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apatrick@chromium.org144f2802012-07-12 01:42:34 +00001//
2// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Context.cpp: Implements the gl::Context class, managing all GL state and performing
8// rendering operations. It is the GLES2 specific implementation of EGLContext.
9
10#include "libGLESv2/Context.h"
11
12#include <algorithm>
13
14#include "libEGL/Display.h"
15
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000019#include "libGLESv2/renderer/renderer9_utils.h" // D3D9_REPLACE
apatrick@chromium.org144f2802012-07-12 01:42:34 +000020#include "libGLESv2/ResourceManager.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Fence.h"
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000023#include "libGLESv2/Framebuffer.h"
apatrick@chromium.org144f2802012-07-12 01:42:34 +000024#include "libGLESv2/Program.h"
25#include "libGLESv2/ProgramBinary.h"
26#include "libGLESv2/Query.h"
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000027#include "libGLESv2/Renderbuffer.h"
apatrick@chromium.org144f2802012-07-12 01:42:34 +000028#include "libGLESv2/Shader.h"
29#include "libGLESv2/Texture.h"
30#include "libGLESv2/VertexDataManager.h"
31#include "libGLESv2/IndexDataManager.h"
32
33#undef near
34#undef far
35
36namespace gl
37{
daniel@transgaming.com03d39092012-11-28 19:31:59 +000038Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +000039{
40 ASSERT(robustAccess == false); // Unimplemented
41
daniel@transgaming.com03d39092012-11-28 19:31:59 +000042 ASSERT(dynamic_cast<rx::Renderer9*>(renderer) != NULL); // D3D9_REPLACE
43 mRenderer = static_cast<rx::Renderer9*>(renderer);
44
apatrick@chromium.org144f2802012-07-12 01:42:34 +000045 mDevice = NULL;
46
47 mFenceHandleAllocator.setBaseHandle(0);
48
49 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
50
51 mState.depthClearValue = 1.0f;
52 mState.stencilClearValue = 0;
53
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000054 mState.rasterizer.cullFace = false;
55 mState.rasterizer.cullMode = GL_BACK;
56 mState.rasterizer.frontFace = GL_CCW;
57 mState.rasterizer.polygonOffsetFill = false;
58 mState.rasterizer.polygonOffsetFactor = 0.0f;
59 mState.rasterizer.polygonOffsetUnits = 0.0f;
60 mState.rasterizer.scissorTest = false;
61 mState.scissor.x = 0;
62 mState.scissor.y = 0;
63 mState.scissor.width = 0;
64 mState.scissor.height = 0;
65
66 mState.blend.blend = false;
67 mState.blend.sourceBlendRGB = GL_ONE;
68 mState.blend.sourceBlendAlpha = GL_ONE;
69 mState.blend.destBlendRGB = GL_ZERO;
70 mState.blend.destBlendAlpha = GL_ZERO;
71 mState.blend.blendEquationRGB = GL_FUNC_ADD;
72 mState.blend.blendEquationAlpha = GL_FUNC_ADD;
73 mState.blend.sampleAlphaToCoverage = false;
74 mState.blend.dither = true;
75
apatrick@chromium.org144f2802012-07-12 01:42:34 +000076 mState.blendColor.red = 0;
77 mState.blendColor.green = 0;
78 mState.blendColor.blue = 0;
79 mState.blendColor.alpha = 0;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000080
81 mState.depthStencil.depthTest = false;
82 mState.depthStencil.depthFunc = GL_LESS;
83 mState.depthStencil.depthMask = true;
84 mState.depthStencil.stencilTest = false;
85 mState.depthStencil.stencilFunc = GL_ALWAYS;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000086 mState.depthStencil.stencilMask = -1;
87 mState.depthStencil.stencilWritemask = -1;
88 mState.depthStencil.stencilBackFunc = GL_ALWAYS;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000089 mState.depthStencil.stencilBackMask = - 1;
90 mState.depthStencil.stencilBackWritemask = -1;
91 mState.depthStencil.stencilFail = GL_KEEP;
92 mState.depthStencil.stencilPassDepthFail = GL_KEEP;
93 mState.depthStencil.stencilPassDepthPass = GL_KEEP;
94 mState.depthStencil.stencilBackFail = GL_KEEP;
95 mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
96 mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
97
daniel@transgaming.com08c331d2012-11-28 19:38:39 +000098 mState.stencilRef = 0;
99 mState.stencilBackRef = 0;
100
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000101 mState.sampleCoverage = false;
102 mState.sampleCoverageValue = 1.0f;
103 mState.sampleCoverageInvert = false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000104 mState.generateMipmapHint = GL_DONT_CARE;
105 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
106
107 mState.lineWidth = 1.0f;
108
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000109 mState.viewport.x = 0;
110 mState.viewport.y = 0;
111 mState.viewport.width = 0;
112 mState.viewport.height = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000113 mState.zNear = 0.0f;
114 mState.zFar = 1.0f;
115
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000116 mState.blend.colorMaskRed = true;
117 mState.blend.colorMaskGreen = true;
118 mState.blend.colorMaskBlue = true;
119 mState.blend.colorMaskAlpha = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000120
121 if (shareContext != NULL)
122 {
123 mResourceManager = shareContext->mResourceManager;
124 mResourceManager->addRef();
125 }
126 else
127 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000128 mResourceManager = new ResourceManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000129 }
130
131 // [OpenGL ES 2.0.24] section 3.7 page 83:
132 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
133 // and cube map texture state vectors respectively associated with them.
134 // In order that access to these initial textures not be lost, they are treated as texture
135 // objects all of whose names are 0.
136
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000137 mTexture2DZero.set(new Texture2D(mRenderer, 0));
138 mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000139
140 mState.activeSampler = 0;
141 bindArrayBuffer(0);
142 bindElementArrayBuffer(0);
143 bindTextureCubeMap(0);
144 bindTexture2D(0);
145 bindReadFramebuffer(0);
146 bindDrawFramebuffer(0);
147 bindRenderbuffer(0);
148
149 mState.currentProgram = 0;
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000150 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000151
152 mState.packAlignment = 4;
153 mState.unpackAlignment = 4;
154 mState.packReverseRowOrder = false;
155
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000156 mIndexDataManager = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000157 mLineLoopIB = NULL;
158
159 mInvalidEnum = false;
160 mInvalidValue = false;
161 mInvalidOperation = false;
162 mOutOfMemory = false;
163 mInvalidFramebufferOperation = false;
164
165 mHasBeenCurrent = false;
166 mContextLost = false;
167 mResetStatus = GL_NO_ERROR;
168 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
169 mRobustAccess = robustAccess;
170
171 mSupportsDXT1Textures = false;
172 mSupportsDXT3Textures = false;
173 mSupportsDXT5Textures = false;
174 mSupportsEventQueries = false;
175 mSupportsOcclusionQueries = false;
176 mNumCompressedTextureFormats = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000177 mMaskedClearSavedState = NULL;
178 markAllStateDirty();
179}
180
181Context::~Context()
182{
183 if (mState.currentProgram != 0)
184 {
185 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
186 if (programObject)
187 {
188 programObject->release();
189 }
190 mState.currentProgram = 0;
191 }
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000192 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000193
194 while (!mFramebufferMap.empty())
195 {
196 deleteFramebuffer(mFramebufferMap.begin()->first);
197 }
198
199 while (!mFenceMap.empty())
200 {
201 deleteFence(mFenceMap.begin()->first);
202 }
203
204 while (!mQueryMap.empty())
205 {
206 deleteQuery(mQueryMap.begin()->first);
207 }
208
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000209 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
210 {
211 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
212 {
213 mState.samplerTexture[type][sampler].set(NULL);
214 }
215 }
216
217 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
218 {
219 mIncompleteTextures[type].set(NULL);
220 }
221
222 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
223 {
224 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
225 }
226
227 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
228 {
229 mState.activeQuery[i].set(NULL);
230 }
231
232 mState.arrayBuffer.set(NULL);
233 mState.elementArrayBuffer.set(NULL);
234 mState.renderbuffer.set(NULL);
235
236 mTexture2DZero.set(NULL);
237 mTextureCubeMapZero.set(NULL);
238
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000239 delete mIndexDataManager;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000240 delete mLineLoopIB;
241
242 if (mMaskedClearSavedState)
243 {
244 mMaskedClearSavedState->Release();
245 }
246
247 mResourceManager->release();
248}
249
daniel@transgaming.comad629872012-11-28 19:32:06 +0000250void Context::makeCurrent(egl::Surface *surface)
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000251{
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000252 mDevice = mRenderer->getDevice(); // D3D9_REMOVE
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000253
254 if (!mHasBeenCurrent)
255 {
daniel@transgaming.com408caa52012-10-31 18:47:01 +0000256 mIndexDataManager = new IndexDataManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000257
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000258 mSupportsShaderModel3 = mRenderer->getShaderModel3Support();
259 mMaximumPointSize = mRenderer->getMaxPointSize();
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000260 mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
261 mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
262 mSupportsInstancing = mRenderer->getInstancingSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000263
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000264 mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000265 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
266 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
267 mMaxRenderbufferDimension = mMaxTextureDimension;
268 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000269 mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000270 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
271 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000272
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000273 mSupportsEventQueries = mRenderer->getEventQuerySupport();
274 mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
275 mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
276 mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
277 mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
278 mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
279 mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
280 mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
281 mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
282 mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000283 mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000284
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000285 mSupports32bitIndices = mRenderer->get32BitIndexSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000286
287 mNumCompressedTextureFormats = 0;
288 if (supportsDXT1Textures())
289 {
290 mNumCompressedTextureFormats += 2;
291 }
292 if (supportsDXT3Textures())
293 {
294 mNumCompressedTextureFormats += 1;
295 }
296 if (supportsDXT5Textures())
297 {
298 mNumCompressedTextureFormats += 1;
299 }
300
301 initExtensionString();
302 initRendererString();
303
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000304 mState.viewport.x = 0;
305 mState.viewport.y = 0;
306 mState.viewport.width = surface->getWidth();
307 mState.viewport.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000308
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000309 mState.scissor.x = 0;
310 mState.scissor.y = 0;
311 mState.scissor.width = surface->getWidth();
312 mState.scissor.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000313
314 mHasBeenCurrent = true;
315 }
316
daniel@transgaming.com024786d2012-10-31 18:42:55 +0000317 // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000318 rx::SwapChain *swapchain = surface->getSwapChain();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000319
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000320 Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
321 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000322 Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000323
324 setFramebufferZero(framebufferZero);
325
apatrick@chromium.org909f21c2012-08-17 20:06:02 +0000326 // Reset pixel shader to null to work around a bug that only happens with Intel GPUs.
327 // http://crbug.com/110343
328 mDevice->SetPixelShader(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000329
330 markAllStateDirty();
331}
332
333// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
334void Context::markAllStateDirty()
335{
336 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
337 {
338 mAppliedTextureSerialPS[t] = 0;
339 }
340
341 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
342 {
343 mAppliedTextureSerialVS[t] = 0;
344 }
345
daniel@transgaming.come6af4f92012-07-24 18:31:31 +0000346 mAppliedProgramBinarySerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000347 mAppliedIBSerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000348
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000349 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000350}
351
352void Context::markDxUniformsDirty()
353{
354 mDxUniformsDirty = true;
355}
356
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000357// NOTE: this function should not assume that this context is current!
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000358void Context::markContextLost()
359{
360 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
361 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
362 mContextLost = true;
363}
364
365bool Context::isContextLost()
366{
367 return mContextLost;
368}
369
370void Context::setClearColor(float red, float green, float blue, float alpha)
371{
372 mState.colorClearValue.red = red;
373 mState.colorClearValue.green = green;
374 mState.colorClearValue.blue = blue;
375 mState.colorClearValue.alpha = alpha;
376}
377
378void Context::setClearDepth(float depth)
379{
380 mState.depthClearValue = depth;
381}
382
383void Context::setClearStencil(int stencil)
384{
385 mState.stencilClearValue = stencil;
386}
387
388void Context::setCullFace(bool enabled)
389{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000390 mState.rasterizer.cullFace = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000391}
392
393bool Context::isCullFaceEnabled() const
394{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000395 return mState.rasterizer.cullFace;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000396}
397
398void Context::setCullMode(GLenum mode)
399{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000400 mState.rasterizer.cullMode = mode;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000401}
402
403void Context::setFrontFace(GLenum front)
404{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000405 mState.rasterizer.frontFace = front;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000406}
407
408void Context::setDepthTest(bool enabled)
409{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000410 mState.depthStencil.depthTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000411}
412
413bool Context::isDepthTestEnabled() const
414{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000415 return mState.depthStencil.depthTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000416}
417
418void Context::setDepthFunc(GLenum depthFunc)
419{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000420 mState.depthStencil.depthFunc = depthFunc;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000421}
422
423void Context::setDepthRange(float zNear, float zFar)
424{
425 mState.zNear = zNear;
426 mState.zFar = zFar;
427}
428
429void Context::setBlend(bool enabled)
430{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000431 mState.blend.blend = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000432}
433
434bool Context::isBlendEnabled() const
435{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000436 return mState.blend.blend;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000437}
438
439void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
440{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000441 mState.blend.sourceBlendRGB = sourceRGB;
442 mState.blend.destBlendRGB = destRGB;
443 mState.blend.sourceBlendAlpha = sourceAlpha;
444 mState.blend.destBlendAlpha = destAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000445}
446
447void Context::setBlendColor(float red, float green, float blue, float alpha)
448{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000449 mState.blendColor.red = red;
450 mState.blendColor.green = green;
451 mState.blendColor.blue = blue;
452 mState.blendColor.alpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000453}
454
455void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
456{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000457 mState.blend.blendEquationRGB = rgbEquation;
458 mState.blend.blendEquationAlpha = alphaEquation;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000459}
460
461void Context::setStencilTest(bool enabled)
462{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000463 mState.depthStencil.stencilTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000464}
465
466bool Context::isStencilTestEnabled() const
467{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000468 return mState.depthStencil.stencilTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000469}
470
471void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
472{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000473 mState.depthStencil.stencilFunc = stencilFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000474 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000475 mState.depthStencil.stencilMask = stencilMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000476}
477
478void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
479{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000480 mState.depthStencil.stencilBackFunc = stencilBackFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000481 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000482 mState.depthStencil.stencilBackMask = stencilBackMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000483}
484
485void Context::setStencilWritemask(GLuint stencilWritemask)
486{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000487 mState.depthStencil.stencilWritemask = stencilWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000488}
489
490void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
491{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000492 mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000493}
494
495void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
496{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000497 mState.depthStencil.stencilFail = stencilFail;
498 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
499 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000500}
501
502void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
503{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000504 mState.depthStencil.stencilBackFail = stencilBackFail;
505 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
506 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000507}
508
509void Context::setPolygonOffsetFill(bool enabled)
510{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000511 mState.rasterizer.polygonOffsetFill = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000512}
513
514bool Context::isPolygonOffsetFillEnabled() const
515{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000516 return mState.rasterizer.polygonOffsetFill;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000517}
518
519void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
520{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000521 mState.rasterizer.polygonOffsetFactor = factor;
522 mState.rasterizer.polygonOffsetUnits = units;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000523}
524
525void Context::setSampleAlphaToCoverage(bool enabled)
526{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000527 mState.blend.sampleAlphaToCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000528}
529
530bool Context::isSampleAlphaToCoverageEnabled() const
531{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000532 return mState.blend.sampleAlphaToCoverage;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000533}
534
535void Context::setSampleCoverage(bool enabled)
536{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000537 mState.sampleCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000538}
539
540bool Context::isSampleCoverageEnabled() const
541{
542 return mState.sampleCoverage;
543}
544
545void Context::setSampleCoverageParams(GLclampf value, bool invert)
546{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000547 mState.sampleCoverageValue = value;
548 mState.sampleCoverageInvert = invert;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000549}
550
551void Context::setScissorTest(bool enabled)
552{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000553 mState.rasterizer.scissorTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000554}
555
556bool Context::isScissorTestEnabled() const
557{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000558 return mState.rasterizer.scissorTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000559}
560
561void Context::setDither(bool enabled)
562{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000563 mState.blend.dither = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000564}
565
566bool Context::isDitherEnabled() const
567{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000568 return mState.blend.dither;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000569}
570
571void Context::setLineWidth(GLfloat width)
572{
573 mState.lineWidth = width;
574}
575
576void Context::setGenerateMipmapHint(GLenum hint)
577{
578 mState.generateMipmapHint = hint;
579}
580
581void Context::setFragmentShaderDerivativeHint(GLenum hint)
582{
583 mState.fragmentShaderDerivativeHint = hint;
584 // TODO: Propagate the hint to shader translator so we can write
585 // ddx, ddx_coarse, or ddx_fine depending on the hint.
586 // Ignore for now. It is valid for implementations to ignore hint.
587}
588
589void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
590{
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000591 mState.viewport.x = x;
592 mState.viewport.y = y;
593 mState.viewport.width = width;
594 mState.viewport.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000595}
596
597void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
598{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000599 mState.scissor.x = x;
600 mState.scissor.y = y;
601 mState.scissor.width = width;
602 mState.scissor.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000603}
604
605void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
606{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000607 mState.blend.colorMaskRed = red;
608 mState.blend.colorMaskGreen = green;
609 mState.blend.colorMaskBlue = blue;
610 mState.blend.colorMaskAlpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000611}
612
613void Context::setDepthMask(bool mask)
614{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000615 mState.depthStencil.depthMask = mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000616}
617
618void Context::setActiveSampler(unsigned int active)
619{
620 mState.activeSampler = active;
621}
622
623GLuint Context::getReadFramebufferHandle() const
624{
625 return mState.readFramebuffer;
626}
627
628GLuint Context::getDrawFramebufferHandle() const
629{
630 return mState.drawFramebuffer;
631}
632
633GLuint Context::getRenderbufferHandle() const
634{
635 return mState.renderbuffer.id();
636}
637
638GLuint Context::getArrayBufferHandle() const
639{
640 return mState.arrayBuffer.id();
641}
642
643GLuint Context::getActiveQuery(GLenum target) const
644{
645 Query *queryObject = NULL;
646
647 switch (target)
648 {
649 case GL_ANY_SAMPLES_PASSED_EXT:
650 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
651 break;
652 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
653 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
654 break;
655 default:
656 ASSERT(false);
657 }
658
659 if (queryObject)
660 {
661 return queryObject->id();
662 }
663 else
664 {
665 return 0;
666 }
667}
668
669void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
670{
671 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
672}
673
674const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
675{
676 return mState.vertexAttribute[attribNum];
677}
678
679void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
680 GLsizei stride, const void *pointer)
681{
682 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
683 mState.vertexAttribute[attribNum].mSize = size;
684 mState.vertexAttribute[attribNum].mType = type;
685 mState.vertexAttribute[attribNum].mNormalized = normalized;
686 mState.vertexAttribute[attribNum].mStride = stride;
687 mState.vertexAttribute[attribNum].mPointer = pointer;
688}
689
690const void *Context::getVertexAttribPointer(unsigned int attribNum) const
691{
692 return mState.vertexAttribute[attribNum].mPointer;
693}
694
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000695void Context::setPackAlignment(GLint alignment)
696{
697 mState.packAlignment = alignment;
698}
699
700GLint Context::getPackAlignment() const
701{
702 return mState.packAlignment;
703}
704
705void Context::setUnpackAlignment(GLint alignment)
706{
707 mState.unpackAlignment = alignment;
708}
709
710GLint Context::getUnpackAlignment() const
711{
712 return mState.unpackAlignment;
713}
714
715void Context::setPackReverseRowOrder(bool reverseRowOrder)
716{
717 mState.packReverseRowOrder = reverseRowOrder;
718}
719
720bool Context::getPackReverseRowOrder() const
721{
722 return mState.packReverseRowOrder;
723}
724
725GLuint Context::createBuffer()
726{
727 return mResourceManager->createBuffer();
728}
729
730GLuint Context::createProgram()
731{
732 return mResourceManager->createProgram();
733}
734
735GLuint Context::createShader(GLenum type)
736{
737 return mResourceManager->createShader(type);
738}
739
740GLuint Context::createTexture()
741{
742 return mResourceManager->createTexture();
743}
744
745GLuint Context::createRenderbuffer()
746{
747 return mResourceManager->createRenderbuffer();
748}
749
750// Returns an unused framebuffer name
751GLuint Context::createFramebuffer()
752{
753 GLuint handle = mFramebufferHandleAllocator.allocate();
754
755 mFramebufferMap[handle] = NULL;
756
757 return handle;
758}
759
760GLuint Context::createFence()
761{
762 GLuint handle = mFenceHandleAllocator.allocate();
763
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000764 mFenceMap[handle] = new Fence(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000765
766 return handle;
767}
768
769// Returns an unused query name
770GLuint Context::createQuery()
771{
772 GLuint handle = mQueryHandleAllocator.allocate();
773
774 mQueryMap[handle] = NULL;
775
776 return handle;
777}
778
779void Context::deleteBuffer(GLuint buffer)
780{
781 if (mResourceManager->getBuffer(buffer))
782 {
783 detachBuffer(buffer);
784 }
785
786 mResourceManager->deleteBuffer(buffer);
787}
788
789void Context::deleteShader(GLuint shader)
790{
791 mResourceManager->deleteShader(shader);
792}
793
794void Context::deleteProgram(GLuint program)
795{
796 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000797}
798
799void Context::deleteTexture(GLuint texture)
800{
801 if (mResourceManager->getTexture(texture))
802 {
803 detachTexture(texture);
804 }
805
806 mResourceManager->deleteTexture(texture);
807}
808
809void Context::deleteRenderbuffer(GLuint renderbuffer)
810{
811 if (mResourceManager->getRenderbuffer(renderbuffer))
812 {
813 detachRenderbuffer(renderbuffer);
814 }
815
816 mResourceManager->deleteRenderbuffer(renderbuffer);
817}
818
819void Context::deleteFramebuffer(GLuint framebuffer)
820{
821 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
822
823 if (framebufferObject != mFramebufferMap.end())
824 {
825 detachFramebuffer(framebuffer);
826
827 mFramebufferHandleAllocator.release(framebufferObject->first);
828 delete framebufferObject->second;
829 mFramebufferMap.erase(framebufferObject);
830 }
831}
832
833void Context::deleteFence(GLuint fence)
834{
835 FenceMap::iterator fenceObject = mFenceMap.find(fence);
836
837 if (fenceObject != mFenceMap.end())
838 {
839 mFenceHandleAllocator.release(fenceObject->first);
840 delete fenceObject->second;
841 mFenceMap.erase(fenceObject);
842 }
843}
844
845void Context::deleteQuery(GLuint query)
846{
847 QueryMap::iterator queryObject = mQueryMap.find(query);
848 if (queryObject != mQueryMap.end())
849 {
850 mQueryHandleAllocator.release(queryObject->first);
851 if (queryObject->second)
852 {
853 queryObject->second->release();
854 }
855 mQueryMap.erase(queryObject);
856 }
857}
858
859Buffer *Context::getBuffer(GLuint handle)
860{
861 return mResourceManager->getBuffer(handle);
862}
863
864Shader *Context::getShader(GLuint handle)
865{
866 return mResourceManager->getShader(handle);
867}
868
869Program *Context::getProgram(GLuint handle)
870{
871 return mResourceManager->getProgram(handle);
872}
873
874Texture *Context::getTexture(GLuint handle)
875{
876 return mResourceManager->getTexture(handle);
877}
878
879Renderbuffer *Context::getRenderbuffer(GLuint handle)
880{
881 return mResourceManager->getRenderbuffer(handle);
882}
883
884Framebuffer *Context::getReadFramebuffer()
885{
886 return getFramebuffer(mState.readFramebuffer);
887}
888
889Framebuffer *Context::getDrawFramebuffer()
890{
891 return mBoundDrawFramebuffer;
892}
893
894void Context::bindArrayBuffer(unsigned int buffer)
895{
896 mResourceManager->checkBufferAllocation(buffer);
897
898 mState.arrayBuffer.set(getBuffer(buffer));
899}
900
901void Context::bindElementArrayBuffer(unsigned int buffer)
902{
903 mResourceManager->checkBufferAllocation(buffer);
904
905 mState.elementArrayBuffer.set(getBuffer(buffer));
906}
907
908void Context::bindTexture2D(GLuint texture)
909{
910 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
911
912 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
913}
914
915void Context::bindTextureCubeMap(GLuint texture)
916{
917 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
918
919 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
920}
921
922void Context::bindReadFramebuffer(GLuint framebuffer)
923{
924 if (!getFramebuffer(framebuffer))
925 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000926 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000927 }
928
929 mState.readFramebuffer = framebuffer;
930}
931
932void Context::bindDrawFramebuffer(GLuint framebuffer)
933{
934 if (!getFramebuffer(framebuffer))
935 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000936 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000937 }
938
939 mState.drawFramebuffer = framebuffer;
940
941 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
942}
943
944void Context::bindRenderbuffer(GLuint renderbuffer)
945{
946 mResourceManager->checkRenderbufferAllocation(renderbuffer);
947
948 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
949}
950
951void Context::useProgram(GLuint program)
952{
953 GLuint priorProgram = mState.currentProgram;
954 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
955
956 if (priorProgram != program)
957 {
958 Program *newProgram = mResourceManager->getProgram(program);
959 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000960 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000961 mDxUniformsDirty = true;
962
963 if (newProgram)
964 {
965 newProgram->addRef();
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000966 mCurrentProgramBinary.set(newProgram->getProgramBinary());
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000967 }
968
969 if (oldProgram)
970 {
971 oldProgram->release();
972 }
973 }
974}
975
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000976void Context::linkProgram(GLuint program)
977{
978 Program *programObject = mResourceManager->getProgram(program);
979
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000980 bool linked = programObject->link();
981
982 // if the current program was relinked successfully we
983 // need to install the new executables
984 if (linked && program == mState.currentProgram)
985 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000986 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000987 mDxUniformsDirty = true;
988 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000989}
990
991void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
992{
993 Program *programObject = mResourceManager->getProgram(program);
994
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000995 bool loaded = programObject->setProgramBinary(binary, length);
996
997 // if the current program was reloaded successfully we
998 // need to install the new executables
999 if (loaded && program == mState.currentProgram)
1000 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001001 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001002 mDxUniformsDirty = true;
1003 }
1004
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001005}
1006
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001007void Context::beginQuery(GLenum target, GLuint query)
1008{
1009 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1010 // of zero, if the active query object name for <target> is non-zero (for the
1011 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1012 // the active query for either target is non-zero), if <id> is the name of an
1013 // existing query object whose type does not match <target>, or if <id> is the
1014 // active query object name for any query type, the error INVALID_OPERATION is
1015 // generated.
1016
1017 // Ensure no other queries are active
1018 // NOTE: If other queries than occlusion are supported, we will need to check
1019 // separately that:
1020 // a) The query ID passed is not the current active query for any target/type
1021 // b) There are no active queries for the requested target (and in the case
1022 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1023 // no query may be active for either if glBeginQuery targets either.
1024 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1025 {
1026 if (mState.activeQuery[i].get() != NULL)
1027 {
1028 return error(GL_INVALID_OPERATION);
1029 }
1030 }
1031
1032 QueryType qType;
1033 switch (target)
1034 {
1035 case GL_ANY_SAMPLES_PASSED_EXT:
1036 qType = QUERY_ANY_SAMPLES_PASSED;
1037 break;
1038 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1039 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1040 break;
1041 default:
1042 ASSERT(false);
1043 return;
1044 }
1045
1046 Query *queryObject = getQuery(query, true, target);
1047
1048 // check that name was obtained with glGenQueries
1049 if (!queryObject)
1050 {
1051 return error(GL_INVALID_OPERATION);
1052 }
1053
1054 // check for type mismatch
1055 if (queryObject->getType() != target)
1056 {
1057 return error(GL_INVALID_OPERATION);
1058 }
1059
1060 // set query as active for specified target
1061 mState.activeQuery[qType].set(queryObject);
1062
1063 // begin query
1064 queryObject->begin();
1065}
1066
1067void Context::endQuery(GLenum target)
1068{
1069 QueryType qType;
1070
1071 switch (target)
1072 {
1073 case GL_ANY_SAMPLES_PASSED_EXT:
1074 qType = QUERY_ANY_SAMPLES_PASSED;
1075 break;
1076 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1077 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1078 break;
1079 default:
1080 ASSERT(false);
1081 return;
1082 }
1083
1084 Query *queryObject = mState.activeQuery[qType].get();
1085
1086 if (queryObject == NULL)
1087 {
1088 return error(GL_INVALID_OPERATION);
1089 }
1090
1091 queryObject->end();
1092
1093 mState.activeQuery[qType].set(NULL);
1094}
1095
1096void Context::setFramebufferZero(Framebuffer *buffer)
1097{
1098 delete mFramebufferMap[0];
1099 mFramebufferMap[0] = buffer;
1100 if (mState.drawFramebuffer == 0)
1101 {
1102 mBoundDrawFramebuffer = buffer;
1103 }
1104}
1105
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001106void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001107{
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001108 RenderbufferStorage *renderbuffer = NULL;
1109 switch (internalformat)
1110 {
1111 case GL_DEPTH_COMPONENT16:
1112 renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
1113 break;
1114 case GL_RGBA4:
1115 case GL_RGB5_A1:
1116 case GL_RGB565:
1117 case GL_RGB8_OES:
1118 case GL_RGBA8_OES:
1119 renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
1120 break;
1121 case GL_STENCIL_INDEX8:
1122 renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
1123 break;
1124 case GL_DEPTH24_STENCIL8_OES:
1125 renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
1126 break;
1127 default:
1128 UNREACHABLE(); return;
1129 }
1130
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001131 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1132 renderbufferObject->setStorage(renderbuffer);
1133}
1134
1135Framebuffer *Context::getFramebuffer(unsigned int handle)
1136{
1137 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1138
1139 if (framebuffer == mFramebufferMap.end())
1140 {
1141 return NULL;
1142 }
1143 else
1144 {
1145 return framebuffer->second;
1146 }
1147}
1148
1149Fence *Context::getFence(unsigned int handle)
1150{
1151 FenceMap::iterator fence = mFenceMap.find(handle);
1152
1153 if (fence == mFenceMap.end())
1154 {
1155 return NULL;
1156 }
1157 else
1158 {
1159 return fence->second;
1160 }
1161}
1162
1163Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1164{
1165 QueryMap::iterator query = mQueryMap.find(handle);
1166
1167 if (query == mQueryMap.end())
1168 {
1169 return NULL;
1170 }
1171 else
1172 {
1173 if (!query->second && create)
1174 {
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001175 query->second = new Query(mRenderer, handle, type);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001176 query->second->addRef();
1177 }
1178 return query->second;
1179 }
1180}
1181
1182Buffer *Context::getArrayBuffer()
1183{
1184 return mState.arrayBuffer.get();
1185}
1186
1187Buffer *Context::getElementArrayBuffer()
1188{
1189 return mState.elementArrayBuffer.get();
1190}
1191
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001192ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001193{
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001194 return mCurrentProgramBinary.get();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001195}
1196
1197Texture2D *Context::getTexture2D()
1198{
1199 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1200}
1201
1202TextureCubeMap *Context::getTextureCubeMap()
1203{
1204 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1205}
1206
1207Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1208{
1209 GLuint texid = mState.samplerTexture[type][sampler].id();
1210
1211 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1212 {
1213 switch (type)
1214 {
1215 default: UNREACHABLE();
1216 case TEXTURE_2D: return mTexture2DZero.get();
1217 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1218 }
1219 }
1220
1221 return mState.samplerTexture[type][sampler].get();
1222}
1223
1224bool Context::getBooleanv(GLenum pname, GLboolean *params)
1225{
1226 switch (pname)
1227 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001228 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1229 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1230 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001231 case GL_COLOR_WRITEMASK:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001232 params[0] = mState.blend.colorMaskRed;
1233 params[1] = mState.blend.colorMaskGreen;
1234 params[2] = mState.blend.colorMaskBlue;
1235 params[3] = mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001236 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001237 case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
1238 case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
1239 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
1240 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1241 case GL_SCISSOR_TEST: *params = mState.rasterizer.scissorTest; break;
1242 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
1243 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
1244 case GL_BLEND: *params = mState.blend.blend; break;
1245 case GL_DITHER: *params = mState.blend.dither; break;
1246 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001247 default:
1248 return false;
1249 }
1250
1251 return true;
1252}
1253
1254bool Context::getFloatv(GLenum pname, GLfloat *params)
1255{
1256 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1257 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1258 // GetIntegerv as its native query function. As it would require conversion in any
1259 // case, this should make no difference to the calling application.
1260 switch (pname)
1261 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001262 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1263 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1264 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1265 case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
1266 case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001267 case GL_ALIASED_LINE_WIDTH_RANGE:
1268 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1269 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1270 break;
1271 case GL_ALIASED_POINT_SIZE_RANGE:
1272 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1273 params[1] = getMaximumPointSize();
1274 break;
1275 case GL_DEPTH_RANGE:
1276 params[0] = mState.zNear;
1277 params[1] = mState.zFar;
1278 break;
1279 case GL_COLOR_CLEAR_VALUE:
1280 params[0] = mState.colorClearValue.red;
1281 params[1] = mState.colorClearValue.green;
1282 params[2] = mState.colorClearValue.blue;
1283 params[3] = mState.colorClearValue.alpha;
1284 break;
1285 case GL_BLEND_COLOR:
1286 params[0] = mState.blendColor.red;
1287 params[1] = mState.blendColor.green;
1288 params[2] = mState.blendColor.blue;
1289 params[3] = mState.blendColor.alpha;
1290 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001291 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1292 if (!supportsTextureFilterAnisotropy())
1293 {
1294 return false;
1295 }
1296 *params = mMaxTextureAnisotropy;
1297 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001298 default:
1299 return false;
1300 }
1301
1302 return true;
1303}
1304
1305bool Context::getIntegerv(GLenum pname, GLint *params)
1306{
1307 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1308 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1309 // GetIntegerv as its native query function. As it would require conversion in any
1310 // case, this should make no difference to the calling application. You may find it in
1311 // Context::getFloatv.
1312 switch (pname)
1313 {
1314 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1315 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1316 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1317 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1318 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1319 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1320 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1321 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1322 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1323 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1324 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1325 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1326 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1327 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1328 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1329 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1330 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1331 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1332 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1333 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1334 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1335 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1336 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001337 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001338 case GL_STENCIL_REF: *params = mState.stencilRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001339 case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
1340 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001341 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001342 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
1343 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
1344 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
1345 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
1346 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
1347 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
1348 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
1349 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
1350 case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
1351 case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
1352 case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
1353 case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
1354 case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
1355 case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
1356 case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
1357 case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001358 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1359 case GL_SUBPIXEL_BITS: *params = 4; break;
1360 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1361 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1362 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1363 params[0] = mNumCompressedTextureFormats;
1364 break;
1365 case GL_MAX_SAMPLES_ANGLE:
1366 {
1367 GLsizei maxSamples = getMaxSupportedSamples();
1368 if (maxSamples != 0)
1369 {
1370 *params = maxSamples;
1371 }
1372 else
1373 {
1374 return false;
1375 }
1376
1377 break;
1378 }
1379 case GL_SAMPLE_BUFFERS:
1380 case GL_SAMPLES:
1381 {
1382 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1383 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1384 {
1385 switch (pname)
1386 {
1387 case GL_SAMPLE_BUFFERS:
1388 if (framebuffer->getSamples() != 0)
1389 {
1390 *params = 1;
1391 }
1392 else
1393 {
1394 *params = 0;
1395 }
1396 break;
1397 case GL_SAMPLES:
1398 *params = framebuffer->getSamples();
1399 break;
1400 }
1401 }
1402 else
1403 {
1404 *params = 0;
1405 }
1406 }
1407 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001408 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1409 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1410 {
1411 GLenum format, type;
1412 if (getCurrentReadFormatType(&format, &type))
1413 {
1414 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1415 *params = format;
1416 else
1417 *params = type;
1418 }
1419 }
1420 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001421 case GL_MAX_VIEWPORT_DIMS:
1422 {
1423 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1424 params[0] = maxDimension;
1425 params[1] = maxDimension;
1426 }
1427 break;
1428 case GL_COMPRESSED_TEXTURE_FORMATS:
1429 {
1430 if (supportsDXT1Textures())
1431 {
1432 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1433 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1434 }
1435 if (supportsDXT3Textures())
1436 {
1437 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1438 }
1439 if (supportsDXT5Textures())
1440 {
1441 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1442 }
1443 }
1444 break;
1445 case GL_VIEWPORT:
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +00001446 params[0] = mState.viewport.x;
1447 params[1] = mState.viewport.y;
1448 params[2] = mState.viewport.width;
1449 params[3] = mState.viewport.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001450 break;
1451 case GL_SCISSOR_BOX:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001452 params[0] = mState.scissor.x;
1453 params[1] = mState.scissor.y;
1454 params[2] = mState.scissor.width;
1455 params[3] = mState.scissor.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001456 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001457 case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
1458 case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001459 case GL_RED_BITS:
1460 case GL_GREEN_BITS:
1461 case GL_BLUE_BITS:
1462 case GL_ALPHA_BITS:
1463 {
1464 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1465 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1466
1467 if (colorbuffer)
1468 {
1469 switch (pname)
1470 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001471 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1472 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1473 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1474 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001475 }
1476 }
1477 else
1478 {
1479 *params = 0;
1480 }
1481 }
1482 break;
1483 case GL_DEPTH_BITS:
1484 {
1485 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1486 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1487
1488 if (depthbuffer)
1489 {
1490 *params = depthbuffer->getDepthSize();
1491 }
1492 else
1493 {
1494 *params = 0;
1495 }
1496 }
1497 break;
1498 case GL_STENCIL_BITS:
1499 {
1500 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1501 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1502
1503 if (stencilbuffer)
1504 {
1505 *params = stencilbuffer->getStencilSize();
1506 }
1507 else
1508 {
1509 *params = 0;
1510 }
1511 }
1512 break;
1513 case GL_TEXTURE_BINDING_2D:
1514 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +00001515 if (mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001516 {
1517 error(GL_INVALID_OPERATION);
1518 return false;
1519 }
1520
1521 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1522 }
1523 break;
1524 case GL_TEXTURE_BINDING_CUBE_MAP:
1525 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +00001526 if (mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001527 {
1528 error(GL_INVALID_OPERATION);
1529 return false;
1530 }
1531
1532 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1533 }
1534 break;
1535 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1536 *params = mResetStrategy;
1537 break;
1538 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1539 *params = 1;
1540 break;
1541 case GL_PROGRAM_BINARY_FORMATS_OES:
1542 *params = GL_PROGRAM_BINARY_ANGLE;
1543 break;
1544 default:
1545 return false;
1546 }
1547
1548 return true;
1549}
1550
1551bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1552{
1553 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1554 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1555 // to the fact that it is stored internally as a float, and so would require conversion
1556 // if returned from Context::getIntegerv. Since this conversion is already implemented
1557 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1558 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1559 // application.
1560 switch (pname)
1561 {
1562 case GL_COMPRESSED_TEXTURE_FORMATS:
1563 {
1564 *type = GL_INT;
1565 *numParams = mNumCompressedTextureFormats;
1566 }
1567 break;
1568 case GL_SHADER_BINARY_FORMATS:
1569 {
1570 *type = GL_INT;
1571 *numParams = 0;
1572 }
1573 break;
1574 case GL_MAX_VERTEX_ATTRIBS:
1575 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1576 case GL_MAX_VARYING_VECTORS:
1577 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1578 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1579 case GL_MAX_TEXTURE_IMAGE_UNITS:
1580 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1581 case GL_MAX_RENDERBUFFER_SIZE:
1582 case GL_NUM_SHADER_BINARY_FORMATS:
1583 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1584 case GL_ARRAY_BUFFER_BINDING:
1585 case GL_FRAMEBUFFER_BINDING:
1586 case GL_RENDERBUFFER_BINDING:
1587 case GL_CURRENT_PROGRAM:
1588 case GL_PACK_ALIGNMENT:
1589 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1590 case GL_UNPACK_ALIGNMENT:
1591 case GL_GENERATE_MIPMAP_HINT:
1592 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1593 case GL_RED_BITS:
1594 case GL_GREEN_BITS:
1595 case GL_BLUE_BITS:
1596 case GL_ALPHA_BITS:
1597 case GL_DEPTH_BITS:
1598 case GL_STENCIL_BITS:
1599 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1600 case GL_CULL_FACE_MODE:
1601 case GL_FRONT_FACE:
1602 case GL_ACTIVE_TEXTURE:
1603 case GL_STENCIL_FUNC:
1604 case GL_STENCIL_VALUE_MASK:
1605 case GL_STENCIL_REF:
1606 case GL_STENCIL_FAIL:
1607 case GL_STENCIL_PASS_DEPTH_FAIL:
1608 case GL_STENCIL_PASS_DEPTH_PASS:
1609 case GL_STENCIL_BACK_FUNC:
1610 case GL_STENCIL_BACK_VALUE_MASK:
1611 case GL_STENCIL_BACK_REF:
1612 case GL_STENCIL_BACK_FAIL:
1613 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1614 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1615 case GL_DEPTH_FUNC:
1616 case GL_BLEND_SRC_RGB:
1617 case GL_BLEND_SRC_ALPHA:
1618 case GL_BLEND_DST_RGB:
1619 case GL_BLEND_DST_ALPHA:
1620 case GL_BLEND_EQUATION_RGB:
1621 case GL_BLEND_EQUATION_ALPHA:
1622 case GL_STENCIL_WRITEMASK:
1623 case GL_STENCIL_BACK_WRITEMASK:
1624 case GL_STENCIL_CLEAR_VALUE:
1625 case GL_SUBPIXEL_BITS:
1626 case GL_MAX_TEXTURE_SIZE:
1627 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1628 case GL_SAMPLE_BUFFERS:
1629 case GL_SAMPLES:
1630 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1631 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1632 case GL_TEXTURE_BINDING_2D:
1633 case GL_TEXTURE_BINDING_CUBE_MAP:
1634 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1635 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1636 case GL_PROGRAM_BINARY_FORMATS_OES:
1637 {
1638 *type = GL_INT;
1639 *numParams = 1;
1640 }
1641 break;
1642 case GL_MAX_SAMPLES_ANGLE:
1643 {
1644 if (getMaxSupportedSamples() != 0)
1645 {
1646 *type = GL_INT;
1647 *numParams = 1;
1648 }
1649 else
1650 {
1651 return false;
1652 }
1653 }
1654 break;
1655 case GL_MAX_VIEWPORT_DIMS:
1656 {
1657 *type = GL_INT;
1658 *numParams = 2;
1659 }
1660 break;
1661 case GL_VIEWPORT:
1662 case GL_SCISSOR_BOX:
1663 {
1664 *type = GL_INT;
1665 *numParams = 4;
1666 }
1667 break;
1668 case GL_SHADER_COMPILER:
1669 case GL_SAMPLE_COVERAGE_INVERT:
1670 case GL_DEPTH_WRITEMASK:
1671 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1672 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1673 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1674 case GL_SAMPLE_COVERAGE:
1675 case GL_SCISSOR_TEST:
1676 case GL_STENCIL_TEST:
1677 case GL_DEPTH_TEST:
1678 case GL_BLEND:
1679 case GL_DITHER:
1680 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1681 {
1682 *type = GL_BOOL;
1683 *numParams = 1;
1684 }
1685 break;
1686 case GL_COLOR_WRITEMASK:
1687 {
1688 *type = GL_BOOL;
1689 *numParams = 4;
1690 }
1691 break;
1692 case GL_POLYGON_OFFSET_FACTOR:
1693 case GL_POLYGON_OFFSET_UNITS:
1694 case GL_SAMPLE_COVERAGE_VALUE:
1695 case GL_DEPTH_CLEAR_VALUE:
1696 case GL_LINE_WIDTH:
1697 {
1698 *type = GL_FLOAT;
1699 *numParams = 1;
1700 }
1701 break;
1702 case GL_ALIASED_LINE_WIDTH_RANGE:
1703 case GL_ALIASED_POINT_SIZE_RANGE:
1704 case GL_DEPTH_RANGE:
1705 {
1706 *type = GL_FLOAT;
1707 *numParams = 2;
1708 }
1709 break;
1710 case GL_COLOR_CLEAR_VALUE:
1711 case GL_BLEND_COLOR:
1712 {
1713 *type = GL_FLOAT;
1714 *numParams = 4;
1715 }
1716 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001717 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1718 if (!supportsTextureFilterAnisotropy())
1719 {
1720 return false;
1721 }
1722 *type = GL_FLOAT;
1723 *numParams = 1;
1724 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001725 default:
1726 return false;
1727 }
1728
1729 return true;
1730}
1731
1732// Applies the render target surface, depth stencil surface, viewport rectangle and
1733// scissor rectangle to the Direct3D 9 device
1734bool Context::applyRenderTarget(bool ignoreViewport)
1735{
1736 Framebuffer *framebufferObject = getDrawFramebuffer();
1737
1738 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1739 {
1740 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1741 }
1742
daniel@transgaming.com8a8b24c2012-11-28 19:36:26 +00001743 mRenderer->applyRenderTarget(framebufferObject);
1744
daniel@transgaming.come06bda92012-11-28 19:42:18 +00001745 // storing the mRenderTargetDesc in Context will be removed once refactoring
1746 // of clear is complete
1747 // D3D9_REPLACE start
1748 gl::Renderbuffer *renderbufferObject = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001749 if (framebufferObject->getColorbufferType() != GL_NONE)
1750 {
1751 renderbufferObject = framebufferObject->getColorbuffer();
1752 }
1753 else
1754 {
1755 renderbufferObject = framebufferObject->getNullColorbuffer();
1756 }
1757 if (!renderbufferObject)
1758 {
1759 ERR("unable to locate renderbuffer for FBO.");
1760 return false;
1761 }
1762
daniel@transgaming.come06bda92012-11-28 19:42:18 +00001763 mRenderTargetDesc.width = renderbufferObject->getWidth();
1764 mRenderTargetDesc.height = renderbufferObject->getHeight();
1765 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1766 // D3D9_REPLACE end
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001767
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001768 Rectangle viewport = mState.viewport;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001769 float zNear = clamp01(mState.zNear);
1770 float zFar = clamp01(mState.zFar);
1771
1772 if (ignoreViewport)
1773 {
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001774 viewport.x = 0;
1775 viewport.y = 0;
1776 viewport.width = mRenderTargetDesc.width;
1777 viewport.height = mRenderTargetDesc.height;
1778 zNear = 0.0f;
1779 zFar = 1.0f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001780 }
1781
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001782 ProgramBinary *programBinary = mState.currentProgram ? getCurrentProgramBinary() : NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001783
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001784 if (!mRenderer->setViewport(viewport, zNear, zFar, mRenderTargetDesc.width, mRenderTargetDesc.height,
1785 programBinary, mDxUniformsDirty))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001786 {
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001787 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001788 }
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001789 mDxUniformsDirty = false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001790
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001791 mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.width),
1792 static_cast<int>(mRenderTargetDesc.height));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001793
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001794 return true;
1795}
1796
1797// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
1798void Context::applyState(GLenum drawMode)
1799{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001800 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001801
1802 Framebuffer *framebufferObject = getDrawFramebuffer();
1803
1804 GLint frontCCW = programBinary->getDxFrontCCWLocation();
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001805 GLint ccw = (mState.rasterizer.frontFace == GL_CCW);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001806 programBinary->setUniform1iv(frontCCW, 1, &ccw);
1807
1808 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
1809 GLint alwaysFront = !isTriangleMode(drawMode);
1810 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1811
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001812 const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001813 unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
1814
1815 mRenderer->setRasterizerState(mState.rasterizer, depthSize);
1816
1817 unsigned int mask = 0;
1818 if (mState.sampleCoverage)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001819 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001820 if (mState.sampleCoverageValue != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001821 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001822 float threshold = 0.5f;
1823
1824 for (int i = 0; i < framebufferObject->getSamples(); ++i)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001825 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001826 mask <<= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001827
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001828 if ((i + 1) * mState.sampleCoverageValue >= threshold)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001829 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001830 threshold += 1.0f;
1831 mask |= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001832 }
1833 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001834 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001835
1836 if (mState.sampleCoverageInvert)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001837 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001838 mask = ~mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001839 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001840 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001841 else
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001842 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001843 mask = 0xFFFFFFFF;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001844 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001845 mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
1846
1847 unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001848 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
1849 mState.rasterizer.frontFace == GL_CCW, stencilSize);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001850}
1851
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001852// Applies the indices and element array bindings to the Direct3D 9 device
1853GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
1854{
1855 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
1856
1857 if (err == GL_NO_ERROR)
1858 {
1859 if (indexInfo->serial != mAppliedIBSerial)
1860 {
1861 mDevice->SetIndices(indexInfo->indexBuffer);
1862 mAppliedIBSerial = indexInfo->serial;
1863 }
1864 }
1865
1866 return err;
1867}
1868
1869// Applies the shaders and shader constants to the Direct3D 9 device
1870void Context::applyShaders()
1871{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001872 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001873
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001874 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001875 {
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001876 mRenderer->applyShaders(programBinary);
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001877 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001878 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001879
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001880 programBinary->applyUniforms();
1881}
1882
1883// Applies the textures and sampler states to the Direct3D 9 device
1884void Context::applyTextures()
1885{
1886 applyTextures(SAMPLER_PIXEL);
1887
1888 if (mSupportsVertexTexture)
1889 {
1890 applyTextures(SAMPLER_VERTEX);
1891 }
1892}
1893
1894// For each Direct3D 9 sampler of either the pixel or vertex stage,
1895// looks up the corresponding OpenGL texture image unit and texture type,
1896// and sets the texture and its addressing/filtering state (or NULL when inactive).
1897void Context::applyTextures(SamplerType type)
1898{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001899 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001900
1901 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
1902 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001903 int samplerRange = programBinary->getUsedSamplerRange(type);
1904
1905 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
1906 {
1907 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001908
1909 if (textureUnit != -1)
1910 {
1911 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
1912
1913 Texture *texture = getSamplerTexture(textureUnit, textureType);
1914 unsigned int texSerial = texture->getTextureSerial();
1915
1916 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
1917 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001918 if (texture->isSamplerComplete())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001919 {
1920 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
1921 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00001922 SamplerState samplerState;
1923 texture->getSamplerState(&samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001924
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001925 mRenderer->setSamplerState(type, samplerIndex, samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001926 }
1927
1928 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
1929 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001930 mRenderer->setTexture(type, samplerIndex, texture);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001931 }
1932 }
1933 else
1934 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001935 mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001936 }
1937
1938 appliedTextureSerial[samplerIndex] = texSerial;
1939 texture->resetDirty();
1940 }
1941 }
1942 else
1943 {
1944 if (appliedTextureSerial[samplerIndex] != 0)
1945 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001946 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001947 appliedTextureSerial[samplerIndex] = 0;
1948 }
1949 }
1950 }
1951
1952 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
1953 {
1954 if (appliedTextureSerial[samplerIndex] != 0)
1955 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001956 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001957 appliedTextureSerial[samplerIndex] = 0;
1958 }
1959 }
1960}
1961
1962void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
1963 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
1964{
1965 Framebuffer *framebuffer = getReadFramebuffer();
1966
1967 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
1968 {
1969 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1970 }
1971
1972 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
1973 {
1974 return error(GL_INVALID_OPERATION);
1975 }
1976
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001977 GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001978 // sized query sanity check
1979 if (bufSize)
1980 {
1981 int requiredSize = outputPitch * height;
1982 if (requiredSize > *bufSize)
1983 {
1984 return error(GL_INVALID_OPERATION);
1985 }
1986 }
1987
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001988 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001989}
1990
1991void Context::clear(GLbitfield mask)
1992{
1993 Framebuffer *framebufferObject = getDrawFramebuffer();
1994
1995 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1996 {
1997 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1998 }
1999
2000 DWORD flags = 0;
2001
2002 if (mask & GL_COLOR_BUFFER_BIT)
2003 {
2004 mask &= ~GL_COLOR_BUFFER_BIT;
2005
2006 if (framebufferObject->getColorbufferType() != GL_NONE)
2007 {
2008 flags |= D3DCLEAR_TARGET;
2009 }
2010 }
2011
2012 if (mask & GL_DEPTH_BUFFER_BIT)
2013 {
2014 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002015 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002016 {
2017 flags |= D3DCLEAR_ZBUFFER;
2018 }
2019 }
2020
2021 GLuint stencilUnmasked = 0x0;
2022
2023 if (mask & GL_STENCIL_BUFFER_BIT)
2024 {
2025 mask &= ~GL_STENCIL_BUFFER_BIT;
2026 if (framebufferObject->getStencilbufferType() != GL_NONE)
2027 {
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002028 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002029 if (!depthStencil)
2030 {
2031 ERR("Depth stencil pointer unexpectedly null.");
2032 return;
2033 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002034
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002035 unsigned int stencilSize = gl::GetStencilSize(depthStencil->getActualFormat());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002036 stencilUnmasked = (0x1 << stencilSize) - 1;
2037
2038 if (stencilUnmasked != 0x0)
2039 {
2040 flags |= D3DCLEAR_STENCIL;
2041 }
2042 }
2043 }
2044
2045 if (mask != 0)
2046 {
2047 return error(GL_INVALID_VALUE);
2048 }
2049
2050 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2051 {
2052 return;
2053 }
2054
2055 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2056 unorm<8>(mState.colorClearValue.red),
2057 unorm<8>(mState.colorClearValue.green),
2058 unorm<8>(mState.colorClearValue.blue));
2059 float depth = clamp01(mState.depthClearValue);
2060 int stencil = mState.stencilClearValue & 0x000000FF;
2061
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002062
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002063 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002064
2065 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002066 (mState.depthStencil.stencilWritemask & stencilUnmasked) != stencilUnmasked;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002067 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002068 !(mState.blend.colorMaskRed && mState.blend.colorMaskGreen &&
2069 mState.blend.colorMaskBlue && alphaUnmasked);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002070
2071 if (needMaskedColorClear || needMaskedStencilClear)
2072 {
2073 // State which is altered in all paths from this point to the clear call is saved.
2074 // State which is altered in only some paths will be flagged dirty in the case that
2075 // that path is taken.
2076 HRESULT hr;
2077 if (mMaskedClearSavedState == NULL)
2078 {
2079 hr = mDevice->BeginStateBlock();
2080 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2081
2082 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2083 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2084 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2085 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2086 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2087 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2088 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2089 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2090 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2091 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2092 mDevice->SetPixelShader(NULL);
2093 mDevice->SetVertexShader(NULL);
2094 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2095 mDevice->SetStreamSource(0, NULL, 0, 0);
2096 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2097 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2098 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2099 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2100 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2101 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2102 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2103
2104 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2105 {
2106 mDevice->SetStreamSourceFreq(i, 1);
2107 }
2108
2109 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2110 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2111 }
2112
2113 ASSERT(mMaskedClearSavedState != NULL);
2114
2115 if (mMaskedClearSavedState != NULL)
2116 {
2117 hr = mMaskedClearSavedState->Capture();
2118 ASSERT(SUCCEEDED(hr));
2119 }
2120
2121 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2122 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2123 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2124 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2125 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2126 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2127 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2128 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2129
2130 if (flags & D3DCLEAR_TARGET)
2131 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002132 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
2133 gl_d3d9::ConvertColorMask(mState.blend.colorMaskRed,
2134 mState.blend.colorMaskGreen,
2135 mState.blend.colorMaskBlue,
2136 mState.blend.colorMaskAlpha));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002137 }
2138 else
2139 {
2140 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2141 }
2142
2143 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2144 {
2145 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2146 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2147 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2148 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002149 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.depthStencil.stencilWritemask);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002150 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2151 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2152 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002153 }
2154 else
2155 {
2156 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2157 }
2158
2159 mDevice->SetPixelShader(NULL);
2160 mDevice->SetVertexShader(NULL);
2161 mDevice->SetFVF(D3DFVF_XYZRHW);
2162 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2163 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2164 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2165 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2166 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2167 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2168 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2169
2170 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2171 {
2172 mDevice->SetStreamSourceFreq(i, 1);
2173 }
2174
2175 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2176 quad[0][0] = -0.5f;
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002177 quad[0][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002178 quad[0][2] = 0.0f;
2179 quad[0][3] = 1.0f;
2180
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002181 quad[1][0] = mRenderTargetDesc.width - 0.5f;
2182 quad[1][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002183 quad[1][2] = 0.0f;
2184 quad[1][3] = 1.0f;
2185
2186 quad[2][0] = -0.5f;
2187 quad[2][1] = -0.5f;
2188 quad[2][2] = 0.0f;
2189 quad[2][3] = 1.0f;
2190
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002191 quad[3][0] = mRenderTargetDesc.width - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002192 quad[3][1] = -0.5f;
2193 quad[3][2] = 0.0f;
2194 quad[3][3] = 1.0f;
2195
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002196 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002197 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2198
2199 if (flags & D3DCLEAR_ZBUFFER)
2200 {
2201 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2202 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2203 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
2204 }
2205
2206 if (mMaskedClearSavedState != NULL)
2207 {
2208 mMaskedClearSavedState->Apply();
2209 }
2210 }
2211 else if (flags)
2212 {
2213 mDevice->Clear(0, NULL, flags, color, depth, stencil);
2214 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002215
2216 mRenderer->clear(mask, mState.colorClearValue, mState.depthClearValue, mState.stencilClearValue,
2217 framebufferObject);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002218}
2219
2220void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2221{
2222 if (!mState.currentProgram)
2223 {
2224 return error(GL_INVALID_OPERATION);
2225 }
2226
2227 D3DPRIMITIVETYPE primitiveType;
2228 int primitiveCount;
2229
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002230 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002231 return error(GL_INVALID_ENUM);
2232
2233 if (primitiveCount <= 0)
2234 {
2235 return;
2236 }
2237
2238 if (!applyRenderTarget(false))
2239 {
2240 return;
2241 }
2242
2243 applyState(mode);
2244
daniel@transgaming.com92025f52012-11-28 20:52:54 +00002245 ProgramBinary *programBinary = getCurrentProgramBinary();
2246
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002247 GLsizei repeatDraw = 1;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002248 GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, first, count, instances, &repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002249 if (err != GL_NO_ERROR)
2250 {
2251 return error(err);
2252 }
2253
2254 applyShaders();
2255 applyTextures();
2256
daniel@transgaming.com92025f52012-11-28 20:52:54 +00002257 if (!programBinary->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002258 {
2259 return error(GL_INVALID_OPERATION);
2260 }
2261
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002262 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002263 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002264 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002265
2266 if (mode == GL_LINE_LOOP)
2267 {
2268 drawLineLoop(count, GL_NONE, NULL, 0);
2269 }
2270 else if (instances > 0)
2271 {
2272 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
2273 if (countingIB)
2274 {
2275 if (mAppliedIBSerial != countingIB->getSerial())
2276 {
2277 mDevice->SetIndices(countingIB->getBuffer());
2278 mAppliedIBSerial = countingIB->getSerial();
2279 }
2280
2281 for (int i = 0; i < repeatDraw; i++)
2282 {
2283 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
2284 }
2285 }
2286 else
2287 {
2288 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
2289 return error(GL_OUT_OF_MEMORY);
2290 }
2291 }
2292 else // Regular case
2293 {
2294 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
2295 }
2296 }
2297}
2298
2299void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2300{
2301 if (!mState.currentProgram)
2302 {
2303 return error(GL_INVALID_OPERATION);
2304 }
2305
2306 if (!indices && !mState.elementArrayBuffer)
2307 {
2308 return error(GL_INVALID_OPERATION);
2309 }
2310
2311 D3DPRIMITIVETYPE primitiveType;
2312 int primitiveCount;
2313
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002314 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002315 return error(GL_INVALID_ENUM);
2316
2317 if (primitiveCount <= 0)
2318 {
2319 return;
2320 }
2321
2322 if (!applyRenderTarget(false))
2323 {
2324 return;
2325 }
2326
2327 applyState(mode);
2328
2329 TranslatedIndexData indexInfo;
2330 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2331 if (err != GL_NO_ERROR)
2332 {
2333 return error(err);
2334 }
2335
daniel@transgaming.com92025f52012-11-28 20:52:54 +00002336 ProgramBinary *programBinary = getCurrentProgramBinary();
2337
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002338 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2339 GLsizei repeatDraw = 1;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002340 err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, indexInfo.minIndex, vertexCount, instances, &repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002341 if (err != GL_NO_ERROR)
2342 {
2343 return error(err);
2344 }
2345
2346 applyShaders();
2347 applyTextures();
2348
daniel@transgaming.com92025f52012-11-28 20:52:54 +00002349 if (!programBinary->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002350 {
2351 return error(GL_INVALID_OPERATION);
2352 }
2353
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002354 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002355 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002356 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002357
2358 if (mode == GL_LINE_LOOP)
2359 {
2360 drawLineLoop(count, type, indices, indexInfo.minIndex);
2361 }
2362 else
2363 {
2364 for (int i = 0; i < repeatDraw; i++)
2365 {
2366 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
2367 }
2368 }
2369 }
2370}
2371
2372// Implements glFlush when block is false, glFinish when block is true
2373void Context::sync(bool block)
2374{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002375 mRenderer->sync(block);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002376}
2377
2378void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
2379{
2380 // Get the raw indices for an indexed draw
2381 if (type != GL_NONE && mState.elementArrayBuffer.get())
2382 {
2383 Buffer *indexBuffer = mState.elementArrayBuffer.get();
2384 intptr_t offset = reinterpret_cast<intptr_t>(indices);
2385 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
2386 }
2387
2388 UINT startIndex = 0;
2389 bool succeeded = false;
2390
2391 if (supports32bitIndices())
2392 {
2393 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
2394
2395 if (!mLineLoopIB)
2396 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002397 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002398 }
2399
2400 if (mLineLoopIB)
2401 {
2402 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
2403
2404 UINT offset = 0;
2405 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
2406 startIndex = offset / 4;
2407
2408 if (data)
2409 {
2410 switch (type)
2411 {
2412 case GL_NONE: // Non-indexed draw
2413 for (int i = 0; i < count; i++)
2414 {
2415 data[i] = i;
2416 }
2417 data[count] = 0;
2418 break;
2419 case GL_UNSIGNED_BYTE:
2420 for (int i = 0; i < count; i++)
2421 {
2422 data[i] = static_cast<const GLubyte*>(indices)[i];
2423 }
2424 data[count] = static_cast<const GLubyte*>(indices)[0];
2425 break;
2426 case GL_UNSIGNED_SHORT:
2427 for (int i = 0; i < count; i++)
2428 {
2429 data[i] = static_cast<const GLushort*>(indices)[i];
2430 }
2431 data[count] = static_cast<const GLushort*>(indices)[0];
2432 break;
2433 case GL_UNSIGNED_INT:
2434 for (int i = 0; i < count; i++)
2435 {
2436 data[i] = static_cast<const GLuint*>(indices)[i];
2437 }
2438 data[count] = static_cast<const GLuint*>(indices)[0];
2439 break;
2440 default: UNREACHABLE();
2441 }
2442
2443 mLineLoopIB->unmap();
2444 succeeded = true;
2445 }
2446 }
2447 }
2448 else
2449 {
2450 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
2451
2452 if (!mLineLoopIB)
2453 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002454 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002455 }
2456
2457 if (mLineLoopIB)
2458 {
2459 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
2460
2461 UINT offset = 0;
2462 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
2463 startIndex = offset / 2;
2464
2465 if (data)
2466 {
2467 switch (type)
2468 {
2469 case GL_NONE: // Non-indexed draw
2470 for (int i = 0; i < count; i++)
2471 {
2472 data[i] = i;
2473 }
2474 data[count] = 0;
2475 break;
2476 case GL_UNSIGNED_BYTE:
2477 for (int i = 0; i < count; i++)
2478 {
2479 data[i] = static_cast<const GLubyte*>(indices)[i];
2480 }
2481 data[count] = static_cast<const GLubyte*>(indices)[0];
2482 break;
2483 case GL_UNSIGNED_SHORT:
2484 for (int i = 0; i < count; i++)
2485 {
2486 data[i] = static_cast<const GLushort*>(indices)[i];
2487 }
2488 data[count] = static_cast<const GLushort*>(indices)[0];
2489 break;
2490 case GL_UNSIGNED_INT:
2491 for (int i = 0; i < count; i++)
2492 {
2493 data[i] = static_cast<const GLuint*>(indices)[i];
2494 }
2495 data[count] = static_cast<const GLuint*>(indices)[0];
2496 break;
2497 default: UNREACHABLE();
2498 }
2499
2500 mLineLoopIB->unmap();
2501 succeeded = true;
2502 }
2503 }
2504 }
2505
2506 if (succeeded)
2507 {
2508 if (mAppliedIBSerial != mLineLoopIB->getSerial())
2509 {
2510 mDevice->SetIndices(mLineLoopIB->getBuffer());
2511 mAppliedIBSerial = mLineLoopIB->getSerial();
2512 }
2513
2514 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
2515 }
2516 else
2517 {
2518 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
2519 return error(GL_OUT_OF_MEMORY);
2520 }
2521}
2522
2523void Context::recordInvalidEnum()
2524{
2525 mInvalidEnum = true;
2526}
2527
2528void Context::recordInvalidValue()
2529{
2530 mInvalidValue = true;
2531}
2532
2533void Context::recordInvalidOperation()
2534{
2535 mInvalidOperation = true;
2536}
2537
2538void Context::recordOutOfMemory()
2539{
2540 mOutOfMemory = true;
2541}
2542
2543void Context::recordInvalidFramebufferOperation()
2544{
2545 mInvalidFramebufferOperation = true;
2546}
2547
2548// Get one of the recorded errors and clear its flag, if any.
2549// [OpenGL ES 2.0.24] section 2.5 page 13.
2550GLenum Context::getError()
2551{
2552 if (mInvalidEnum)
2553 {
2554 mInvalidEnum = false;
2555
2556 return GL_INVALID_ENUM;
2557 }
2558
2559 if (mInvalidValue)
2560 {
2561 mInvalidValue = false;
2562
2563 return GL_INVALID_VALUE;
2564 }
2565
2566 if (mInvalidOperation)
2567 {
2568 mInvalidOperation = false;
2569
2570 return GL_INVALID_OPERATION;
2571 }
2572
2573 if (mOutOfMemory)
2574 {
2575 mOutOfMemory = false;
2576
2577 return GL_OUT_OF_MEMORY;
2578 }
2579
2580 if (mInvalidFramebufferOperation)
2581 {
2582 mInvalidFramebufferOperation = false;
2583
2584 return GL_INVALID_FRAMEBUFFER_OPERATION;
2585 }
2586
2587 return GL_NO_ERROR;
2588}
2589
2590GLenum Context::getResetStatus()
2591{
2592 if (mResetStatus == GL_NO_ERROR)
2593 {
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002594 // mResetStatus will be set by the markContextLost callback
2595 // in the case a notification is sent
2596 mRenderer->testDeviceLost(true);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002597 }
2598
2599 GLenum status = mResetStatus;
2600
2601 if (mResetStatus != GL_NO_ERROR)
2602 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002603 if (mRenderer->testDeviceResettable())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002604 {
2605 mResetStatus = GL_NO_ERROR;
2606 }
2607 }
2608
2609 return status;
2610}
2611
2612bool Context::isResetNotificationEnabled()
2613{
2614 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
2615}
2616
2617bool Context::supportsShaderModel3() const
2618{
2619 return mSupportsShaderModel3;
2620}
2621
2622float Context::getMaximumPointSize() const
2623{
2624 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
2625}
2626
2627int Context::getMaximumVaryingVectors() const
2628{
2629 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2630}
2631
2632unsigned int Context::getMaximumVertexTextureImageUnits() const
2633{
2634 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
2635}
2636
2637unsigned int Context::getMaximumCombinedTextureImageUnits() const
2638{
2639 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
2640}
2641
2642int Context::getMaximumFragmentUniformVectors() const
2643{
2644 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
2645}
2646
2647int Context::getMaxSupportedSamples() const
2648{
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002649 return mRenderer->getMaxSupportedSamples();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002650}
2651
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002652bool Context::supportsEventQueries() const
2653{
2654 return mSupportsEventQueries;
2655}
2656
2657bool Context::supportsOcclusionQueries() const
2658{
2659 return mSupportsOcclusionQueries;
2660}
2661
2662bool Context::supportsDXT1Textures() const
2663{
2664 return mSupportsDXT1Textures;
2665}
2666
2667bool Context::supportsDXT3Textures() const
2668{
2669 return mSupportsDXT3Textures;
2670}
2671
2672bool Context::supportsDXT5Textures() const
2673{
2674 return mSupportsDXT5Textures;
2675}
2676
2677bool Context::supportsFloat32Textures() const
2678{
2679 return mSupportsFloat32Textures;
2680}
2681
2682bool Context::supportsFloat32LinearFilter() const
2683{
2684 return mSupportsFloat32LinearFilter;
2685}
2686
2687bool Context::supportsFloat32RenderableTextures() const
2688{
2689 return mSupportsFloat32RenderableTextures;
2690}
2691
2692bool Context::supportsFloat16Textures() const
2693{
2694 return mSupportsFloat16Textures;
2695}
2696
2697bool Context::supportsFloat16LinearFilter() const
2698{
2699 return mSupportsFloat16LinearFilter;
2700}
2701
2702bool Context::supportsFloat16RenderableTextures() const
2703{
2704 return mSupportsFloat16RenderableTextures;
2705}
2706
2707int Context::getMaximumRenderbufferDimension() const
2708{
2709 return mMaxRenderbufferDimension;
2710}
2711
2712int Context::getMaximumTextureDimension() const
2713{
2714 return mMaxTextureDimension;
2715}
2716
2717int Context::getMaximumCubeTextureDimension() const
2718{
2719 return mMaxCubeTextureDimension;
2720}
2721
2722int Context::getMaximumTextureLevel() const
2723{
2724 return mMaxTextureLevel;
2725}
2726
2727bool Context::supportsLuminanceTextures() const
2728{
2729 return mSupportsLuminanceTextures;
2730}
2731
2732bool Context::supportsLuminanceAlphaTextures() const
2733{
2734 return mSupportsLuminanceAlphaTextures;
2735}
2736
2737bool Context::supportsDepthTextures() const
2738{
2739 return mSupportsDepthTextures;
2740}
2741
2742bool Context::supports32bitIndices() const
2743{
2744 return mSupports32bitIndices;
2745}
2746
2747bool Context::supportsNonPower2Texture() const
2748{
2749 return mSupportsNonPower2Texture;
2750}
2751
2752bool Context::supportsInstancing() const
2753{
2754 return mSupportsInstancing;
2755}
2756
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002757bool Context::supportsTextureFilterAnisotropy() const
2758{
2759 return mSupportsTextureFilterAnisotropy;
2760}
2761
2762float Context::getTextureMaxAnisotropy() const
2763{
2764 return mMaxTextureAnisotropy;
2765}
2766
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002767bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
2768{
2769 Framebuffer *framebuffer = getReadFramebuffer();
2770 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2771 {
2772 return error(GL_INVALID_OPERATION, false);
2773 }
2774
2775 Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
2776 if (!renderbuffer)
2777 {
2778 return error(GL_INVALID_OPERATION, false);
2779 }
2780
daniel@transgaming.com20d36662012-10-31 19:51:43 +00002781 *format = gl::ExtractFormat(renderbuffer->getActualFormat());
2782 *type = gl::ExtractType(renderbuffer->getActualFormat());
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002783
2784 return true;
2785}
2786
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002787void Context::detachBuffer(GLuint buffer)
2788{
2789 // [OpenGL ES 2.0.24] section 2.9 page 22:
2790 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2791 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2792
2793 if (mState.arrayBuffer.id() == buffer)
2794 {
2795 mState.arrayBuffer.set(NULL);
2796 }
2797
2798 if (mState.elementArrayBuffer.id() == buffer)
2799 {
2800 mState.elementArrayBuffer.set(NULL);
2801 }
2802
2803 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2804 {
2805 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
2806 {
2807 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
2808 }
2809 }
2810}
2811
2812void Context::detachTexture(GLuint texture)
2813{
2814 // [OpenGL ES 2.0.24] section 3.8 page 84:
2815 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2816 // rebound to texture object zero
2817
2818 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
2819 {
2820 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
2821 {
2822 if (mState.samplerTexture[type][sampler].id() == texture)
2823 {
2824 mState.samplerTexture[type][sampler].set(NULL);
2825 }
2826 }
2827 }
2828
2829 // [OpenGL ES 2.0.24] section 4.4 page 112:
2830 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2831 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2832 // image was attached in the currently bound framebuffer.
2833
2834 Framebuffer *readFramebuffer = getReadFramebuffer();
2835 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2836
2837 if (readFramebuffer)
2838 {
2839 readFramebuffer->detachTexture(texture);
2840 }
2841
2842 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2843 {
2844 drawFramebuffer->detachTexture(texture);
2845 }
2846}
2847
2848void Context::detachFramebuffer(GLuint framebuffer)
2849{
2850 // [OpenGL ES 2.0.24] section 4.4 page 107:
2851 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2852 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2853
2854 if (mState.readFramebuffer == framebuffer)
2855 {
2856 bindReadFramebuffer(0);
2857 }
2858
2859 if (mState.drawFramebuffer == framebuffer)
2860 {
2861 bindDrawFramebuffer(0);
2862 }
2863}
2864
2865void Context::detachRenderbuffer(GLuint renderbuffer)
2866{
2867 // [OpenGL ES 2.0.24] section 4.4 page 109:
2868 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2869 // had been executed with the target RENDERBUFFER and name of zero.
2870
2871 if (mState.renderbuffer.id() == renderbuffer)
2872 {
2873 bindRenderbuffer(0);
2874 }
2875
2876 // [OpenGL ES 2.0.24] section 4.4 page 111:
2877 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2878 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2879 // point to which this image was attached in the currently bound framebuffer.
2880
2881 Framebuffer *readFramebuffer = getReadFramebuffer();
2882 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2883
2884 if (readFramebuffer)
2885 {
2886 readFramebuffer->detachRenderbuffer(renderbuffer);
2887 }
2888
2889 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2890 {
2891 drawFramebuffer->detachRenderbuffer(renderbuffer);
2892 }
2893}
2894
2895Texture *Context::getIncompleteTexture(TextureType type)
2896{
2897 Texture *t = mIncompleteTextures[type].get();
2898
2899 if (t == NULL)
2900 {
2901 static const GLubyte color[] = { 0, 0, 0, 255 };
2902
2903 switch (type)
2904 {
2905 default:
2906 UNREACHABLE();
2907 // default falls through to TEXTURE_2D
2908
2909 case TEXTURE_2D:
2910 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00002911 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002912 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2913 t = incomplete2d;
2914 }
2915 break;
2916
2917 case TEXTURE_CUBE:
2918 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00002919 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002920
2921 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2922 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2923 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2924 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2925 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2926 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2927
2928 t = incompleteCube;
2929 }
2930 break;
2931 }
2932
2933 mIncompleteTextures[type].set(t);
2934 }
2935
2936 return t;
2937}
2938
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002939bool Context::skipDraw(GLenum drawMode)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002940{
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002941 if (drawMode == GL_POINTS)
2942 {
2943 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
2944 // which affects varying interpolation. Since the value of gl_PointSize is
2945 // undefined when not written, just skip drawing to avoid unexpected results.
2946 if (!getCurrentProgramBinary()->usesPointSize())
2947 {
2948 // This is stictly speaking not an error, but developers should be
2949 // notified of risking undefined behavior.
2950 ERR("Point rendering without writing to gl_PointSize.");
2951
2952 return true;
2953 }
2954 }
2955 else if (isTriangleMode(drawMode))
2956 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002957 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002958 {
2959 return true;
2960 }
2961 }
2962
2963 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002964}
2965
2966bool Context::isTriangleMode(GLenum drawMode)
2967{
2968 switch (drawMode)
2969 {
2970 case GL_TRIANGLES:
2971 case GL_TRIANGLE_FAN:
2972 case GL_TRIANGLE_STRIP:
2973 return true;
2974 case GL_POINTS:
2975 case GL_LINES:
2976 case GL_LINE_LOOP:
2977 case GL_LINE_STRIP:
2978 return false;
2979 default: UNREACHABLE();
2980 }
2981
2982 return false;
2983}
2984
2985void Context::setVertexAttrib(GLuint index, const GLfloat *values)
2986{
2987 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
2988
2989 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
2990 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
2991 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
2992 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002993}
2994
2995void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
2996{
2997 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
2998
2999 mState.vertexAttribute[index].mDivisor = divisor;
3000}
3001
3002// keep list sorted in following order
3003// OES extensions
3004// EXT extensions
3005// Vendor extensions
3006void Context::initExtensionString()
3007{
3008 mExtensionString = "";
3009
3010 // OES extensions
3011 if (supports32bitIndices())
3012 {
3013 mExtensionString += "GL_OES_element_index_uint ";
3014 }
3015
3016 mExtensionString += "GL_OES_packed_depth_stencil ";
3017 mExtensionString += "GL_OES_get_program_binary ";
3018 mExtensionString += "GL_OES_rgb8_rgba8 ";
3019 mExtensionString += "GL_OES_standard_derivatives ";
3020
3021 if (supportsFloat16Textures())
3022 {
3023 mExtensionString += "GL_OES_texture_half_float ";
3024 }
3025 if (supportsFloat16LinearFilter())
3026 {
3027 mExtensionString += "GL_OES_texture_half_float_linear ";
3028 }
3029 if (supportsFloat32Textures())
3030 {
3031 mExtensionString += "GL_OES_texture_float ";
3032 }
3033 if (supportsFloat32LinearFilter())
3034 {
3035 mExtensionString += "GL_OES_texture_float_linear ";
3036 }
3037
3038 if (supportsNonPower2Texture())
3039 {
3040 mExtensionString += "GL_OES_texture_npot ";
3041 }
3042
3043 // Multi-vendor (EXT) extensions
3044 if (supportsOcclusionQueries())
3045 {
3046 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3047 }
3048
3049 mExtensionString += "GL_EXT_read_format_bgra ";
3050 mExtensionString += "GL_EXT_robustness ";
3051
3052 if (supportsDXT1Textures())
3053 {
3054 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3055 }
3056
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003057 if (supportsTextureFilterAnisotropy())
3058 {
3059 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3060 }
3061
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003062 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3063 mExtensionString += "GL_EXT_texture_storage ";
3064
3065 // ANGLE-specific extensions
3066 if (supportsDepthTextures())
3067 {
3068 mExtensionString += "GL_ANGLE_depth_texture ";
3069 }
3070
3071 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3072 if (getMaxSupportedSamples() != 0)
3073 {
3074 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3075 }
3076
3077 if (supportsInstancing())
3078 {
3079 mExtensionString += "GL_ANGLE_instanced_arrays ";
3080 }
3081
3082 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3083
3084 if (supportsDXT3Textures())
3085 {
3086 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3087 }
3088 if (supportsDXT5Textures())
3089 {
3090 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3091 }
3092
3093 mExtensionString += "GL_ANGLE_texture_usage ";
3094 mExtensionString += "GL_ANGLE_translated_shader_source ";
3095
3096 // Other vendor-specific extensions
3097 if (supportsEventQueries())
3098 {
3099 mExtensionString += "GL_NV_fence ";
3100 }
3101
3102 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3103 if (end != std::string::npos)
3104 {
3105 mExtensionString.resize(end+1);
3106 }
3107}
3108
3109const char *Context::getExtensionString() const
3110{
3111 return mExtensionString.c_str();
3112}
3113
3114void Context::initRendererString()
3115{
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003116 mRendererString = "ANGLE (";
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00003117 mRendererString += mRenderer->getAdapterDescription();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003118 mRendererString += ")";
3119}
3120
3121const char *Context::getRendererString() const
3122{
3123 return mRendererString.c_str();
3124}
3125
3126void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3127 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3128 GLbitfield mask)
3129{
3130 Framebuffer *readFramebuffer = getReadFramebuffer();
3131 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3132
3133 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3134 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3135 {
3136 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3137 }
3138
3139 if (drawFramebuffer->getSamples() != 0)
3140 {
3141 return error(GL_INVALID_OPERATION);
3142 }
3143
3144 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3145 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3146 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3147 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3148
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003149 Rectangle sourceRect;
3150 Rectangle destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003151
3152 if (srcX0 < srcX1)
3153 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003154 sourceRect.x = srcX0;
3155 destRect.x = dstX0;
3156 sourceRect.width = srcX1 - srcX0;
3157 destRect.width = dstX1 - dstX0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003158 }
3159 else
3160 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003161 sourceRect.x = srcX1;
3162 destRect.x = dstX1;
3163 sourceRect.width = srcX0 - srcX1;
3164 destRect.width = dstX0 - dstX1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003165 }
3166
3167 if (srcY0 < srcY1)
3168 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003169 sourceRect.height = srcY1 - srcY0;
3170 destRect.height = dstY1 - dstY0;
3171 sourceRect.y = srcY0;
3172 destRect.y = dstY0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003173 }
3174 else
3175 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003176 sourceRect.height = srcY0 - srcY1;
3177 destRect.height = dstY0 - srcY1;
3178 sourceRect.y = srcY1;
3179 destRect.y = dstY1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003180 }
3181
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003182 Rectangle sourceScissoredRect = sourceRect;
3183 Rectangle destScissoredRect = destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003184
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003185 if (mState.rasterizer.scissorTest)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003186 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003187 // Only write to parts of the destination framebuffer which pass the scissor test.
3188 if (destRect.x < mState.scissor.x)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003189 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003190 int xDiff = mState.scissor.x - destRect.x;
3191 destScissoredRect.x = mState.scissor.x;
3192 destScissoredRect.width -= xDiff;
3193 sourceScissoredRect.x += xDiff;
3194 sourceScissoredRect.width -= xDiff;
3195
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003196 }
3197
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003198 if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003199 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003200 int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
3201 destScissoredRect.width -= xDiff;
3202 sourceScissoredRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003203 }
3204
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003205 if (destRect.y < mState.scissor.y)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003206 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003207 int yDiff = mState.scissor.y - destRect.y;
3208 destScissoredRect.y = mState.scissor.y;
3209 destScissoredRect.height -= yDiff;
3210 sourceScissoredRect.y += yDiff;
3211 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003212 }
3213
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003214 if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003215 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003216 int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
3217 destScissoredRect.height -= yDiff;
3218 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003219 }
3220 }
3221
3222 bool blitRenderTarget = false;
3223 bool blitDepthStencil = false;
3224
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003225 Rectangle sourceTrimmedRect = sourceScissoredRect;
3226 Rectangle destTrimmedRect = destScissoredRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003227
3228 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3229 // the actual draw and read surfaces.
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003230 if (sourceTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003231 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003232 int xDiff = 0 - sourceTrimmedRect.x;
3233 sourceTrimmedRect.x = 0;
3234 sourceTrimmedRect.width -= xDiff;
3235 destTrimmedRect.x += xDiff;
3236 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003237 }
3238
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003239 if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003240 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003241 int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
3242 sourceTrimmedRect.width -= xDiff;
3243 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003244 }
3245
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003246 if (sourceTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003247 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003248 int yDiff = 0 - sourceTrimmedRect.y;
3249 sourceTrimmedRect.y = 0;
3250 sourceTrimmedRect.height -= yDiff;
3251 destTrimmedRect.y += yDiff;
3252 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003253 }
3254
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003255 if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003256 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003257 int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
3258 sourceTrimmedRect.height -= yDiff;
3259 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003260 }
3261
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003262 if (destTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003263 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003264 int xDiff = 0 - destTrimmedRect.x;
3265 destTrimmedRect.x = 0;
3266 destTrimmedRect.width -= xDiff;
3267 sourceTrimmedRect.x += xDiff;
3268 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003269 }
3270
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003271 if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003272 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003273 int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
3274 destTrimmedRect.width -= xDiff;
3275 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003276 }
3277
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003278 if (destTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003279 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003280 int yDiff = 0 - destTrimmedRect.y;
3281 destTrimmedRect.y = 0;
3282 destTrimmedRect.height -= yDiff;
3283 sourceTrimmedRect.y += yDiff;
3284 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003285 }
3286
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003287 if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003288 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003289 int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
3290 destTrimmedRect.height -= yDiff;
3291 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003292 }
3293
3294 bool partialBufferCopy = false;
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003295 if (sourceTrimmedRect.height < readBufferHeight ||
3296 sourceTrimmedRect.width < readBufferWidth ||
3297 destTrimmedRect.height < drawBufferHeight ||
3298 destTrimmedRect.width < drawBufferWidth ||
3299 sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003300 {
3301 partialBufferCopy = true;
3302 }
3303
3304 if (mask & GL_COLOR_BUFFER_BIT)
3305 {
3306 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3307 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3308 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3309 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3310 if (!validReadType || !validDrawType ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003311 readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003312 {
3313 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3314 return error(GL_INVALID_OPERATION);
3315 }
3316
3317 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3318 {
3319 return error(GL_INVALID_OPERATION);
3320 }
3321
3322 blitRenderTarget = true;
3323
3324 }
3325
3326 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3327 {
3328 Renderbuffer *readDSBuffer = NULL;
3329 Renderbuffer *drawDSBuffer = NULL;
3330
3331 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3332 // both a depth and stencil buffer, it will be the same buffer.
3333
3334 if (mask & GL_DEPTH_BUFFER_BIT)
3335 {
3336 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3337 {
3338 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003339 readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003340 {
3341 return error(GL_INVALID_OPERATION);
3342 }
3343
3344 blitDepthStencil = true;
3345 readDSBuffer = readFramebuffer->getDepthbuffer();
3346 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3347 }
3348 }
3349
3350 if (mask & GL_STENCIL_BUFFER_BIT)
3351 {
3352 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3353 {
3354 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003355 readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003356 {
3357 return error(GL_INVALID_OPERATION);
3358 }
3359
3360 blitDepthStencil = true;
3361 readDSBuffer = readFramebuffer->getStencilbuffer();
3362 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3363 }
3364 }
3365
3366 if (partialBufferCopy)
3367 {
3368 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3369 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3370 }
3371
3372 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3373 (readDSBuffer && readDSBuffer->getSamples() != 0))
3374 {
3375 return error(GL_INVALID_OPERATION);
3376 }
3377 }
3378
3379 if (blitRenderTarget || blitDepthStencil)
3380 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003381 mRenderer->blitRect(readFramebuffer, &sourceTrimmedRect, drawFramebuffer, &destTrimmedRect, blitRenderTarget, blitDepthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003382 }
3383}
3384
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003385}
3386
3387extern "C"
3388{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003389gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003390{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003391 return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003392}
3393
3394void glDestroyContext(gl::Context *context)
3395{
3396 delete context;
3397
3398 if (context == gl::getContext())
3399 {
3400 gl::makeCurrent(NULL, NULL, NULL);
3401 }
3402}
3403
3404void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
3405{
3406 gl::makeCurrent(context, display, surface);
3407}
3408
3409gl::Context *glGetCurrentContext()
3410{
3411 return gl::getContext();
3412}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003413
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003414}