask = 0;
2307 if (mState.sampleCoverageValue != 0)
2308 {
2309 float threshold = 0.5f;
2310
2311 for (int i = 0; i < framebufferObject->getSamples(); ++i)
2312 {
2313 mask <<= 1;
2314
2315 if ((i + 1) * mState.sampleCoverageValue >= threshold)
2316 {
2317 threshold += 1.0f;
2318 mask |= 1;
2319 }
2320 }
2321 }
2322
2323 if (mState.sampleCoverageInvert)
2324 {
2325 mask = ~mask;
2326 }
2327
2328 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
2329 }
2330 else
2331 {
2332 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2333 }
2334
2335 mSampleStateDirty = false;
2336 }
2337
2338 if (mDitherStateDirty)
2339 {
2340 mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
2341
2342 mDitherStateDirty = false;
2343 }
2344}
2345
2346GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
2347{
2348 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2349
2350 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances);
2351 if (err != GL_NO_ERROR)
2352 {
2353 return err;
2354 }
2355
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002356 ProgramBinary *programBinary = getCurrentProgramBinary();
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00002357 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002358}
2359
2360// Applies the indices and element array bindings to the Direct3D 9 device
2361GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2362{
2363 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
2364
2365 if (err == GL_NO_ERROR)
2366 {
2367 if (indexInfo->serial != mAppliedIBSerial)
2368 {
2369 mDevice->SetIndices(indexInfo->indexBuffer);
2370 mAppliedIBSerial = indexInfo->serial;
2371 }
2372 }
2373
2374 return err;
2375}
2376
2377// Applies the shaders and shader constants to the Direct3D 9 device
2378void Context::applyShaders()
2379{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002380 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002381
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00002382 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002383 {
2384 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
2385 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
2386
2387 mDevice->SetPixelShader(pixelShader);
2388 mDevice->SetVertexShader(vertexShader);
2389 programBinary->dirtyAllUniforms();
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00002390 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002391 }
2392
2393 programBinary->applyUniforms();
2394}
2395
2396// Applies the textures and sampler states to the Direct3D 9 device
2397void Context::applyTextures()
2398{
2399 applyTextures(SAMPLER_PIXEL);
2400
2401 if (mSupportsVertexTexture)
2402 {
2403 applyTextures(SAMPLER_VERTEX);
2404 }
2405}
2406
2407// For each Direct3D 9 sampler of either the pixel or vertex stage,
2408// looks up the corresponding OpenGL texture image unit and texture type,
2409// and sets the texture and its addressing/filtering state (or NULL when inactive).
2410void Context::applyTextures(SamplerType type)
2411{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002412 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002413
2414 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
2415 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
2416 int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
2417 int samplerRange = programBinary->getUsedSamplerRange(type);
2418
2419 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
2420 {
2421 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
2422 int d3dSampler = samplerIndex + d3dSamplerOffset;
2423
2424 if (textureUnit != -1)
2425 {
2426 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
2427
2428 Texture *texture = getSamplerTexture(textureUnit, textureType);
2429 unsigned int texSerial = texture->getTextureSerial();
2430
2431 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
2432 {
2433 IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();
2434
2435 if (d3dTexture)
2436 {
2437 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
2438 {
2439 GLenum wrapS = texture->getWrapS();
2440 GLenum wrapT = texture->getWrapT();
2441 GLenum minFilter = texture->getMinFilter();
2442 GLenum magFilter = texture->getMagFilter();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002443 float maxAnisotropy = texture->getMaxAnisotropy();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002444
2445 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
2446 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
2447
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002448 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter, maxAnisotropy));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002449 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002450 es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter, maxAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002451 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
2452 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
jbauman@chromium.org68715282012-07-12 23:28:41 +00002453 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, texture->getLodOffset());
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002454
2455 if (supportsTextureFilterAnisotropy())
2456 {
2457 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)maxAnisotropy);
2458 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002459 }
2460
2461 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
2462 {
2463 mDevice->SetTexture(d3dSampler, d3dTexture);
2464 }
2465 }
2466 else
2467 {
2468 mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());
2469 }
2470
2471 appliedTextureSerial[samplerIndex] = texSerial;
2472 texture->resetDirty();
2473 }
2474 }
2475 else
2476 {
2477 if (appliedTextureSerial[samplerIndex] != 0)
2478 {
2479 mDevice->SetTexture(d3dSampler, NULL);
2480 appliedTextureSerial[samplerIndex] = 0;
2481 }
2482 }
2483 }
2484
2485 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2486 {
2487 if (appliedTextureSerial[samplerIndex] != 0)
2488 {
2489 mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);
2490 appliedTextureSerial[samplerIndex] = 0;
2491 }
2492 }
2493}
2494
2495void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2496 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2497{
2498 Framebuffer *framebuffer = getReadFramebuffer();
2499
2500 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2501 {
2502 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2503 }
2504
2505 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2506 {
2507 return error(GL_INVALID_OPERATION);
2508 }
2509
2510 GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
2511 // sized query sanity check
2512 if (bufSize)
2513 {
2514 int requiredSize = outputPitch * height;
2515 if (requiredSize > *bufSize)
2516 {
2517 return error(GL_INVALID_OPERATION);
2518 }
2519 }
2520
2521 IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
2522 if (!renderTarget)
2523 {
2524 return; // Context must be lost, return silently
2525 }
2526
2527 D3DSURFACE_DESC desc;
2528 renderTarget->GetDesc(&desc);
2529
2530 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2531 {
2532 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
2533 renderTarget->Release();
2534 return error(GL_OUT_OF_MEMORY);
2535 }
2536
2537 HRESULT result;
2538 IDirect3DSurface9 *systemSurface = NULL;
2539 bool directToPixels = !getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&
2540 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2541 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2542 if (directToPixels)
2543 {
2544 // Use the pixels ptr as a shared handle to write directly into client's memory
2545 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2546 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2547 if (FAILED(result))
2548 {
2549 // Try again without the shared handle
2550 directToPixels = false;
2551 }
2552 }
2553
2554 if (!directToPixels)
2555 {
2556 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2557 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2558 if (FAILED(result))
2559 {
2560 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2561 renderTarget->Release();
2562 return error(GL_OUT_OF_MEMORY);
2563 }
2564 }
2565
2566 result = mDevice->GetRenderTargetData(renderTarget, systemSurface);
2567 renderTarget->Release();
2568 renderTarget = NULL;
2569
2570 if (FAILED(result))
2571 {
2572 systemSurface->Release();
2573
2574 // It turns out that D3D will sometimes produce more error
2575 // codes than those documented.
2576 if (checkDeviceLost(result))
2577 return error(GL_OUT_OF_MEMORY);
2578 else
2579 {
2580 UNREACHABLE();
2581 return;
2582 }
2583
2584 }
2585
2586 if (directToPixels)
2587 {
2588 systemSurface->Release();
2589 return;
2590 }
2591
2592 RECT rect;
2593 rect.left = clamp(x, 0L, static_cast<LONG>(desc.Width));
2594 rect.top = clamp(y, 0L, static_cast<LONG>(desc.Height));
2595 rect.right = clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2596 rect.bottom = clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2597
2598 D3DLOCKED_RECT lock;
2599 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2600
2601 if (FAILED(result))
2602 {
2603 UNREACHABLE();
2604 systemSurface->Release();
2605
2606 return; // No sensible error to generate
2607 }
2608
2609 unsigned char *dest = (unsigned char*)pixels;
2610 unsigned short *dest16 = (unsigned short*)pixels;
2611
2612 unsigned char *source;
2613 int inputPitch;
2614 if (getPackReverseRowOrder())
2615 {
2616 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2617 inputPitch = -lock.Pitch;
2618 }
2619 else
2620 {
2621 source = (unsigned char*)lock.pBits;
2622 inputPitch = lock.Pitch;
2623 }
2624
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002625 unsigned int fastPixelSize = 0;
2626
2627 if (desc.Format == D3DFMT_A8R8G8B8 &&
2628 format == GL_BGRA_EXT &&
2629 type == GL_UNSIGNED_BYTE)
2630 {
2631 fastPixelSize = 4;
2632 }
2633 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2634 format == GL_BGRA_EXT &&
2635 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2636 (desc.Format == D3DFMT_A1R5G5B5 &&
2637 format == GL_BGRA_EXT &&
2638 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2639 {
2640 fastPixelSize = 2;
2641 }
2642 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2643 format == GL_RGBA &&
2644 type == GL_HALF_FLOAT_OES)
2645 {
2646 fastPixelSize = 8;
2647 }
2648 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2649 format == GL_RGBA &&
2650 type == GL_FLOAT)
2651 {
2652 fastPixelSize = 16;
2653 }
2654
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002655 for (int j = 0; j < rect.bottom - rect.top; j++)
2656 {
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002657 if (fastPixelSize != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002658 {
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002659 // Fast path for formats which require no translation:
2660 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2661 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2662 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2663 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2664 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2665 //
2666 // Note that buffers with no alpha go through the slow path below.
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002667 memcpy(dest + j * outputPitch,
2668 source + j * inputPitch,
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002669 (rect.right - rect.left) * fastPixelSize);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002670 continue;
2671 }
2672
2673 for (int i = 0; i < rect.right - rect.left; i++)
2674 {
2675 float r;
2676 float g;
2677 float b;
2678 float a;
2679
2680 switch (desc.Format)
2681 {
2682 case D3DFMT_R5G6B5:
2683 {
2684 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2685
2686 a = 1.0f;
2687 b = (rgb & 0x001F) * (1.0f / 0x001F);
2688 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2689 r = (rgb & 0xF800) * (1.0f / 0xF800);
2690 }
2691 break;
2692 case D3DFMT_A1R5G5B5:
2693 {
2694 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2695
2696 a = (argb & 0x8000) ? 1.0f : 0.0f;
2697 b = (argb & 0x001F) * (1.0f / 0x001F);
2698 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2699 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2700 }
2701 break;
2702 case D3DFMT_A8R8G8B8:
2703 {
2704 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2705
2706 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2707 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2708 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2709 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2710 }
2711 break;
2712 case D3DFMT_X8R8G8B8:
2713 {
2714 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2715
2716 a = 1.0f;
2717 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2718 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2719 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2720 }
2721 break;
2722 case D3DFMT_A2R10G10B10:
2723 {
2724 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2725
2726 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2727 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2728 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2729 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2730 }
2731 break;
2732 case D3DFMT_A32B32G32R32F:
2733 {
2734 // float formats in D3D are stored rgba, rather than the other way round
2735 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2736 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2737 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2738 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2739 }
2740 break;
2741 case D3DFMT_A16B16G16R16F:
2742 {
2743 // float formats in D3D are stored rgba, rather than the other way round
apatrick@chromium.orgaa480672012-09-05 19:32:38 +00002744 r = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2745 g = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2746 b = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2747 a = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002748 }
2749 break;
2750 default:
2751 UNIMPLEMENTED(); // FIXME
2752 UNREACHABLE();
2753 return;
2754 }
2755
2756 switch (format)
2757 {
2758 case GL_RGBA:
2759 switch (type)
2760 {
2761 case GL_UNSIGNED_BYTE:
2762 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2763 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2764 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2765 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2766 break;
2767 default: UNREACHABLE();
2768 }
2769 break;
2770 case GL_BGRA_EXT:
2771 switch (type)
2772 {
2773 case GL_UNSIGNED_BYTE:
2774 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2775 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2776 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2777 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2778 break;
2779 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2780 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2781 // this type is packed as follows:
2782 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2783 // --------------------------------------------------------------------------------
2784 // | 4th | 3rd | 2nd | 1st component |
2785 // --------------------------------------------------------------------------------
2786 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2787 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2788 ((unsigned short)(15 * a + 0.5f) << 12)|
2789 ((unsigned short)(15 * r + 0.5f) << 8) |
2790 ((unsigned short)(15 * g + 0.5f) << 4) |
2791 ((unsigned short)(15 * b + 0.5f) << 0);
2792 break;
2793 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2794 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2795 // this type is packed as follows:
2796 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2797 // --------------------------------------------------------------------------------
2798 // | 4th | 3rd | 2nd | 1st component |
2799 // --------------------------------------------------------------------------------
2800 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2801 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2802 ((unsigned short)( a + 0.5f) << 15) |
2803 ((unsigned short)(31 * r + 0.5f) << 10) |
2804 ((unsigned short)(31 * g + 0.5f) << 5) |
2805 ((unsigned short)(31 * b + 0.5f) << 0);
2806 break;
2807 default: UNREACHABLE();
2808 }
2809 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002810 case GL_RGB:
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002811 switch (type)
2812 {
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002813 case GL_UNSIGNED_SHORT_5_6_5:
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002814 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2815 ((unsigned short)(31 * b + 0.5f) << 0) |
2816 ((unsigned short)(63 * g + 0.5f) << 5) |
2817 ((unsigned short)(31 * r + 0.5f) << 11);
2818 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002819 case GL_UNSIGNED_BYTE:
2820 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2821 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2822 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2823 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002824 default: UNREACHABLE();
2825 }
2826 break;
2827 default: UNREACHABLE();
2828 }
2829 }
2830 }
2831
2832 systemSurface->UnlockRect();
2833
2834 systemSurface->Release();
2835}
2836
2837void Context::clear(GLbitfield mask)
2838{
2839 Framebuffer *framebufferObject = getDrawFramebuffer();
2840
2841 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2842 {
2843 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2844 }
2845
2846 DWORD flags = 0;
2847
2848 if (mask & GL_COLOR_BUFFER_BIT)
2849 {
2850 mask &= ~GL_COLOR_BUFFER_BIT;
2851
2852 if (framebufferObject->getColorbufferType() != GL_NONE)
2853 {
2854 flags |= D3DCLEAR_TARGET;
2855 }
2856 }
2857
2858 if (mask & GL_DEPTH_BUFFER_BIT)
2859 {
2860 mask &= ~GL_DEPTH_BUFFER_BIT;
2861 if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
2862 {
2863 flags |= D3DCLEAR_ZBUFFER;
2864 }
2865 }
2866
2867 GLuint stencilUnmasked = 0x0;
2868
2869 if (mask & GL_STENCIL_BUFFER_BIT)
2870 {
2871 mask &= ~GL_STENCIL_BUFFER_BIT;
2872 if (framebufferObject->getStencilbufferType() != GL_NONE)
2873 {
2874 IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
2875 if (!depthStencil)
2876 {
2877 ERR("Depth stencil pointer unexpectedly null.");
2878 return;
2879 }
2880
2881 D3DSURFACE_DESC desc;
2882 depthStencil->GetDesc(&desc);
2883 depthStencil->Release();
2884
2885 unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
2886 stencilUnmasked = (0x1 << stencilSize) - 1;
2887
2888 if (stencilUnmasked != 0x0)
2889 {
2890 flags |= D3DCLEAR_STENCIL;
2891 }
2892 }
2893 }
2894
2895 if (mask != 0)
2896 {
2897 return error(GL_INVALID_VALUE);
2898 }
2899
2900 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2901 {
2902 return;
2903 }
2904
2905 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2906 unorm<8>(mState.colorClearValue.red),
2907 unorm<8>(mState.colorClearValue.green),
2908 unorm<8>(mState.colorClearValue.blue));
2909 float depth = clamp01(mState.depthClearValue);
2910 int stencil = mState.stencilClearValue & 0x000000FF;
2911
2912 bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
2913
2914 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
2915 (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
2916 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
2917 !(mState.colorMaskRed && mState.colorMaskGreen &&
2918 mState.colorMaskBlue && alphaUnmasked);
2919
2920 if (needMaskedColorClear || needMaskedStencilClear)
2921 {
2922 // State which is altered in all paths from this point to the clear call is saved.
2923 // State which is altered in only some paths will be flagged dirty in the case that
2924 // that path is taken.
2925 HRESULT hr;
2926 if (mMaskedClearSavedState == NULL)
2927 {
2928 hr = mDevice->BeginStateBlock();
2929 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2930
2931 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2932 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2933 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2934 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2935 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2936 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2937 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2938 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2939 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2940 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2941 mDevice->SetPixelShader(NULL);
2942 mDevice->SetVertexShader(NULL);
2943 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2944 mDevice->SetStreamSource(0, NULL, 0, 0);
2945 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2946 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2947 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2948 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2949 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2950 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2951 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2952
2953 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2954 {
2955 mDevice->SetStreamSourceFreq(i, 1);
2956 }
2957
2958 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2959 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2960 }
2961
2962 ASSERT(mMaskedClearSavedState != NULL);
2963
2964 if (mMaskedClearSavedState != NULL)
2965 {
2966 hr = mMaskedClearSavedState->Capture();
2967 ASSERT(SUCCEEDED(hr));
2968 }
2969
2970 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2971 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2972 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2973 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2974 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2975 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2976 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2977 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2978
2979 if (flags & D3DCLEAR_TARGET)
2980 {
2981 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2982 }
2983 else
2984 {
2985 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2986 }
2987
2988 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2989 {
2990 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2991 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2992 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2993 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2994 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
2995 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2996 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2997 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
2998 mStencilStateDirty = true;
2999 }
3000 else
3001 {
3002 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
3003 }
3004
3005 mDevice->SetPixelShader(NULL);
3006 mDevice->SetVertexShader(NULL);
3007 mDevice->SetFVF(D3DFVF_XYZRHW);
3008 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
3009 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
3010 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
3011 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
3012 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
3013 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
3014 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
3015
3016 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3017 {
3018 mDevice->SetStreamSourceFreq(i, 1);
3019 }
3020
3021 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
3022 quad[0][0] = -0.5f;
3023 quad[0][1] = mRenderTargetDesc.Height - 0.5f;
3024 quad[0][2] = 0.0f;
3025 quad[0][3] = 1.0f;
3026
3027 quad[1][0] = mRenderTargetDesc.Width - 0.5f;
3028 quad[1][1] = mRenderTargetDesc.Height - 0.5f;
3029 quad[1][2] = 0.0f;
3030 quad[1][3] = 1.0f;
3031
3032 quad[2][0] = -0.5f;
3033 quad[2][1] = -0.5f;
3034 quad[2][2] = 0.0f;
3035 quad[2][3] = 1.0f;
3036
3037 quad[3][0] = mRenderTargetDesc.Width - 0.5f;
3038 quad[3][1] = -0.5f;
3039 quad[3][2] = 0.0f;
3040 quad[3][3] = 1.0f;
3041
3042 mDisplay->startScene();
3043 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
3044
3045 if (flags & D3DCLEAR_ZBUFFER)
3046 {
3047 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
3048 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
3049 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
3050 }
3051
3052 if (mMaskedClearSavedState != NULL)
3053 {
3054 mMaskedClearSavedState->Apply();
3055 }
3056 }
3057 else if (flags)
3058 {
3059 mDevice->Clear(0, NULL, flags, color, depth, stencil);
3060 }
3061}
3062
3063void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
3064{
3065 if (!mState.currentProgram)
3066 {
3067 return error(GL_INVALID_OPERATION);
3068 }
3069
3070 D3DPRIMITIVETYPE primitiveType;
3071 int primitiveCount;
3072
3073 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
3074 return error(GL_INVALID_ENUM);
3075
3076 if (primitiveCount <= 0)
3077 {
3078 return;
3079 }
3080
3081 if (!applyRenderTarget(false))
3082 {
3083 return;
3084 }
3085
3086 applyState(mode);
3087
3088 GLsizei repeatDraw = 1;
3089 GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
3090 if (err != GL_NO_ERROR)
3091 {
3092 return error(err);
3093 }
3094
3095 applyShaders();
3096 applyTextures();
3097
daniel@transgaming.com62a28462012-07-24 18:33:59 +00003098 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003099 {
3100 return error(GL_INVALID_OPERATION);
3101 }
3102
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003103 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003104 {
3105 mDisplay->startScene();
3106
3107 if (mode == GL_LINE_LOOP)
3108 {
3109 drawLineLoop(count, GL_NONE, NULL, 0);
3110 }
3111 else if (instances > 0)
3112 {
3113 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
3114 if (countingIB)
3115 {
3116 if (mAppliedIBSerial != countingIB->getSerial())
3117 {
3118 mDevice->SetIndices(countingIB->getBuffer());
3119 mAppliedIBSerial = countingIB->getSerial();
3120 }
3121
3122 for (int i = 0; i < repeatDraw; i++)
3123 {
3124 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
3125 }
3126 }
3127 else
3128 {
3129 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
3130 return error(GL_OUT_OF_MEMORY);
3131 }
3132 }
3133 else // Regular case
3134 {
3135 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
3136 }
3137 }
3138}
3139
3140void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
3141{
3142 if (!mState.currentProgram)
3143 {
3144 return error(GL_INVALID_OPERATION);
3145 }
3146
3147 if (!indices && !mState.elementArrayBuffer)
3148 {
3149 return error(GL_INVALID_OPERATION);
3150 }
3151
3152 D3DPRIMITIVETYPE primitiveType;
3153 int primitiveCount;
3154
3155 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
3156 return error(GL_INVALID_ENUM);
3157
3158 if (primitiveCount <= 0)
3159 {
3160 return;
3161 }
3162
3163 if (!applyRenderTarget(false))
3164 {
3165 return;
3166 }
3167
3168 applyState(mode);
3169
3170 TranslatedIndexData indexInfo;
3171 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
3172 if (err != GL_NO_ERROR)
3173 {
3174 return error(err);
3175 }
3176
3177 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3178 GLsizei repeatDraw = 1;
3179 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
3180 if (err != GL_NO_ERROR)
3181 {
3182 return error(err);
3183 }
3184
3185 applyShaders();
3186 applyTextures();
3187
daniel@transgaming.com62a28462012-07-24 18:33:59 +00003188 if (!getCurrentProgramBinary()->validateSamplers(false))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003189 {
3190 return error(GL_INVALID_OPERATION);
3191 }
3192
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003193 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003194 {
3195 mDisplay->startScene();
3196
3197 if (mode == GL_LINE_LOOP)
3198 {
3199 drawLineLoop(count, type, indices, indexInfo.minIndex);
3200 }
3201 else
3202 {
3203 for (int i = 0; i < repeatDraw; i++)
3204 {
3205 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
3206 }
3207 }
3208 }
3209}
3210
3211// Implements glFlush when block is false, glFinish when block is true
3212void Context::sync(bool block)
3213{
3214 mDisplay->sync(block);
3215}
3216
3217void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
3218{
3219 // Get the raw indices for an indexed draw
3220 if (type != GL_NONE && mState.elementArrayBuffer.get())
3221 {
3222 Buffer *indexBuffer = mState.elementArrayBuffer.get();
3223 intptr_t offset = reinterpret_cast<intptr_t>(indices);
3224 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
3225 }
3226
3227 UINT startIndex = 0;
3228 bool succeeded = false;
3229
3230 if (supports32bitIndices())
3231 {
3232 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
3233
3234 if (!mLineLoopIB)
3235 {
3236 mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
3237 }
3238
3239 if (mLineLoopIB)
3240 {
3241 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
3242
3243 UINT offset = 0;
3244 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
3245 startIndex = offset / 4;
3246
3247 if (data)
3248 {
3249 switch (type)
3250 {
3251 case GL_NONE: // Non-indexed draw
3252 for (int i = 0; i < count; i++)
3253 {
3254 data[i] = i;
3255 }
3256 data[count] = 0;
3257 break;
3258 case GL_UNSIGNED_BYTE:
3259 for (int i = 0; i < count; i++)
3260 {
3261 data[i] = static_cast<const GLubyte*>(indices)[i];
3262 }
3263 data[count] = static_cast<const GLubyte*>(indices)[0];
3264 break;
3265 case GL_UNSIGNED_SHORT:
3266 for (int i = 0; i < count; i++)
3267 {
3268 data[i] = static_cast<const GLushort*>(indices)[i];
3269 }
3270 data[count] = static_cast<const GLushort*>(indices)[0];
3271 break;
3272 case GL_UNSIGNED_INT:
3273 for (int i = 0; i < count; i++)
3274 {
3275 data[i] = static_cast<const GLuint*>(indices)[i];
3276 }
3277 data[count] = static_cast<const GLuint*>(indices)[0];
3278 break;
3279 default: UNREACHABLE();
3280 }
3281
3282 mLineLoopIB->unmap();
3283 succeeded = true;
3284 }
3285 }
3286 }
3287 else
3288 {
3289 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
3290
3291 if (!mLineLoopIB)
3292 {
3293 mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
3294 }
3295
3296 if (mLineLoopIB)
3297 {
3298 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
3299
3300 UINT offset = 0;
3301 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
3302 startIndex = offset / 2;
3303
3304 if (data)
3305 {
3306 switch (type)
3307 {
3308 case GL_NONE: // Non-indexed draw
3309 for (int i = 0; i < count; i++)
3310 {
3311 data[i] = i;
3312 }
3313 data[count] = 0;
3314 break;
3315 case GL_UNSIGNED_BYTE:
3316 for (int i = 0; i < count; i++)
3317 {
3318 data[i] = static_cast<const GLubyte*>(indices)[i];
3319 }
3320 data[count] = static_cast<const GLubyte*>(indices)[0];
3321 break;
3322 case GL_UNSIGNED_SHORT:
3323 for (int i = 0; i < count; i++)
3324 {
3325 data[i] = static_cast<const GLushort*>(indices)[i];
3326 }
3327 data[count] = static_cast<const GLushort*>(indices)[0];
3328 break;
3329 case GL_UNSIGNED_INT:
3330 for (int i = 0; i < count; i++)
3331 {
3332 data[i] = static_cast<const GLuint*>(indices)[i];
3333 }
3334 data[count] = static_cast<const GLuint*>(indices)[0];
3335 break;
3336 default: UNREACHABLE();
3337 }
3338
3339 mLineLoopIB->unmap();
3340 succeeded = true;
3341 }
3342 }
3343 }
3344
3345 if (succeeded)
3346 {
3347 if (mAppliedIBSerial != mLineLoopIB->getSerial())
3348 {
3349 mDevice->SetIndices(mLineLoopIB->getBuffer());
3350 mAppliedIBSerial = mLineLoopIB->getSerial();
3351 }
3352
3353 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
3354 }
3355 else
3356 {
3357 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
3358 return error(GL_OUT_OF_MEMORY);
3359 }
3360}
3361
3362void Context::recordInvalidEnum()
3363{
3364 mInvalidEnum = true;
3365}
3366
3367void Context::recordInvalidValue()
3368{
3369 mInvalidValue = true;
3370}
3371
3372void Context::recordInvalidOperation()
3373{
3374 mInvalidOperation = true;
3375}
3376
3377void Context::recordOutOfMemory()
3378{
3379 mOutOfMemory = true;
3380}
3381
3382void Context::recordInvalidFramebufferOperation()
3383{
3384 mInvalidFramebufferOperation = true;
3385}
3386
3387// Get one of the recorded errors and clear its flag, if any.
3388// [OpenGL ES 2.0.24] section 2.5 page 13.
3389GLenum Context::getError()
3390{
3391 if (mInvalidEnum)
3392 {
3393 mInvalidEnum = false;
3394
3395 return GL_INVALID_ENUM;
3396 }
3397
3398 if (mInvalidValue)
3399 {
3400 mInvalidValue = false;
3401
3402 return GL_INVALID_VALUE;
3403 }
3404
3405 if (mInvalidOperation)
3406 {
3407 mInvalidOperation = false;
3408
3409 return GL_INVALID_OPERATION;
3410 }
3411
3412 if (mOutOfMemory)
3413 {
3414 mOutOfMemory = false;
3415
3416 return GL_OUT_OF_MEMORY;
3417 }
3418
3419 if (mInvalidFramebufferOperation)
3420 {
3421 mInvalidFramebufferOperation = false;
3422
3423 return GL_INVALID_FRAMEBUFFER_OPERATION;
3424 }
3425
3426 return GL_NO_ERROR;
3427}
3428
3429GLenum Context::getResetStatus()
3430{
3431 if (mResetStatus == GL_NO_ERROR)
3432 {
3433 bool lost = mDisplay->testDeviceLost();
3434
3435 if (lost)
3436 {
3437 mDisplay->notifyDeviceLost(); // Sets mResetStatus
3438 }
3439 }
3440
3441 GLenum status = mResetStatus;
3442
3443 if (mResetStatus != GL_NO_ERROR)
3444 {
3445 if (mDisplay->testDeviceResettable())
3446 {
3447 mResetStatus = GL_NO_ERROR;
3448 }
3449 }
3450
3451 return status;
3452}
3453
3454bool Context::isResetNotificationEnabled()
3455{
3456 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
3457}
3458
3459bool Context::supportsShaderModel3() const
3460{
3461 return mSupportsShaderModel3;
3462}
3463
3464float Context::getMaximumPointSize() const
3465{
3466 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
3467}
3468
3469int Context::getMaximumVaryingVectors() const
3470{
3471 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
3472}
3473
3474unsigned int Context::getMaximumVertexTextureImageUnits() const
3475{
3476 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
3477}
3478
3479unsigned int Context::getMaximumCombinedTextureImageUnits() const
3480{
3481 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
3482}
3483
3484int Context::getMaximumFragmentUniformVectors() const
3485{
3486 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
3487}
3488
3489int Context::getMaxSupportedSamples() const
3490{
3491 return mMaxSupportedSamples;
3492}
3493
3494int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const
3495{
3496 if (requested == 0)
3497 {
3498 return requested;
3499 }
3500
3501 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
3502 if (itr == mMultiSampleSupport.end())
3503 {
3504 return -1;
3505 }
3506
3507 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
3508 {
3509 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
3510 {
3511 return i;
3512 }
3513 }
3514
3515 return -1;
3516}
3517
3518bool Context::supportsEventQueries() const
3519{
3520 return mSupportsEventQueries;
3521}
3522
3523bool Context::supportsOcclusionQueries() const
3524{
3525 return mSupportsOcclusionQueries;
3526}
3527
3528bool Context::supportsDXT1Textures() const
3529{
3530 return mSupportsDXT1Textures;
3531}
3532
3533bool Context::supportsDXT3Textures() const
3534{
3535 return mSupportsDXT3Textures;
3536}
3537
3538bool Context::supportsDXT5Textures() const
3539{
3540 return mSupportsDXT5Textures;
3541}
3542
3543bool Context::supportsFloat32Textures() const
3544{
3545 return mSupportsFloat32Textures;
3546}
3547
3548bool Context::supportsFloat32LinearFilter() const
3549{
3550 return mSupportsFloat32LinearFilter;
3551}
3552
3553bool Context::supportsFloat32RenderableTextures() const
3554{
3555 return mSupportsFloat32RenderableTextures;
3556}
3557
3558bool Context::supportsFloat16Textures() const
3559{
3560 return mSupportsFloat16Textures;
3561}
3562
3563bool Context::supportsFloat16LinearFilter() const
3564{
3565 return mSupportsFloat16LinearFilter;
3566}
3567
3568bool Context::supportsFloat16RenderableTextures() const
3569{
3570 return mSupportsFloat16RenderableTextures;
3571}
3572
3573int Context::getMaximumRenderbufferDimension() const
3574{
3575 return mMaxRenderbufferDimension;
3576}
3577
3578int Context::getMaximumTextureDimension() const
3579{
3580 return mMaxTextureDimension;
3581}
3582
3583int Context::getMaximumCubeTextureDimension() const
3584{
3585 return mMaxCubeTextureDimension;
3586}
3587
3588int Context::getMaximumTextureLevel() const
3589{
3590 return mMaxTextureLevel;
3591}
3592
3593bool Context::supportsLuminanceTextures() const
3594{
3595 return mSupportsLuminanceTextures;
3596}
3597
3598bool Context::supportsLuminanceAlphaTextures() const
3599{
3600 return mSupportsLuminanceAlphaTextures;
3601}
3602
3603bool Context::supportsDepthTextures() const
3604{
3605 return mSupportsDepthTextures;
3606}
3607
3608bool Context::supports32bitIndices() const
3609{
3610 return mSupports32bitIndices;
3611}
3612
3613bool Context::supportsNonPower2Texture() const
3614{
3615 return mSupportsNonPower2Texture;
3616}
3617
3618bool Context::supportsInstancing() const
3619{
3620 return mSupportsInstancing;
3621}
3622
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003623bool Context::supportsTextureFilterAnisotropy() const
3624{
3625 return mSupportsTextureFilterAnisotropy;
3626}
3627
3628float Context::getTextureMaxAnisotropy() const
3629{
3630 return mMaxTextureAnisotropy;
3631}
3632
daniel@transgaming.com42944b02012-09-27 17:45:57 +00003633bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
3634{
3635 Framebuffer *framebuffer = getReadFramebuffer();
3636 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3637 {
3638 return error(GL_INVALID_OPERATION, false);
3639 }
3640
3641 Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
3642 if (!renderbuffer)
3643 {
3644 return error(GL_INVALID_OPERATION, false);
3645 }
3646
3647 if(!dx2es::ConvertReadBufferFormat(renderbuffer->getD3DFormat(), format, type))
3648 {
3649 ASSERT(false);
3650 return false;
3651 }
3652
3653 return true;
3654}
3655
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003656void Context::detachBuffer(GLuint buffer)
3657{
3658 // [OpenGL ES 2.0.24] section 2.9 page 22:
3659 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3660 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3661
3662 if (mState.arrayBuffer.id() == buffer)
3663 {
3664 mState.arrayBuffer.set(NULL);
3665 }
3666
3667 if (mState.elementArrayBuffer.id() == buffer)
3668 {
3669 mState.elementArrayBuffer.set(NULL);
3670 }
3671
3672 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3673 {
3674 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
3675 {
3676 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
3677 }
3678 }
3679}
3680
3681void Context::detachTexture(GLuint texture)
3682{
3683 // [OpenGL ES 2.0.24] section 3.8 page 84:
3684 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3685 // rebound to texture object zero
3686
3687 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3688 {
3689 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
3690 {
3691 if (mState.samplerTexture[type][sampler].id() == texture)
3692 {
3693 mState.samplerTexture[type][sampler].set(NULL);
3694 }
3695 }
3696 }
3697
3698 // [OpenGL ES 2.0.24] section 4.4 page 112:
3699 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3700 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3701 // image was attached in the currently bound framebuffer.
3702
3703 Framebuffer *readFramebuffer = getReadFramebuffer();
3704 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3705
3706 if (readFramebuffer)
3707 {
3708 readFramebuffer->detachTexture(texture);
3709 }
3710
3711 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3712 {
3713 drawFramebuffer->detachTexture(texture);
3714 }
3715}
3716
3717void Context::detachFramebuffer(GLuint framebuffer)
3718{
3719 // [OpenGL ES 2.0.24] section 4.4 page 107:
3720 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3721 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3722
3723 if (mState.readFramebuffer == framebuffer)
3724 {
3725 bindReadFramebuffer(0);
3726 }
3727
3728 if (mState.drawFramebuffer == framebuffer)
3729 {
3730 bindDrawFramebuffer(0);
3731 }
3732}
3733
3734void Context::detachRenderbuffer(GLuint renderbuffer)
3735{
3736 // [OpenGL ES 2.0.24] section 4.4 page 109:
3737 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3738 // had been executed with the target RENDERBUFFER and name of zero.
3739
3740 if (mState.renderbuffer.id() == renderbuffer)
3741 {
3742 bindRenderbuffer(0);
3743 }
3744
3745 // [OpenGL ES 2.0.24] section 4.4 page 111:
3746 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3747 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3748 // point to which this image was attached in the currently bound framebuffer.
3749
3750 Framebuffer *readFramebuffer = getReadFramebuffer();
3751 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3752
3753 if (readFramebuffer)
3754 {
3755 readFramebuffer->detachRenderbuffer(renderbuffer);
3756 }
3757
3758 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3759 {
3760 drawFramebuffer->detachRenderbuffer(renderbuffer);
3761 }
3762}
3763
3764Texture *Context::getIncompleteTexture(TextureType type)
3765{
3766 Texture *t = mIncompleteTextures[type].get();
3767
3768 if (t == NULL)
3769 {
3770 static const GLubyte color[] = { 0, 0, 0, 255 };
3771
3772 switch (type)
3773 {
3774 default:
3775 UNREACHABLE();
3776 // default falls through to TEXTURE_2D
3777
3778 case TEXTURE_2D:
3779 {
3780 Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);
3781 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3782 t = incomplete2d;
3783 }
3784 break;
3785
3786 case TEXTURE_CUBE:
3787 {
3788 TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);
3789
3790 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3791 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3792 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3793 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3794 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3795 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3796
3797 t = incompleteCube;
3798 }
3799 break;
3800 }
3801
3802 mIncompleteTextures[type].set(t);
3803 }
3804
3805 return t;
3806}
3807
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003808bool Context::skipDraw(GLenum drawMode)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003809{
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003810 if (drawMode == GL_POINTS)
3811 {
3812 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
3813 // which affects varying interpolation. Since the value of gl_PointSize is
3814 // undefined when not written, just skip drawing to avoid unexpected results.
3815 if (!getCurrentProgramBinary()->usesPointSize())
3816 {
3817 // This is stictly speaking not an error, but developers should be
3818 // notified of risking undefined behavior.
3819 ERR("Point rendering without writing to gl_PointSize.");
3820
3821 return true;
3822 }
3823 }
3824 else if (isTriangleMode(drawMode))
3825 {
3826 if (mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK)
3827 {
3828 return true;
3829 }
3830 }
3831
3832 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003833}
3834
3835bool Context::isTriangleMode(GLenum drawMode)
3836{
3837 switch (drawMode)
3838 {
3839 case GL_TRIANGLES:
3840 case GL_TRIANGLE_FAN:
3841 case GL_TRIANGLE_STRIP:
3842 return true;
3843 case GL_POINTS:
3844 case GL_LINES:
3845 case GL_LINE_LOOP:
3846 case GL_LINE_STRIP:
3847 return false;
3848 default: UNREACHABLE();
3849 }
3850
3851 return false;
3852}
3853
3854void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3855{
3856 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3857
3858 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3859 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3860 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3861 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
3862
3863 mVertexDataManager->dirtyCurrentValue(index);
3864}
3865
3866void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3867{
3868 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3869
3870 mState.vertexAttribute[index].mDivisor = divisor;
3871}
3872
3873// keep list sorted in following order
3874// OES extensions
3875// EXT extensions
3876// Vendor extensions
3877void Context::initExtensionString()
3878{
3879 mExtensionString = "";
3880
3881 // OES extensions
3882 if (supports32bitIndices())
3883 {
3884 mExtensionString += "GL_OES_element_index_uint ";
3885 }
3886
3887 mExtensionString += "GL_OES_packed_depth_stencil ";
3888 mExtensionString += "GL_OES_get_program_binary ";
3889 mExtensionString += "GL_OES_rgb8_rgba8 ";
3890 mExtensionString += "GL_OES_standard_derivatives ";
3891
3892 if (supportsFloat16Textures())
3893 {
3894 mExtensionString += "GL_OES_texture_half_float ";
3895 }
3896 if (supportsFloat16LinearFilter())
3897 {
3898 mExtensionString += "GL_OES_texture_half_float_linear ";
3899 }
3900 if (supportsFloat32Textures())
3901 {
3902 mExtensionString += "GL_OES_texture_float ";
3903 }
3904 if (supportsFloat32LinearFilter())
3905 {
3906 mExtensionString += "GL_OES_texture_float_linear ";
3907 }
3908
3909 if (supportsNonPower2Texture())
3910 {
3911 mExtensionString += "GL_OES_texture_npot ";
3912 }
3913
3914 // Multi-vendor (EXT) extensions
3915 if (supportsOcclusionQueries())
3916 {
3917 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3918 }
3919
3920 mExtensionString += "GL_EXT_read_format_bgra ";
3921 mExtensionString += "GL_EXT_robustness ";
3922
3923 if (supportsDXT1Textures())
3924 {
3925 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3926 }
3927
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003928 if (supportsTextureFilterAnisotropy())
3929 {
3930 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3931 }
3932
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003933 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3934 mExtensionString += "GL_EXT_texture_storage ";
3935
3936 // ANGLE-specific extensions
3937 if (supportsDepthTextures())
3938 {
3939 mExtensionString += "GL_ANGLE_depth_texture ";
3940 }
3941
3942 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3943 if (getMaxSupportedSamples() != 0)
3944 {
3945 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3946 }
3947
3948 if (supportsInstancing())
3949 {
3950 mExtensionString += "GL_ANGLE_instanced_arrays ";
3951 }
3952
3953 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3954
3955 if (supportsDXT3Textures())
3956 {
3957 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3958 }
3959 if (supportsDXT5Textures())
3960 {
3961 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3962 }
3963
3964 mExtensionString += "GL_ANGLE_texture_usage ";
3965 mExtensionString += "GL_ANGLE_translated_shader_source ";
3966
3967 // Other vendor-specific extensions
3968 if (supportsEventQueries())
3969 {
3970 mExtensionString += "GL_NV_fence ";
3971 }
3972
3973 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3974 if (end != std::string::npos)
3975 {
3976 mExtensionString.resize(end+1);
3977 }
3978}
3979
3980const char *Context::getExtensionString() const
3981{
3982 return mExtensionString.c_str();
3983}
3984
3985void Context::initRendererString()
3986{
3987 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
3988
3989 mRendererString = "ANGLE (";
3990 mRendererString += identifier->Description;
3991 mRendererString += ")";
3992}
3993
3994const char *Context::getRendererString() const
3995{
3996 return mRendererString.c_str();
3997}
3998
3999void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
4000 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
4001 GLbitfield mask)
4002{
4003 Framebuffer *readFramebuffer = getReadFramebuffer();
4004 Framebuffer *drawFramebuffer = getDrawFramebuffer();
4005
4006 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
4007 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
4008 {
4009 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
4010 }
4011
4012 if (drawFramebuffer->getSamples() != 0)
4013 {
4014 return error(GL_INVALID_OPERATION);
4015 }
4016
4017 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
4018 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
4019 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
4020 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
4021
4022 RECT sourceRect;
4023 RECT destRect;
4024
4025 if (srcX0 < srcX1)
4026 {
4027 sourceRect.left = srcX0;
4028 sourceRect.right = srcX1;
4029 destRect.left = dstX0;
4030 destRect.right = dstX1;
4031 }
4032 else
4033 {
4034 sourceRect.left = srcX1;
4035 destRect.left = dstX1;
4036 sourceRect.right = srcX0;
4037 destRect.right = dstX0;
4038 }
4039
4040 if (srcY0 < srcY1)
4041 {
4042 sourceRect.bottom = srcY1;
4043 destRect.bottom = dstY1;
4044 sourceRect.top = srcY0;
4045 destRect.top = dstY0;
4046 }
4047 else
4048 {
4049 sourceRect.bottom = srcY0;
4050 destRect.bottom = dstY0;
4051 sourceRect.top = srcY1;
4052 destRect.top = dstY1;
4053 }
4054
4055 RECT sourceScissoredRect = sourceRect;
4056 RECT destScissoredRect = destRect;
4057
4058 if (mState.scissorTest)
4059 {
4060 // Only write to parts of the destination framebuffer which pass the scissor test
4061 // Please note: the destRect is now in D3D-style coordinates, so the *top* of the
4062 // rect will be checked against scissorY, rather than the bottom.
4063 if (destRect.left < mState.scissorX)
4064 {
4065 int xDiff = mState.scissorX - destRect.left;
4066 destScissoredRect.left = mState.scissorX;
4067 sourceScissoredRect.left += xDiff;
4068 }
4069
4070 if (destRect.right > mState.scissorX + mState.scissorWidth)
4071 {
4072 int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
4073 destScissoredRect.right = mState.scissorX + mState.scissorWidth;
4074 sourceScissoredRect.right -= xDiff;
4075 }
4076
4077 if (destRect.top < mState.scissorY)
4078 {
4079 int yDiff = mState.scissorY - destRect.top;
4080 destScissoredRect.top = mState.scissorY;
4081 sourceScissoredRect.top += yDiff;
4082 }
4083
4084 if (destRect.bottom > mState.scissorY + mState.scissorHeight)
4085 {
4086 int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
4087 destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
4088 sourceScissoredRect.bottom -= yDiff;
4089 }
4090 }
4091
4092 bool blitRenderTarget = false;
4093 bool blitDepthStencil = false;
4094
4095 RECT sourceTrimmedRect = sourceScissoredRect;
4096 RECT destTrimmedRect = destScissoredRect;
4097
4098 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
4099 // the actual draw and read surfaces.
4100 if (sourceTrimmedRect.left < 0)
4101 {
4102 int xDiff = 0 - sourceTrimmedRect.left;
4103 sourceTrimmedRect.left = 0;
4104 destTrimmedRect.left += xDiff;
4105 }
4106
4107 if (sourceTrimmedRect.right > readBufferWidth)
4108 {
4109 int xDiff = sourceTrimmedRect.right - readBufferWidth;
4110 sourceTrimmedRect.right = readBufferWidth;
4111 destTrimmedRect.right -= xDiff;
4112 }
4113
4114 if (sourceTrimmedRect.top < 0)
4115 {
4116 int yDiff = 0 - sourceTrimmedRect.top;
4117 sourceTrimmedRect.top = 0;
4118 destTrimmedRect.top += yDiff;
4119 }
4120
4121 if (sourceTrimmedRect.bottom > readBufferHeight)
4122 {
4123 int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
4124 sourceTrimmedRect.bottom = readBufferHeight;
4125 destTrimmedRect.bottom -= yDiff;
4126 }
4127
4128 if (destTrimmedRect.left < 0)
4129 {
4130 int xDiff = 0 - destTrimmedRect.left;
4131 destTrimmedRect.left = 0;
4132 sourceTrimmedRect.left += xDiff;
4133 }
4134
4135 if (destTrimmedRect.right > drawBufferWidth)
4136 {
4137 int xDiff = destTrimmedRect.right - drawBufferWidth;
4138 destTrimmedRect.right = drawBufferWidth;
4139 sourceTrimmedRect.right -= xDiff;
4140 }
4141
4142 if (destTrimmedRect.top < 0)
4143 {
4144 int yDiff = 0 - destTrimmedRect.top;
4145 destTrimmedRect.top = 0;
4146 sourceTrimmedRect.top += yDiff;
4147 }
4148
4149 if (destTrimmedRect.bottom > drawBufferHeight)
4150 {
4151 int yDiff = destTrimmedRect.bottom - drawBufferHeight;
4152 destTrimmedRect.bottom = drawBufferHeight;
4153 sourceTrimmedRect.bottom -= yDiff;
4154 }
4155
4156 bool partialBufferCopy = false;
4157 if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
4158 sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth ||
4159 destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
4160 destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
4161 sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
4162 {
4163 partialBufferCopy = true;
4164 }
4165
4166 if (mask & GL_COLOR_BUFFER_BIT)
4167 {
4168 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
4169 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
4170 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
4171 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
4172 if (!validReadType || !validDrawType ||
4173 readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat())
4174 {
4175 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
4176 return error(GL_INVALID_OPERATION);
4177 }
4178
4179 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
4180 {
4181 return error(GL_INVALID_OPERATION);
4182 }
4183
4184 blitRenderTarget = true;
4185
4186 }
4187
4188 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4189 {
4190 Renderbuffer *readDSBuffer = NULL;
4191 Renderbuffer *drawDSBuffer = NULL;
4192
4193 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
4194 // both a depth and stencil buffer, it will be the same buffer.
4195
4196 if (mask & GL_DEPTH_BUFFER_BIT)
4197 {
4198 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4199 {
4200 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
4201 readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat())
4202 {
4203 return error(GL_INVALID_OPERATION);
4204 }
4205
4206 blitDepthStencil = true;
4207 readDSBuffer = readFramebuffer->getDepthbuffer();
4208 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4209 }
4210 }
4211
4212 if (mask & GL_STENCIL_BUFFER_BIT)
4213 {
4214 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4215 {
4216 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
4217 readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat())
4218 {
4219 return error(GL_INVALID_OPERATION);
4220 }
4221
4222 blitDepthStencil = true;
4223 readDSBuffer = readFramebuffer->getStencilbuffer();
4224 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4225 }
4226 }
4227
4228 if (partialBufferCopy)
4229 {
4230 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4231 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
4232 }
4233
4234 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
4235 (readDSBuffer && readDSBuffer->getSamples() != 0))
4236 {
4237 return error(GL_INVALID_OPERATION);
4238 }
4239 }
4240
4241 if (blitRenderTarget || blitDepthStencil)
4242 {
4243 mDisplay->endScene();
4244
4245 if (blitRenderTarget)
4246 {
4247 IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();
4248 IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();
4249
4250 HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect,
4251 drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);
4252
4253 readRenderTarget->Release();
4254 drawRenderTarget->Release();
4255
4256 if (FAILED(result))
4257 {
4258 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
4259 return;
4260 }
4261 }
4262
4263 if (blitDepthStencil)
4264 {
4265 IDirect3DSurface9* readDepthStencil = readFramebuffer->getDepthStencil();
4266 IDirect3DSurface9* drawDepthStencil = drawFramebuffer->getDepthStencil();
4267
4268 HRESULT result = mDevice->StretchRect(readDepthStencil, NULL, drawDepthStencil, NULL, D3DTEXF_NONE);
4269
4270 readDepthStencil->Release();
4271 drawDepthStencil->Release();
4272
4273 if (FAILED(result))
4274 {
4275 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
4276 return;
4277 }
4278 }
4279 }
4280}
4281
4282VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
4283{
4284 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4285 {
4286 mVertexDeclCache[i].vertexDeclaration = NULL;
4287 mVertexDeclCache[i].lruCount = 0;
4288 }
4289}
4290
4291VertexDeclarationCache::~VertexDeclarationCache()
4292{
4293 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4294 {
4295 if (mVertexDeclCache[i].vertexDeclaration)
4296 {
4297 mVertexDeclCache[i].vertexDeclaration->Release();
4298 }
4299 }
4300}
4301
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00004302GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00004303{
4304 *repeatDraw = 1;
4305
4306 int indexedAttribute = MAX_VERTEX_ATTRIBS;
4307 int instancedAttribute = MAX_VERTEX_ATTRIBS;
4308
4309 if (instances > 0)
4310 {
4311 // Find an indexed attribute to be mapped to D3D stream 0
4312 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4313 {
4314 if (attributes[i].active)
4315 {
4316 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
4317 {
4318 if (attributes[i].divisor == 0)
4319 {
4320 indexedAttribute = i;
4321 }
4322 }
4323 else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
4324 {
4325 if (attributes[i].divisor != 0)
4326 {
4327 instancedAttribute = i;
4328 }
4329 }
4330 else break; // Found both an indexed and instanced attribute
4331 }
4332 }
4333
4334 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
4335 {
4336 return GL_INVALID_OPERATION;
4337 }
4338 }
4339
4340 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
4341 D3DVERTEXELEMENT9 *element = &elements[0];
4342
apatrick@chromium.org144f2802012-07-12 01:42:34 +00004343 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4344 {
4345 if (attributes[i].active)
4346 {
4347 int stream = i;
4348
4349 if (instances > 0)
4350 {
4351 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
4352 if (instancedAttribute == MAX_VERTEX_ATTRIBS)
4353 {
4354 *repeatDraw = instances;
4355 }
4356 else
4357 {
4358 if (i == indexedAttribute)
4359 {
4360 stream = 0;
4361 }
4362 else if (i == 0)
4363 {
4364 stream = indexedAttribute;
4365 }
4366
4367 UINT frequency = 1;
4368
4369 if (attributes[i].divisor == 0)
4370 {
4371 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
4372 }
4373 else
4374 {
4375 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
4376 }
4377
4378 device->SetStreamSourceFreq(stream, frequency);
4379 mInstancingEnabled = true;
4380 }
4381 }
4382
4383 if (mAppliedVBs[stream].serial != attributes[i].serial ||
4384 mAppliedVBs[stream].stride != attributes[i].stride ||
4385 mAppliedVBs[stream].offset != attributes[i].offset)
4386 {
4387 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
4388 mAppliedVBs[stream].serial = attributes[i].serial;
4389 mAppliedVBs[stream].stride = attributes[i].stride;
4390 mAppliedVBs[stream].offset = attributes[i].offset;
4391 }
4392
4393 element->Stream = stream;
4394 element->Offset = 0;
4395 element->Type = attributes[i].type;
4396 element->Method = D3DDECLMETHOD_DEFAULT;
4397 element->Usage = D3DDECLUSAGE_TEXCOORD;
4398 element->UsageIndex = programBinary->getSemanticIndex(i);
4399 element++;
4400 }
4401 }
4402
4403 if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
4404 {
4405 if (mInstancingEnabled)
4406 {
4407 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4408 {
4409 device->SetStreamSourceFreq(i, 1);
4410 }
4411
4412 mInstancingEnabled = false;
4413 }
4414 }
4415
4416 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
4417 *(element++) = end;
4418
4419 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4420 {
4421 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
4422 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
4423 {
4424 entry->lruCount = ++mMaxLru;
4425 if(entry->vertexDeclaration != mLastSetVDecl)
4426 {
4427 device->SetVertexDeclaration(entry->vertexDeclaration);
4428 mLastSetVDecl = entry->vertexDeclaration;
4429 }
4430
4431 return GL_NO_ERROR;
4432 }
4433 }
4434
4435 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
4436
4437 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4438 {
4439 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
4440 {
4441 lastCache = &mVertexDeclCache[i];
4442 }
4443 }
4444
4445 if (lastCache->vertexDeclaration != NULL)
4446 {
4447 lastCache->vertexDeclaration->Release();
4448 lastCache->vertexDeclaration = NULL;
4449 // mLastSetVDecl is set to the replacement, so we don't have to worry
4450 // about it.
4451 }
4452
4453 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
4454 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
4455 device->SetVertexDeclaration(lastCache->vertexDeclaration);
4456 mLastSetVDecl = lastCache->vertexDeclaration;
4457 lastCache->lruCount = ++mMaxLru;
4458
4459 return GL_NO_ERROR;
4460}
4461
4462void VertexDeclarationCache::markStateDirty()
4463{
4464 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4465 {
4466 mAppliedVBs[i].serial = 0;
4467 }
4468
4469 mLastSetVDecl = NULL;
4470 mInstancingEnabled = true; // Forces it to be disabled when not used
4471}
4472
4473}
4474
4475extern "C"
4476{
4477gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)
4478{
4479 return new gl::Context(config, shareContext, notifyResets, robustAccess);
4480}
4481
4482void glDestroyContext(gl::Context *context)
4483{
4484 delete context;
4485
4486 if (context == gl::getContext())
4487 {
4488 gl::makeCurrent(NULL, NULL, NULL);
4489 }
4490}
4491
4492void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
4493{
4494 gl::makeCurrent(context, display, surface);
4495}
4496
4497gl::Context *glGetCurrentContext()
4498{
4499 return gl::getContext();
4500}
4501}