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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 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
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000010#include "libGLESv2/Context.h"
daniel@transgaming.com16973022010-03-11 19:22:19 +000011
12#include <algorithm>
13
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000014#include "libEGL/Display.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000015
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
19#include "libGLESv2/Blit.h"
20#include "libGLESv2/Buffer.h"
21#include "libGLESv2/FrameBuffer.h"
22#include "libGLESv2/Program.h"
23#include "libGLESv2/RenderBuffer.h"
24#include "libGLESv2/Shader.h"
25#include "libGLESv2/Texture.h"
26#include "libGLESv2/geometry/backend.h"
27#include "libGLESv2/geometry/VertexDataManager.h"
28#include "libGLESv2/geometry/IndexDataManager.h"
29#include "libGLESv2/geometry/dx9.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030
daniel@transgaming.com86487c22010-03-11 19:41:43 +000031#undef near
32#undef far
33
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034namespace gl
35{
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +000036Context::Context(const egl::Config *config)
37 : mConfig(config)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000038{
39 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
40 depthClearValue = 1.0f;
41 stencilClearValue = 0;
42
43 cullFace = false;
44 cullMode = GL_BACK;
45 frontFace = GL_CCW;
46 depthTest = false;
47 depthFunc = GL_LESS;
48 blend = false;
49 sourceBlendRGB = GL_ONE;
50 sourceBlendAlpha = GL_ONE;
51 destBlendRGB = GL_ZERO;
52 destBlendAlpha = GL_ZERO;
53 blendEquationRGB = GL_FUNC_ADD;
54 blendEquationAlpha = GL_FUNC_ADD;
55 blendColor.red = 0;
56 blendColor.green = 0;
57 blendColor.blue = 0;
58 blendColor.alpha = 0;
59 stencilTest = false;
60 stencilFunc = GL_ALWAYS;
61 stencilRef = 0;
62 stencilMask = -1;
63 stencilWritemask = -1;
64 stencilBackFunc = GL_ALWAYS;
65 stencilBackRef = 0;
66 stencilBackMask = - 1;
67 stencilBackWritemask = -1;
68 stencilFail = GL_KEEP;
69 stencilPassDepthFail = GL_KEEP;
70 stencilPassDepthPass = GL_KEEP;
71 stencilBackFail = GL_KEEP;
72 stencilBackPassDepthFail = GL_KEEP;
73 stencilBackPassDepthPass = GL_KEEP;
74 polygonOffsetFill = false;
daniel@transgaming.com777f2672010-04-07 03:25:16 +000075 polygonOffsetFactor = 0.0f;
76 polygonOffsetUnits = 0.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000077 sampleAlphaToCoverage = false;
78 sampleCoverage = false;
79 sampleCoverageValue = 1.0f;
80 sampleCoverageInvert = GL_FALSE;
81 scissorTest = false;
82 dither = true;
daniel@transgaming.com5949aa12010-03-21 04:31:15 +000083 generateMipmapHint = GL_DONT_CARE;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000084
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +000085 lineWidth = 1.0f;
86
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000087 viewportX = 0;
88 viewportY = 0;
89 viewportWidth = config->mDisplayMode.Width;
90 viewportHeight = config->mDisplayMode.Height;
91 zNear = 0.0f;
92 zFar = 1.0f;
93
94 scissorX = 0;
95 scissorY = 0;
96 scissorWidth = config->mDisplayMode.Width;
97 scissorHeight = config->mDisplayMode.Height;
98
99 colorMaskRed = true;
100 colorMaskGreen = true;
101 colorMaskBlue = true;
102 colorMaskAlpha = true;
103 depthMask = true;
104
105 // [OpenGL ES 2.0.24] section 3.7 page 83:
106 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
107 // and cube map texture state vectors respectively associated with them.
108 // In order that access to these initial textures not be lost, they are treated as texture
109 // objects all of whose names are 0.
110
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000111 mTexture2DZero = new Texture2D(this);
112 mTextureCubeMapZero = new TextureCubeMap(this);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000113
114 mColorbufferZero = NULL;
115 mDepthbufferZero = NULL;
116 mStencilbufferZero = NULL;
117
118 activeSampler = 0;
119 arrayBuffer = 0;
120 elementArrayBuffer = 0;
121 bindTextureCubeMap(0);
122 bindTexture2D(0);
123 bindFramebuffer(0);
124 bindRenderbuffer(0);
125
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000126 for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000127 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000128 for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
129 {
130 samplerTexture[type][sampler] = 0;
131 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000132 }
133
daniel@transgaming.com12d54072010-03-16 06:23:26 +0000134 for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
135 {
136 mIncompleteTextures[type] = NULL;
137 }
138
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000139 currentProgram = 0;
140
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +0000141 packAlignment = 4;
142 unpackAlignment = 4;
143
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000144 mBufferBackEnd = NULL;
145 mVertexDataManager = NULL;
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000146 mIndexDataManager = NULL;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000147 mBlit = NULL;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000148
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000149 mInvalidEnum = false;
150 mInvalidValue = false;
151 mInvalidOperation = false;
152 mOutOfMemory = false;
153 mInvalidFramebufferOperation = false;
daniel@transgaming.com159acdf2010-03-21 04:31:24 +0000154
155 mHasBeenCurrent = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000156}
157
158Context::~Context()
159{
160 currentProgram = 0;
161
daniel@transgaming.com12d54072010-03-16 06:23:26 +0000162 for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
163 {
164 delete mIncompleteTextures[type];
165 }
166
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000167 delete mTexture2DZero;
168 delete mTextureCubeMapZero;
169
170 delete mColorbufferZero;
171 delete mDepthbufferZero;
172 delete mStencilbufferZero;
173
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000174 delete mBufferBackEnd;
175 delete mVertexDataManager;
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000176 delete mIndexDataManager;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000177 delete mBlit;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000178
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000179 while (!mBufferMap.empty())
180 {
181 deleteBuffer(mBufferMap.begin()->first);
182 }
183
184 while (!mProgramMap.empty())
185 {
186 deleteProgram(mProgramMap.begin()->first);
187 }
188
189 while (!mShaderMap.empty())
190 {
191 deleteShader(mShaderMap.begin()->first);
192 }
193
194 while (!mFramebufferMap.empty())
195 {
196 deleteFramebuffer(mFramebufferMap.begin()->first);
197 }
198
199 while (!mRenderbufferMap.empty())
200 {
201 deleteRenderbuffer(mRenderbufferMap.begin()->first);
202 }
203
204 while (!mTextureMap.empty())
205 {
206 deleteTexture(mTextureMap.begin()->first);
207 }
208}
209
210void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
211{
212 IDirect3DDevice9 *device = display->getDevice();
213
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000214 if (!mBufferBackEnd)
215 {
216 mBufferBackEnd = new Dx9BackEnd(device);
217 mVertexDataManager = new VertexDataManager(this, mBufferBackEnd);
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000218 mIndexDataManager = new IndexDataManager(this, mBufferBackEnd);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000219 mBlit = new Blit(this);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000220 }
221
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000222 // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
223 IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000224 IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000225
226 Framebuffer *framebufferZero = new Framebuffer();
227 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000228 Depthbuffer *depthbufferZero = new Depthbuffer(depthStencil);
229 Stencilbuffer *stencilbufferZero = new Stencilbuffer(depthStencil);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000230
231 setFramebufferZero(framebufferZero);
232 setColorbufferZero(colorbufferZero);
233 setDepthbufferZero(depthbufferZero);
234 setStencilbufferZero(stencilbufferZero);
235
236 framebufferZero->setColorbuffer(GL_RENDERBUFFER, 0);
237 framebufferZero->setDepthbuffer(GL_RENDERBUFFER, 0);
238 framebufferZero->setStencilbuffer(GL_RENDERBUFFER, 0);
239
daniel@transgaming.com159acdf2010-03-21 04:31:24 +0000240 if(!mHasBeenCurrent)
241 {
242 viewportX = 0;
243 viewportY = 0;
244 viewportWidth = surface->getWidth();
245 viewportHeight = surface->getHeight();
246
247 scissorX = 0;
248 scissorY = 0;
249 scissorWidth = surface->getWidth();
250 scissorHeight = surface->getHeight();
251
252 mHasBeenCurrent = true;
253 }
254
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000255 defaultRenderTarget->Release();
256
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000257 if (depthStencil)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000258 {
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000259 depthStencil->Release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000260 }
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +0000261
262 D3DCAPS9 capabilities;
263 device->GetDeviceCaps(&capabilities);
264
265 if (capabilities.PixelShaderVersion == D3DPS_VERSION(3, 0))
266 {
267 mPsProfile = "ps_3_0";
268 mVsProfile = "vs_3_0";
269 }
270 else // egl::Display guarantees support for at least 2.0
271 {
272 mPsProfile = "ps_2_0";
273 mVsProfile = "vs_2_0";
274 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000275}
276
277void Context::setClearColor(float red, float green, float blue, float alpha)
278{
279 colorClearValue.red = red;
280 colorClearValue.green = green;
281 colorClearValue.blue = blue;
282 colorClearValue.alpha = alpha;
283}
284
285void Context::setClearDepth(float depth)
286{
287 depthClearValue = depth;
288}
289
290void Context::setClearStencil(int stencil)
291{
292 stencilClearValue = stencil;
293}
294
295// Returns an unused buffer name
296GLuint Context::createBuffer()
297{
298 unsigned int handle = 1;
299
300 while (mBufferMap.find(handle) != mBufferMap.end())
301 {
302 handle++;
303 }
304
305 mBufferMap[handle] = NULL;
306
307 return handle;
308}
309
310// Returns an unused shader/program name
311GLuint Context::createShader(GLenum type)
312{
313 unsigned int handle = 1;
314
315 while (mShaderMap.find(handle) != mShaderMap.end() || mProgramMap.find(handle) != mProgramMap.end()) // Shared name space
316 {
317 handle++;
318 }
319
320 if (type == GL_VERTEX_SHADER)
321 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +0000322 mShaderMap[handle] = new VertexShader(handle);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000323 }
324 else if (type == GL_FRAGMENT_SHADER)
325 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +0000326 mShaderMap[handle] = new FragmentShader(handle);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000327 }
328 else UNREACHABLE();
329
330 return handle;
331}
332
333// Returns an unused program/shader name
334GLuint Context::createProgram()
335{
336 unsigned int handle = 1;
337
338 while (mProgramMap.find(handle) != mProgramMap.end() || mShaderMap.find(handle) != mShaderMap.end()) // Shared name space
339 {
340 handle++;
341 }
342
343 mProgramMap[handle] = new Program();
344
345 return handle;
346}
347
348// Returns an unused texture name
349GLuint Context::createTexture()
350{
351 unsigned int handle = 1;
352
353 while (mTextureMap.find(handle) != mTextureMap.end())
354 {
355 handle++;
356 }
357
358 mTextureMap[handle] = NULL;
359
360 return handle;
361}
362
363// Returns an unused framebuffer name
364GLuint Context::createFramebuffer()
365{
366 unsigned int handle = 1;
367
368 while (mFramebufferMap.find(handle) != mFramebufferMap.end())
369 {
370 handle++;
371 }
372
373 mFramebufferMap[handle] = NULL;
374
375 return handle;
376}
377
378// Returns an unused renderbuffer name
379GLuint Context::createRenderbuffer()
380{
381 unsigned int handle = 1;
382
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000383 while (mRenderbufferMap.find(handle) != mRenderbufferMap.end())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000384 {
385 handle++;
386 }
387
388 mRenderbufferMap[handle] = NULL;
389
390 return handle;
391}
392
393void Context::deleteBuffer(GLuint buffer)
394{
395 BufferMap::iterator bufferObject = mBufferMap.find(buffer);
396
397 if (bufferObject != mBufferMap.end())
398 {
399 detachBuffer(buffer);
400
401 delete bufferObject->second;
402 mBufferMap.erase(bufferObject);
403 }
404}
405
406void Context::deleteShader(GLuint shader)
407{
408 ShaderMap::iterator shaderObject = mShaderMap.find(shader);
409
410 if (shaderObject != mShaderMap.end())
411 {
412 if (!shaderObject->second->isAttached())
413 {
414 delete shaderObject->second;
415 mShaderMap.erase(shaderObject);
416 }
417 else
418 {
419 shaderObject->second->flagForDeletion();
420 }
421 }
422}
423
424void Context::deleteProgram(GLuint program)
425{
426 ProgramMap::iterator programObject = mProgramMap.find(program);
427
428 if (programObject != mProgramMap.end())
429 {
430 if (program != currentProgram)
431 {
432 delete programObject->second;
433 mProgramMap.erase(programObject);
434 }
435 else
436 {
437 programObject->second->flagForDeletion();
438 }
439 }
440}
441
442void Context::deleteTexture(GLuint texture)
443{
444 TextureMap::iterator textureObject = mTextureMap.find(texture);
445
446 if (textureObject != mTextureMap.end())
447 {
448 detachTexture(texture);
449
450 if (texture != 0)
451 {
452 delete textureObject->second;
453 }
454
455 mTextureMap.erase(textureObject);
456 }
457}
458
459void Context::deleteFramebuffer(GLuint framebuffer)
460{
461 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
462
463 if (framebufferObject != mFramebufferMap.end())
464 {
465 detachFramebuffer(framebuffer);
466
467 delete framebufferObject->second;
468 mFramebufferMap.erase(framebufferObject);
469 }
470}
471
472void Context::deleteRenderbuffer(GLuint renderbuffer)
473{
474 RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer);
475
476 if (renderbufferObject != mRenderbufferMap.end())
477 {
478 detachRenderbuffer(renderbuffer);
479
480 delete renderbufferObject->second;
481 mRenderbufferMap.erase(renderbufferObject);
482 }
483}
484
485void Context::bindArrayBuffer(unsigned int buffer)
486{
487 if (buffer != 0 && !getBuffer(buffer))
488 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000489 mBufferMap[buffer] = new Buffer(mBufferBackEnd);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000490 }
491
492 arrayBuffer = buffer;
493}
494
495void Context::bindElementArrayBuffer(unsigned int buffer)
496{
497 if (buffer != 0 && !getBuffer(buffer))
498 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000499 mBufferMap[buffer] = new Buffer(mBufferBackEnd);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000500 }
501
502 elementArrayBuffer = buffer;
503}
504
505void Context::bindTexture2D(GLuint texture)
506{
daniel@transgaming.com4195fc42010-04-08 03:51:09 +0000507 if (!getTexture(texture) && texture != 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000508 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000509 mTextureMap[texture] = new Texture2D(this);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510 }
511
512 texture2D = texture;
513
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000514 samplerTexture[SAMPLER_2D][activeSampler] = texture;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000515}
516
517void Context::bindTextureCubeMap(GLuint texture)
518{
daniel@transgaming.com4195fc42010-04-08 03:51:09 +0000519 if (!getTexture(texture) && texture != 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000520 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000521 mTextureMap[texture] = new TextureCubeMap(this);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000522 }
523
524 textureCubeMap = texture;
525
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000526 samplerTexture[SAMPLER_CUBE][activeSampler] = texture;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000527}
528
529void Context::bindFramebuffer(GLuint framebuffer)
530{
531 if (!getFramebuffer(framebuffer))
532 {
533 mFramebufferMap[framebuffer] = new Framebuffer();
534 }
535
536 this->framebuffer = framebuffer;
537}
538
539void Context::bindRenderbuffer(GLuint renderbuffer)
540{
541 if (renderbuffer != 0 && !getRenderbuffer(renderbuffer))
542 {
543 mRenderbufferMap[renderbuffer] = new Renderbuffer();
544 }
545
546 this->renderbuffer = renderbuffer;
547}
548
549void Context::useProgram(GLuint program)
550{
551 Program *programObject = getCurrentProgram();
552
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000553 GLuint priorProgram = currentProgram;
554 currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
555
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556 if (programObject && programObject->isFlaggedForDeletion())
557 {
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000558 deleteProgram(priorProgram);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000559 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000560}
561
562void Context::setFramebufferZero(Framebuffer *buffer)
563{
564 delete mFramebufferMap[0];
565 mFramebufferMap[0] = buffer;
566}
567
568void Context::setColorbufferZero(Colorbuffer *buffer)
569{
570 delete mColorbufferZero;
571 mColorbufferZero = buffer;
572}
573
574void Context::setDepthbufferZero(Depthbuffer *buffer)
575{
576 delete mDepthbufferZero;
577 mDepthbufferZero = buffer;
578}
579
580void Context::setStencilbufferZero(Stencilbuffer *buffer)
581{
582 delete mStencilbufferZero;
583 mStencilbufferZero = buffer;
584}
585
586void Context::setRenderbuffer(Renderbuffer *buffer)
587{
588 delete mRenderbufferMap[renderbuffer];
589 mRenderbufferMap[renderbuffer] = buffer;
590}
591
592Buffer *Context::getBuffer(unsigned int handle)
593{
594 BufferMap::iterator buffer = mBufferMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000595
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000596 if (buffer == mBufferMap.end())
597 {
598 return NULL;
599 }
600 else
601 {
602 return buffer->second;
603 }
604}
605
606Shader *Context::getShader(unsigned int handle)
607{
608 ShaderMap::iterator shader = mShaderMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000609
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000610 if (shader == mShaderMap.end())
611 {
612 return NULL;
613 }
614 else
615 {
616 return shader->second;
617 }
618}
619
620Program *Context::getProgram(unsigned int handle)
621{
622 ProgramMap::iterator program = mProgramMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000623
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000624 if (program == mProgramMap.end())
625 {
626 return NULL;
627 }
628 else
629 {
630 return program->second;
631 }
632}
633
634Texture *Context::getTexture(unsigned int handle)
635{
daniel@transgaming.com4195fc42010-04-08 03:51:09 +0000636 if (handle == 0) return NULL;
637
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000638 TextureMap::iterator texture = mTextureMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000639
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000640 if (texture == mTextureMap.end())
641 {
642 return NULL;
643 }
644 else
645 {
646 return texture->second;
647 }
648}
649
650Framebuffer *Context::getFramebuffer(unsigned int handle)
651{
652 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000653
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000654 if (framebuffer == mFramebufferMap.end())
655 {
656 return NULL;
657 }
658 else
659 {
660 return framebuffer->second;
661 }
662}
663
664Renderbuffer *Context::getRenderbuffer(unsigned int handle)
665{
666 RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000667
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000668 if (renderbuffer == mRenderbufferMap.end())
669 {
670 return NULL;
671 }
672 else
673 {
674 return renderbuffer->second;
675 }
676}
677
678Colorbuffer *Context::getColorbuffer(GLuint handle)
679{
680 if (handle != 0)
681 {
682 Renderbuffer *renderbuffer = getRenderbuffer(handle);
683
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000684 if (renderbuffer && renderbuffer->isColorbuffer())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000685 {
686 return static_cast<Colorbuffer*>(renderbuffer);
687 }
688 }
689 else // Special case: 0 refers to different initial render targets based on the attachment type
690 {
691 return mColorbufferZero;
692 }
693
694 return NULL;
695}
696
697Depthbuffer *Context::getDepthbuffer(GLuint handle)
698{
699 if (handle != 0)
700 {
701 Renderbuffer *renderbuffer = getRenderbuffer(handle);
702
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000703 if (renderbuffer && renderbuffer->isDepthbuffer())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000704 {
705 return static_cast<Depthbuffer*>(renderbuffer);
706 }
707 }
708 else // Special case: 0 refers to different initial render targets based on the attachment type
709 {
710 return mDepthbufferZero;
711 }
712
713 return NULL;
714}
715
716Stencilbuffer *Context::getStencilbuffer(GLuint handle)
717{
718 if (handle != 0)
719 {
720 Renderbuffer *renderbuffer = getRenderbuffer(handle);
721
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000722 if (renderbuffer && renderbuffer->isStencilbuffer())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000723 {
724 return static_cast<Stencilbuffer*>(renderbuffer);
725 }
726 }
727 else
728 {
729 return mStencilbufferZero;
730 }
731
732 return NULL;
733}
734
735Buffer *Context::getArrayBuffer()
736{
737 return getBuffer(arrayBuffer);
738}
739
740Buffer *Context::getElementArrayBuffer()
741{
742 return getBuffer(elementArrayBuffer);
743}
744
745Program *Context::getCurrentProgram()
746{
747 return getProgram(currentProgram);
748}
749
750Texture2D *Context::getTexture2D()
751{
752 if (texture2D == 0) // Special case: 0 refers to different initial textures based on the target
753 {
754 return mTexture2DZero;
755 }
756
757 return (Texture2D*)getTexture(texture2D);
758}
759
760TextureCubeMap *Context::getTextureCubeMap()
761{
762 if (textureCubeMap == 0) // Special case: 0 refers to different initial textures based on the target
763 {
764 return mTextureCubeMapZero;
765 }
766
767 return (TextureCubeMap*)getTexture(textureCubeMap);
768}
769
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000770Texture *Context::getSamplerTexture(unsigned int sampler, SamplerType type)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000771{
daniel@transgaming.com4195fc42010-04-08 03:51:09 +0000772 GLuint texid = samplerTexture[type][sampler];
773
774 if (texid == 0)
775 {
776 switch (type)
777 {
778 default: UNREACHABLE();
779 case SAMPLER_2D: return mTexture2DZero;
780 case SAMPLER_CUBE: return mTextureCubeMapZero;
781 }
782 }
783
784 return getTexture(texid);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000785}
786
787Framebuffer *Context::getFramebuffer()
788{
789 return getFramebuffer(framebuffer);
790}
791
daniel@transgaming.com777f2672010-04-07 03:25:16 +0000792bool Context::getBooleanv(GLenum pname, GLboolean *params)
793{
794 switch (pname)
795 {
796 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
797 case GL_SAMPLE_COVERAGE_INVERT: *params = sampleCoverageInvert; break;
798 case GL_DEPTH_WRITEMASK: *params = depthMask; break;
799 case GL_COLOR_WRITEMASK:
800 params[0] = colorMaskRed;
801 params[1] = colorMaskGreen;
802 params[2] = colorMaskBlue;
803 params[3] = colorMaskAlpha;
804 break;
daniel@transgaming.com79f66772010-04-13 03:26:09 +0000805 case GL_CULL_FACE: *params = cullFace;
806 case GL_POLYGON_OFFSET_FILL: *params = polygonOffsetFill;
807 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = sampleAlphaToCoverage;
808 case GL_SAMPLE_COVERAGE: *params = sampleCoverage;
809 case GL_SCISSOR_TEST: *params = scissorTest;
810 case GL_STENCIL_TEST: *params = stencilTest;
811 case GL_DEPTH_TEST: *params = depthTest;
812 case GL_BLEND: *params = blend;
813 case GL_DITHER: *params = dither;
daniel@transgaming.com777f2672010-04-07 03:25:16 +0000814 default:
815 return false;
816 }
817
818 return true;
819}
820
821bool Context::getFloatv(GLenum pname, GLfloat *params)
822{
823 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
824 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
825 // GetIntegerv as its native query function. As it would require conversion in any
826 // case, this should make no difference to the calling application.
827 switch (pname)
828 {
829 case GL_LINE_WIDTH: *params = lineWidth; break;
830 case GL_SAMPLE_COVERAGE_VALUE: *params = sampleCoverageValue; break;
831 case GL_DEPTH_CLEAR_VALUE: *params = depthClearValue; break;
832 case GL_POLYGON_OFFSET_FACTOR: *params = polygonOffsetFactor; break;
833 case GL_POLYGON_OFFSET_UNITS: *params = polygonOffsetUnits; break;
834 case GL_ALIASED_LINE_WIDTH_RANGE:
835 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
836 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
837 break;
838 case GL_ALIASED_POINT_SIZE_RANGE:
839 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
840 params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX;
841 break;
842 case GL_DEPTH_RANGE:
843 params[0] = zNear;
844 params[1] = zFar;
845 break;
846 case GL_COLOR_CLEAR_VALUE:
847 params[0] = colorClearValue.red;
848 params[1] = colorClearValue.green;
849 params[2] = colorClearValue.blue;
850 params[3] = colorClearValue.alpha;
851 break;
daniel@transgaming.comc1641352010-04-26 15:33:36 +0000852 case GL_BLEND_COLOR:
853 params[0] = blendColor.red;
854 params[1] = blendColor.green;
855 params[2] = blendColor.blue;
856 params[3] = blendColor.alpha;
857 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +0000858 default:
859 return false;
860 }
861
862 return true;
863}
864
865bool Context::getIntegerv(GLenum pname, GLint *params)
866{
867 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
868 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
869 // GetIntegerv as its native query function. As it would require conversion in any
870 // case, this should make no difference to the calling application. You may find it in
871 // Context::getFloatv.
872 switch (pname)
873 {
874 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
875 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
876 case GL_MAX_VARYING_VECTORS: *params = gl::MAX_VARYING_VECTORS; break;
877 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
878 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
879 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
880 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break;
881 case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break;
882 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
883 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
884 case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break;
885 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
886 case GL_ARRAY_BUFFER_BINDING: *params = arrayBuffer; break;
887 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = elementArrayBuffer; break;
888 case GL_FRAMEBUFFER_BINDING: *params = framebuffer; break;
889 case GL_RENDERBUFFER_BINDING: *params = renderbuffer; break;
890 case GL_CURRENT_PROGRAM: *params = currentProgram; break;
891 case GL_PACK_ALIGNMENT: *params = packAlignment; break;
892 case GL_UNPACK_ALIGNMENT: *params = unpackAlignment; break;
893 case GL_GENERATE_MIPMAP_HINT: *params = generateMipmapHint; break;
894 case GL_ACTIVE_TEXTURE: *params = activeSampler; break;
895 case GL_STENCIL_FUNC: *params = stencilFunc; break;
896 case GL_STENCIL_REF: *params = stencilRef; break;
897 case GL_STENCIL_VALUE_MASK: *params = stencilMask; break;
898 case GL_STENCIL_BACK_FUNC: *params = stencilBackFunc; break;
899 case GL_STENCIL_BACK_REF: *params = stencilBackRef; break;
900 case GL_STENCIL_BACK_VALUE_MASK: *params = stencilBackMask; break;
901 case GL_STENCIL_FAIL: *params = stencilFail; break;
902 case GL_STENCIL_PASS_DEPTH_FAIL: *params = stencilPassDepthFail; break;
903 case GL_STENCIL_PASS_DEPTH_PASS: *params = stencilPassDepthPass; break;
904 case GL_STENCIL_BACK_FAIL: *params = stencilBackFail; break;
905 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = stencilBackPassDepthFail; break;
906 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = stencilBackPassDepthPass; break;
907 case GL_DEPTH_FUNC: *params = depthFunc; break;
908 case GL_BLEND_SRC_RGB: *params = sourceBlendRGB; break;
909 case GL_BLEND_SRC_ALPHA: *params = sourceBlendAlpha; break;
910 case GL_BLEND_DST_RGB: *params = destBlendRGB; break;
911 case GL_BLEND_DST_ALPHA: *params = destBlendAlpha; break;
912 case GL_BLEND_EQUATION_RGB: *params = blendEquationRGB; break;
913 case GL_BLEND_EQUATION_ALPHA: *params = blendEquationAlpha; break;
914 case GL_STENCIL_WRITEMASK: *params = stencilWritemask; break;
915 case GL_STENCIL_BACK_WRITEMASK: *params = stencilBackWritemask; break;
916 case GL_STENCIL_CLEAR_VALUE: *params = stencilClearValue; break;
917 case GL_SUBPIXEL_BITS: *params = 4; break;
918 case GL_MAX_TEXTURE_SIZE: *params = gl::MAX_TEXTURE_SIZE; break;
919 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = gl::MAX_CUBE_MAP_TEXTURE_SIZE; break;
920 case GL_SAMPLE_BUFFERS: *params = 0; break;
921 case GL_SAMPLES: *params = 0; break;
922 case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break;
923 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
924 case GL_MAX_VIEWPORT_DIMS:
925 {
926 int maxDimension = std::max((int)gl::MAX_RENDERBUFFER_SIZE, (int)gl::MAX_TEXTURE_SIZE);
927 params[0] = maxDimension;
928 params[1] = maxDimension;
929 }
930 break;
931 case GL_VIEWPORT:
932 params[0] = viewportX;
933 params[1] = viewportY;
934 params[2] = viewportWidth;
935 params[3] = viewportHeight;
936 break;
937 case GL_SCISSOR_BOX:
938 params[0] = scissorX;
939 params[1] = scissorY;
940 params[2] = scissorWidth;
941 params[3] = scissorHeight;
942 break;
943 case GL_CULL_FACE_MODE: *params = cullMode; break;
944 case GL_FRONT_FACE: *params = frontFace; break;
945 case GL_RED_BITS:
946 case GL_GREEN_BITS:
947 case GL_BLUE_BITS:
948 case GL_ALPHA_BITS:
949 {
950 gl::Framebuffer *framebuffer = getFramebuffer();
951 gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
952
953 if (colorbuffer)
954 {
955 switch (pname)
956 {
957 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
958 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
959 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
960 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
961 }
962 }
963 else
964 {
965 *params = 0;
966 }
967 }
968 break;
969 case GL_DEPTH_BITS:
970 {
971 gl::Framebuffer *framebuffer = getFramebuffer();
972 gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer();
973
974 if (depthbuffer)
975 {
976 *params = depthbuffer->getDepthSize();
977 }
978 else
979 {
980 *params = 0;
981 }
982 }
983 break;
984 case GL_STENCIL_BITS:
985 {
986 gl::Framebuffer *framebuffer = getFramebuffer();
987 gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
988
989 if (stencilbuffer)
990 {
991 *params = stencilbuffer->getStencilSize();
992 }
993 else
994 {
995 *params = 0;
996 }
997 }
998 break;
999 case GL_TEXTURE_BINDING_2D:
1000 {
1001 if (activeSampler < 0 || activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
1002 {
1003 error(GL_INVALID_OPERATION);
1004 return false;
1005 }
1006
1007 *params = samplerTexture[SAMPLER_2D][activeSampler];
1008 }
1009 break;
1010 case GL_TEXTURE_BINDING_CUBE_MAP:
1011 {
1012 if (activeSampler < 0 || activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
1013 {
1014 error(GL_INVALID_OPERATION);
1015 return false;
1016 }
1017
1018 *params = samplerTexture[SAMPLER_CUBE][activeSampler];
1019 }
1020 break;
1021 default:
1022 return false;
1023 }
1024
1025 return true;
1026}
1027
1028bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1029{
1030 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1031 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1032 // to the fact that it is stored internally as a float, and so would require conversion
1033 // if returned from Context::getIntegerv. Since this conversion is already implemented
1034 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1035 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1036 // application.
1037 switch (pname)
1038 {
1039 case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */
1040 case GL_SHADER_BINARY_FORMATS:
1041 {
1042 *type = GL_INT;
1043 *numParams = 0;
1044 }
1045 break;
1046 case GL_MAX_VERTEX_ATTRIBS:
1047 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1048 case GL_MAX_VARYING_VECTORS:
1049 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1050 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1051 case GL_MAX_TEXTURE_IMAGE_UNITS:
1052 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1053 case GL_MAX_RENDERBUFFER_SIZE:
1054 case GL_NUM_SHADER_BINARY_FORMATS:
1055 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1056 case GL_ARRAY_BUFFER_BINDING:
1057 case GL_FRAMEBUFFER_BINDING:
1058 case GL_RENDERBUFFER_BINDING:
1059 case GL_CURRENT_PROGRAM:
1060 case GL_PACK_ALIGNMENT:
1061 case GL_UNPACK_ALIGNMENT:
1062 case GL_GENERATE_MIPMAP_HINT:
1063 case GL_RED_BITS:
1064 case GL_GREEN_BITS:
1065 case GL_BLUE_BITS:
1066 case GL_ALPHA_BITS:
1067 case GL_DEPTH_BITS:
1068 case GL_STENCIL_BITS:
1069 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1070 case GL_CULL_FACE_MODE:
1071 case GL_FRONT_FACE:
1072 case GL_ACTIVE_TEXTURE:
1073 case GL_STENCIL_FUNC:
1074 case GL_STENCIL_VALUE_MASK:
1075 case GL_STENCIL_REF:
1076 case GL_STENCIL_FAIL:
1077 case GL_STENCIL_PASS_DEPTH_FAIL:
1078 case GL_STENCIL_PASS_DEPTH_PASS:
1079 case GL_STENCIL_BACK_FUNC:
1080 case GL_STENCIL_BACK_VALUE_MASK:
1081 case GL_STENCIL_BACK_REF:
1082 case GL_STENCIL_BACK_FAIL:
1083 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1084 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1085 case GL_DEPTH_FUNC:
1086 case GL_BLEND_SRC_RGB:
1087 case GL_BLEND_SRC_ALPHA:
1088 case GL_BLEND_DST_RGB:
1089 case GL_BLEND_DST_ALPHA:
1090 case GL_BLEND_EQUATION_RGB:
1091 case GL_BLEND_EQUATION_ALPHA:
1092 case GL_STENCIL_WRITEMASK:
1093 case GL_STENCIL_BACK_WRITEMASK:
1094 case GL_STENCIL_CLEAR_VALUE:
1095 case GL_SUBPIXEL_BITS:
1096 case GL_MAX_TEXTURE_SIZE:
1097 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1098 case GL_SAMPLE_BUFFERS:
1099 case GL_SAMPLES:
1100 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1101 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1102 case GL_TEXTURE_BINDING_2D:
1103 case GL_TEXTURE_BINDING_CUBE_MAP:
1104 {
1105 *type = GL_INT;
1106 *numParams = 1;
1107 }
1108 break;
1109 case GL_MAX_VIEWPORT_DIMS:
1110 {
1111 *type = GL_INT;
1112 *numParams = 2;
1113 }
1114 break;
1115 case GL_VIEWPORT:
1116 case GL_SCISSOR_BOX:
1117 {
1118 *type = GL_INT;
1119 *numParams = 4;
1120 }
1121 break;
1122 case GL_SHADER_COMPILER:
1123 case GL_SAMPLE_COVERAGE_INVERT:
1124 case GL_DEPTH_WRITEMASK:
daniel@transgaming.com79f66772010-04-13 03:26:09 +00001125 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1126 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1127 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1128 case GL_SAMPLE_COVERAGE:
1129 case GL_SCISSOR_TEST:
1130 case GL_STENCIL_TEST:
1131 case GL_DEPTH_TEST:
1132 case GL_BLEND:
1133 case GL_DITHER:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001134 {
1135 *type = GL_BOOL;
1136 *numParams = 1;
1137 }
1138 break;
1139 case GL_COLOR_WRITEMASK:
1140 {
1141 *type = GL_BOOL;
1142 *numParams = 4;
1143 }
1144 break;
1145 case GL_POLYGON_OFFSET_FACTOR:
1146 case GL_POLYGON_OFFSET_UNITS:
1147 case GL_SAMPLE_COVERAGE_VALUE:
1148 case GL_DEPTH_CLEAR_VALUE:
1149 case GL_LINE_WIDTH:
1150 {
1151 *type = GL_FLOAT;
1152 *numParams = 1;
1153 }
1154 break;
1155 case GL_ALIASED_LINE_WIDTH_RANGE:
1156 case GL_ALIASED_POINT_SIZE_RANGE:
1157 case GL_DEPTH_RANGE:
1158 {
1159 *type = GL_FLOAT;
1160 *numParams = 2;
1161 }
1162 break;
1163 case GL_COLOR_CLEAR_VALUE:
daniel@transgaming.comc1641352010-04-26 15:33:36 +00001164 case GL_BLEND_COLOR:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001165 {
1166 *type = GL_FLOAT;
1167 *numParams = 4;
1168 }
1169 break;
1170 default:
1171 return false;
1172 }
1173
1174 return true;
1175}
1176
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001177// Applies the render target surface, depth stencil surface, viewport rectangle and
1178// scissor rectangle to the Direct3D 9 device
1179bool Context::applyRenderTarget(bool ignoreViewport)
1180{
1181 IDirect3DDevice9 *device = getDevice();
1182 Framebuffer *framebufferObject = getFramebuffer();
1183
1184 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1185 {
1186 return false;
1187 }
1188
1189 IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
1190 IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
1191
1192 device->SetRenderTarget(0, renderTarget);
1193 device->SetDepthStencilSurface(depthStencil);
1194
1195 D3DVIEWPORT9 viewport;
1196 D3DSURFACE_DESC desc;
1197 renderTarget->GetDesc(&desc);
1198
1199 if (ignoreViewport)
1200 {
1201 viewport.X = 0;
1202 viewport.Y = 0;
1203 viewport.Width = desc.Width;
1204 viewport.Height = desc.Height;
1205 viewport.MinZ = 0.0f;
1206 viewport.MaxZ = 1.0f;
1207 }
1208 else
1209 {
daniel@transgaming.com16973022010-03-11 19:22:19 +00001210 viewport.X = std::max(viewportX, 0);
1211 viewport.Y = std::max(viewportY, 0);
1212 viewport.Width = std::min(viewportWidth, (int)desc.Width - (int)viewport.X);
1213 viewport.Height = std::min(viewportHeight, (int)desc.Height - (int)viewport.Y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001214 viewport.MinZ = clamp01(zNear);
1215 viewport.MaxZ = clamp01(zFar);
1216 }
1217
1218 device->SetViewport(&viewport);
1219
1220 if (scissorTest)
1221 {
1222 RECT rect = {scissorX,
1223 scissorY,
1224 scissorX + scissorWidth,
1225 scissorY + scissorHeight};
1226
1227 device->SetScissorRect(&rect);
1228 device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
1229 }
1230 else
1231 {
1232 device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
1233 }
1234
1235 if (currentProgram)
1236 {
1237 D3DSURFACE_DESC description;
1238 renderTarget->GetDesc(&description);
1239 Program *programObject = getCurrentProgram();
1240
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001241 GLint halfPixelSize = programObject->getUniformLocation("dx_HalfPixelSize");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001242 GLfloat xy[2] = {1.0f / description.Width, 1.0f / description.Height};
1243 programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy);
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001244
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001245 GLint window = programObject->getUniformLocation("dx_Window");
daniel@transgaming.com9b5f5442010-03-16 05:43:55 +00001246 GLfloat whxy[4] = {viewportWidth / 2.0f, viewportHeight / 2.0f, (float)viewportX + viewportWidth / 2.0f, (float)viewportY + viewportHeight / 2.0f};
1247 programObject->setUniform4fv(window, 1, (GLfloat*)&whxy);
1248
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001249 GLint depth = programObject->getUniformLocation("dx_Depth");
daniel@transgaming.com9b5f5442010-03-16 05:43:55 +00001250 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
1251 programObject->setUniform2fv(depth, 1, (GLfloat*)&dz);
1252
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001253 GLint near = programObject->getUniformLocation("gl_DepthRange.near");
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001254 programObject->setUniform1fv(near, 1, &zNear);
1255
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001256 GLint far = programObject->getUniformLocation("gl_DepthRange.far");
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001257 programObject->setUniform1fv(far, 1, &zFar);
1258
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001259 GLint diff = programObject->getUniformLocation("gl_DepthRange.diff");
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001260 GLfloat zDiff = zFar - zNear;
1261 programObject->setUniform1fv(diff, 1, &zDiff);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001262 }
1263
1264 return true;
1265}
1266
1267// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001268void Context::applyState(GLenum drawMode)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001269{
1270 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001271 Program *programObject = getCurrentProgram();
1272
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001273 GLint frontCCW = programObject->getUniformLocation("dx_FrontCCW");
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001274 GLint ccw = (frontFace == GL_CCW);
1275 programObject->setUniform1iv(frontCCW, 1, &ccw);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001276
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001277 GLint pointsOrLines = programObject->getUniformLocation("dx_PointsOrLines");
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001278 GLint alwaysFront = !isTriangleMode(drawMode);
1279 programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1280
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001281 if (cullFace)
1282 {
1283 device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(cullMode, frontFace));
1284 }
1285 else
1286 {
1287 device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1288 }
1289
1290 if (depthTest)
1291 {
1292 device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
1293 device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(depthFunc));
1294 }
1295 else
1296 {
1297 device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
1298 }
1299
1300 if (blend)
1301 {
1302 device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
1303
1304 if (sourceBlendRGB != GL_CONSTANT_ALPHA && sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
1305 destBlendRGB != GL_CONSTANT_ALPHA && destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
1306 {
1307 device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(blendColor));
1308 }
1309 else
1310 {
1311 device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(blendColor.alpha),
1312 unorm<8>(blendColor.alpha),
1313 unorm<8>(blendColor.alpha),
1314 unorm<8>(blendColor.alpha)));
1315 }
1316
1317 device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(sourceBlendRGB));
1318 device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(destBlendRGB));
1319 device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(blendEquationRGB));
1320
1321 if (sourceBlendRGB != sourceBlendAlpha || destBlendRGB != destBlendAlpha || blendEquationRGB != blendEquationAlpha)
1322 {
1323 device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1324
1325 device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(sourceBlendAlpha));
1326 device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(destBlendAlpha));
1327 device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(blendEquationAlpha));
1328
1329 }
1330 else
1331 {
1332 device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1333 }
1334 }
1335 else
1336 {
1337 device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1338 }
1339
1340 if (stencilTest)
1341 {
1342 device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1343 device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
1344
1345 // FIXME: Unsupported by D3D9
1346 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
1347 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
1348 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
daniel@transgaming.com1436e262010-03-17 03:58:56 +00001349 if(stencilWritemask != stencilBackWritemask || stencilRef != stencilBackRef || stencilMask != stencilBackMask)
1350 {
1351 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
1352 return error(GL_INVALID_OPERATION);
1353 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001354
1355 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilWritemask);
1356 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilFunc));
1357
1358 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilRef); // FIXME: Clamp to range
1359 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilMask);
1360
1361 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilFail));
1362 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilPassDepthFail));
1363 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilPassDepthPass));
1364
1365 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilBackWritemask);
1366 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilBackFunc));
1367
1368 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilBackRef); // FIXME: Clamp to range
1369 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilBackMask);
1370
1371 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilBackFail));
1372 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilBackPassDepthFail));
1373 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilBackPassDepthPass));
1374 }
1375 else
1376 {
1377 device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1378 }
1379
1380 device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(colorMaskRed, colorMaskGreen, colorMaskBlue, colorMaskAlpha));
1381 device->SetRenderState(D3DRS_ZWRITEENABLE, depthMask ? TRUE : FALSE);
1382
1383 if (polygonOffsetFill)
1384 {
1385 UNIMPLEMENTED(); // FIXME
1386 }
1387
1388 if (sampleAlphaToCoverage)
1389 {
1390 UNIMPLEMENTED(); // FIXME
1391 }
1392
1393 if (sampleCoverage)
1394 {
1395 UNIMPLEMENTED(); // FIXME: Ignore when SAMPLE_BUFFERS is not one
1396 }
1397
1398 device->SetRenderState(D3DRS_DITHERENABLE, dither ? TRUE : FALSE);
1399}
1400
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001401// Fill in the semanticIndex field of the array of TranslatedAttributes based on the active GLSL program.
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001402void Context::lookupAttributeMapping(TranslatedAttribute *attributes)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001403{
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001404 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001405 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001406 if (attributes[i].enabled)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001407 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001408 attributes[i].semanticIndex = getCurrentProgram()->getSemanticIndex(i);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001409 }
1410 }
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001411}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001412
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001413// The indices parameter to glDrawElements can have two interpretations:
1414// - as a pointer into client memory
1415// - as an offset into the current GL_ELEMENT_ARRAY_BUFFER buffer
1416// Handle these cases here and return a pointer to the index data.
1417const Index *Context::adjustIndexPointer(const void *indices)
1418{
1419 if (elementArrayBuffer)
1420 {
1421 Buffer *buffer = getBuffer(elementArrayBuffer);
1422 return reinterpret_cast<const Index*>(static_cast<unsigned char*>(buffer->data()) + reinterpret_cast<GLsizei>(indices));
1423 }
1424 else
1425 {
1426 return static_cast<const Index*>(indices);
1427 }
1428}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001429
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001430void Context::applyVertexBuffer(GLint first, GLsizei count)
1431{
1432 TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
1433
1434 mVertexDataManager->preRenderValidate(first, count, translated);
1435
1436 lookupAttributeMapping(translated);
1437
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001438 mBufferBackEnd->setupAttributesPreDraw(translated);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001439}
1440
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001441void Context::applyVertexBuffer(const TranslatedIndexData &indexInfo)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001442{
1443 TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
1444
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001445 mVertexDataManager->preRenderValidate(indexInfo, translated);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001446
1447 lookupAttributeMapping(translated);
1448
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001449 mBufferBackEnd->setupAttributesPreDraw(translated);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001450}
1451
1452// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001453TranslatedIndexData Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001454{
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001455 TranslatedIndexData indexInfo = mIndexDataManager->preRenderValidate(mode, type, count, getBuffer(elementArrayBuffer), indices);
1456 mBufferBackEnd->setupIndicesPreDraw(indexInfo);
1457 return indexInfo;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001458}
1459
1460// Applies the shaders and shader constants to the Direct3D 9 device
1461void Context::applyShaders()
1462{
1463 IDirect3DDevice9 *device = getDevice();
1464 Program *programObject = getCurrentProgram();
1465 IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
1466 IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
1467
1468 device->SetVertexShader(vertexShader);
1469 device->SetPixelShader(pixelShader);
1470
1471 programObject->applyUniforms();
1472}
1473
1474// Applies the textures and sampler states to the Direct3D 9 device
1475void Context::applyTextures()
1476{
1477 IDirect3DDevice9 *device = getDevice();
1478 Program *programObject = getCurrentProgram();
1479
1480 for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
1481 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001482 int textureUnit = programObject->getSamplerMapping(sampler);
1483 if (textureUnit != -1)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001484 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001485 SamplerType textureType = programObject->getSamplerType(sampler);
1486
1487 Texture *texture = getSamplerTexture(textureUnit, textureType);
1488
daniel@transgaming.com12d54072010-03-16 06:23:26 +00001489 if (texture->isComplete())
1490 {
1491 GLenum wrapS = texture->getWrapS();
1492 GLenum wrapT = texture->getWrapT();
1493 GLenum minFilter = texture->getMinFilter();
1494 GLenum magFilter = texture->getMagFilter();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001495
daniel@transgaming.com12d54072010-03-16 06:23:26 +00001496 device->SetSamplerState(sampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
1497 device->SetSamplerState(sampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001498
daniel@transgaming.com12d54072010-03-16 06:23:26 +00001499 device->SetSamplerState(sampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
1500 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
1501 es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
1502 device->SetSamplerState(sampler, D3DSAMP_MINFILTER, d3dMinFilter);
1503 device->SetSamplerState(sampler, D3DSAMP_MIPFILTER, d3dMipFilter);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001504
daniel@transgaming.com12d54072010-03-16 06:23:26 +00001505 device->SetTexture(sampler, texture->getTexture());
1506 }
1507 else
1508 {
1509 device->SetTexture(sampler, getIncompleteTexture(textureType)->getTexture());
1510 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001511 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001512 else
1513 {
1514 device->SetTexture(sampler, NULL);
1515 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001516 }
1517}
1518
1519void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
1520{
1521 Framebuffer *framebuffer = getFramebuffer();
1522 IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
1523 IDirect3DDevice9 *device = getDevice();
1524
1525 D3DSURFACE_DESC desc;
1526 renderTarget->GetDesc(&desc);
1527
1528 IDirect3DSurface9 *systemSurface;
1529 HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
1530
1531 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1532 {
1533 return error(GL_OUT_OF_MEMORY);
1534 }
1535
1536 ASSERT(SUCCEEDED(result));
1537
1538 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
1539 {
1540 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
1541 }
1542
1543 result = device->GetRenderTargetData(renderTarget, systemSurface);
1544
1545 if (result == D3DERR_DRIVERINTERNALERROR)
1546 {
1547 systemSurface->Release();
1548
1549 return error(GL_OUT_OF_MEMORY);
1550 }
1551
1552 if (FAILED(result))
1553 {
1554 UNREACHABLE();
1555 systemSurface->Release();
1556
1557 return; // No sensible error to generate
1558 }
1559
1560 D3DLOCKED_RECT lock;
daniel@transgaming.com16973022010-03-11 19:22:19 +00001561 RECT rect = {std::max(x, 0),
1562 std::max(y, 0),
1563 std::min(x + width, (int)desc.Width),
1564 std::min(y + height, (int)desc.Height)};
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001565
1566 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
1567
1568 if (FAILED(result))
1569 {
1570 UNREACHABLE();
1571 systemSurface->Release();
1572
1573 return; // No sensible error to generate
1574 }
1575
1576 unsigned char *source = (unsigned char*)lock.pBits;
1577 unsigned char *dest = (unsigned char*)pixels;
daniel@transgaming.comafb23952010-04-13 03:25:54 +00001578 unsigned short *dest16 = (unsigned short*)pixels;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001579
1580 for (int j = 0; j < rect.bottom - rect.top; j++)
1581 {
1582 for (int i = 0; i < rect.right - rect.left; i++)
1583 {
1584 float r;
1585 float g;
1586 float b;
1587 float a;
1588
1589 switch (desc.Format)
1590 {
1591 case D3DFMT_R5G6B5:
1592 {
1593 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
1594
1595 a = 1.0f;
1596 b = (rgb & 0x001F) * (1.0f / 0x001F);
1597 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
1598 r = (rgb & 0xF800) * (1.0f / 0xF800);
1599 }
1600 break;
1601 case D3DFMT_X1R5G5B5:
1602 {
1603 unsigned short xrgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
1604
1605 a = 1.0f;
1606 b = (xrgb & 0x001F) * (1.0f / 0x001F);
1607 g = (xrgb & 0x03E0) * (1.0f / 0x03E0);
1608 r = (xrgb & 0x7C00) * (1.0f / 0x7C00);
1609 }
1610 break;
1611 case D3DFMT_A1R5G5B5:
1612 {
1613 unsigned short argb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
1614
1615 a = (argb & 0x8000) ? 1.0f : 0.0f;
1616 b = (argb & 0x001F) * (1.0f / 0x001F);
1617 g = (argb & 0x03E0) * (1.0f / 0x03E0);
1618 r = (argb & 0x7C00) * (1.0f / 0x7C00);
1619 }
1620 break;
1621 case D3DFMT_A8R8G8B8:
1622 {
1623 unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
1624
1625 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
1626 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
1627 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
1628 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
1629 }
1630 break;
1631 case D3DFMT_X8R8G8B8:
1632 {
1633 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
1634
1635 a = 1.0f;
1636 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
1637 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
1638 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
1639 }
1640 break;
1641 case D3DFMT_A2R10G10B10:
1642 {
1643 unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
1644
1645 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
1646 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
1647 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
1648 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
1649 }
1650 break;
1651 default:
1652 UNIMPLEMENTED(); // FIXME
1653 UNREACHABLE();
1654 }
1655
1656 switch (format)
1657 {
1658 case GL_RGBA:
1659 switch (type)
1660 {
1661 case GL_UNSIGNED_BYTE:
1662 dest[4 * (i + j * width) + 0] = (unsigned char)(255 * r + 0.5f);
1663 dest[4 * (i + j * width) + 1] = (unsigned char)(255 * g + 0.5f);
1664 dest[4 * (i + j * width) + 2] = (unsigned char)(255 * b + 0.5f);
1665 dest[4 * (i + j * width) + 3] = (unsigned char)(255 * a + 0.5f);
1666 break;
1667 default: UNREACHABLE();
1668 }
1669 break;
daniel@transgaming.comafb23952010-04-13 03:25:54 +00001670 case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001671 switch (type)
1672 {
daniel@transgaming.comafb23952010-04-13 03:25:54 +00001673 case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE
1674 dest16[i + j * width] = ((unsigned short)(31 * b + 0.5f) << 0) |
1675 ((unsigned short)(63 * g + 0.5f) << 5) |
1676 ((unsigned short)(31 * r + 0.5f) << 11);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001677 break;
1678 default: UNREACHABLE();
1679 }
1680 break;
1681 default: UNREACHABLE();
1682 }
1683 }
1684 }
1685
1686 systemSurface->UnlockRect();
1687
1688 systemSurface->Release();
1689}
1690
1691void Context::clear(GLbitfield mask)
1692{
1693 IDirect3DDevice9 *device = getDevice();
1694 DWORD flags = 0;
1695
1696 if (mask & GL_COLOR_BUFFER_BIT)
1697 {
1698 mask &= ~GL_COLOR_BUFFER_BIT;
1699 flags |= D3DCLEAR_TARGET;
1700 }
1701
1702 if (mask & GL_DEPTH_BUFFER_BIT)
1703 {
1704 mask &= ~GL_DEPTH_BUFFER_BIT;
1705 if (depthMask)
1706 {
1707 flags |= D3DCLEAR_ZBUFFER;
1708 }
1709 }
1710
1711 Framebuffer *framebufferObject = getFramebuffer();
1712 IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
1713
1714 GLuint stencilUnmasked = 0x0;
1715
1716 if ((mask & GL_STENCIL_BUFFER_BIT) && depthStencil)
1717 {
1718 D3DSURFACE_DESC desc;
1719 depthStencil->GetDesc(&desc);
1720
1721 mask &= ~GL_STENCIL_BUFFER_BIT;
1722 unsigned int stencilSize = es2dx::GetStencilSize(desc.Format);
1723 stencilUnmasked = (0x1 << stencilSize) - 1;
1724
1725 if (stencilUnmasked != 0x0)
1726 {
1727 flags |= D3DCLEAR_STENCIL;
1728 }
1729 }
1730
1731 if (mask != 0)
1732 {
1733 return error(GL_INVALID_VALUE);
1734 }
1735
1736 applyRenderTarget(true); // Clips the clear to the scissor rectangle but not the viewport
1737
1738 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(colorClearValue.alpha), unorm<8>(colorClearValue.red), unorm<8>(colorClearValue.green), unorm<8>(colorClearValue.blue));
1739 float depth = clamp01(depthClearValue);
1740 int stencil = stencilClearValue & 0x000000FF;
1741
1742 IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
1743
1744 D3DSURFACE_DESC desc;
1745 renderTarget->GetDesc(&desc);
1746
1747 bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || colorMaskAlpha;
1748
1749 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
1750 (stencilWritemask & stencilUnmasked) != stencilUnmasked;
1751 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001752 !(colorMaskRed && colorMaskGreen &&
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001753 colorMaskBlue && alphaUnmasked);
1754
1755 if (needMaskedColorClear || needMaskedStencilClear)
1756 {
1757 device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1758 device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1759 device->SetRenderState(D3DRS_ZENABLE, FALSE);
1760 device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1761 device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1762 device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1763 device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1764 device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1765
1766 if (flags & D3DCLEAR_TARGET)
1767 {
1768 device->SetRenderState(D3DRS_COLORWRITEENABLE, (colorMaskRed ? D3DCOLORWRITEENABLE_RED : 0) |
1769 (colorMaskGreen ? D3DCOLORWRITEENABLE_GREEN : 0) |
1770 (colorMaskBlue ? D3DCOLORWRITEENABLE_BLUE : 0) |
1771 (colorMaskAlpha ? D3DCOLORWRITEENABLE_ALPHA : 0));
1772 }
1773 else
1774 {
1775 device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1776 }
1777
1778 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
1779 {
1780 device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1781 device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1782 device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1783 device->SetRenderState(D3DRS_STENCILREF, stencil);
1784 device->SetRenderState(D3DRS_STENCILWRITEMASK, stencilWritemask);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001785 device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001786 device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1787 device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1788 }
1789 else
1790 {
1791 device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1792 }
1793
1794 device->SetPixelShader(NULL);
1795 device->SetVertexShader(NULL);
1796 device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1797
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001798 struct Vertex
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001799 {
1800 float x, y, z, w;
1801 D3DCOLOR diffuse;
1802 };
1803
1804 Vertex quad[4];
1805 quad[0].x = 0.0f;
1806 quad[0].y = (float)desc.Height;
1807 quad[0].z = 0.0f;
1808 quad[0].w = 1.0f;
1809 quad[0].diffuse = color;
1810
1811 quad[1].x = (float)desc.Width;
1812 quad[1].y = (float)desc.Height;
1813 quad[1].z = 0.0f;
1814 quad[1].w = 1.0f;
1815 quad[1].diffuse = color;
1816
1817 quad[2].x = 0.0f;
1818 quad[2].y = 0.0f;
1819 quad[2].z = 0.0f;
1820 quad[2].w = 1.0f;
1821 quad[2].diffuse = color;
1822
1823 quad[3].x = (float)desc.Width;
1824 quad[3].y = 0.0f;
1825 quad[3].z = 0.0f;
1826 quad[3].w = 1.0f;
1827 quad[3].diffuse = color;
1828
1829 device->BeginScene();
1830 device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(Vertex));
1831 device->EndScene();
1832
1833 if (flags & D3DCLEAR_ZBUFFER)
1834 {
1835 device->SetRenderState(D3DRS_ZENABLE, TRUE);
1836 device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1837 device->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1838 }
1839 }
1840 else
1841 {
1842 device->Clear(0, NULL, flags, color, depth, stencil);
1843 }
1844}
1845
1846void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
1847{
1848 if (!currentProgram)
1849 {
1850 return error(GL_INVALID_OPERATION);
1851 }
1852
1853 IDirect3DDevice9 *device = getDevice();
1854 D3DPRIMITIVETYPE primitiveType;
1855 int primitiveCount;
1856
1857 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
1858 return error(GL_INVALID_ENUM);
1859
1860 if (primitiveCount <= 0)
1861 {
1862 return;
1863 }
1864
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00001865 if (!getCurrentProgram()->validateSamplers())
1866 {
1867 return error(GL_INVALID_OPERATION);
1868 }
1869
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001870 if (!applyRenderTarget(false))
1871 {
1872 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1873 }
1874
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001875 applyState(mode);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001876 applyVertexBuffer(first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001877 applyShaders();
1878 applyTextures();
1879
daniel@transgaming.comace5e662010-03-21 04:31:20 +00001880 if (!cullSkipsDraw(mode))
1881 {
1882 device->BeginScene();
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001883 device->DrawPrimitive(primitiveType, 0, primitiveCount);
daniel@transgaming.comace5e662010-03-21 04:31:20 +00001884 device->EndScene();
1885 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001886}
1887
1888void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
1889{
1890 if (!currentProgram)
1891 {
1892 return error(GL_INVALID_OPERATION);
1893 }
1894
1895 if (!indices && !elementArrayBuffer)
1896 {
1897 return error(GL_INVALID_OPERATION);
1898 }
1899
1900 IDirect3DDevice9 *device = getDevice();
1901 D3DPRIMITIVETYPE primitiveType;
1902 int primitiveCount;
1903
1904 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
1905 return error(GL_INVALID_ENUM);
1906
1907 if (primitiveCount <= 0)
1908 {
1909 return;
1910 }
1911
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00001912 if (!getCurrentProgram()->validateSamplers())
1913 {
1914 return error(GL_INVALID_OPERATION);
1915 }
1916
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001917 if (!applyRenderTarget(false))
1918 {
1919 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1920 }
1921
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001922 applyState(mode);
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001923 TranslatedIndexData indexInfo = applyIndexBuffer(indices, count, mode, type);
1924 applyVertexBuffer(indexInfo);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001925 applyShaders();
1926 applyTextures();
1927
daniel@transgaming.comace5e662010-03-21 04:31:20 +00001928 if (!cullSkipsDraw(mode))
1929 {
1930 device->BeginScene();
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001931 device->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, indexInfo.offset/sizeof(Index), primitiveCount);
daniel@transgaming.comace5e662010-03-21 04:31:20 +00001932 device->EndScene();
1933 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001934}
1935
1936void Context::finish()
1937{
1938 IDirect3DDevice9 *device = getDevice();
1939 IDirect3DQuery9 *occlusionQuery = NULL;
1940
1941 HRESULT result = device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery);
1942
1943 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1944 {
1945 return error(GL_OUT_OF_MEMORY);
1946 }
1947
1948 ASSERT(SUCCEEDED(result));
1949
1950 if (occlusionQuery)
1951 {
1952 occlusionQuery->Issue(D3DISSUE_BEGIN);
1953
1954 // Render something outside the render target
1955 device->SetPixelShader(NULL);
1956 device->SetVertexShader(NULL);
1957 device->SetFVF(D3DFVF_XYZRHW);
1958 float data[4] = {-1.0f, -1.0f, -1.0f, 1.0f};
1959 device->BeginScene();
1960 device->DrawPrimitiveUP(D3DPT_POINTLIST, 1, data, sizeof(data));
1961 device->EndScene();
1962
1963 occlusionQuery->Issue(D3DISSUE_END);
1964
1965 while (occlusionQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
1966 {
1967 // Keep polling, but allow other threads to do something useful first
1968 Sleep(0);
1969 }
1970
1971 occlusionQuery->Release();
1972 }
1973}
1974
1975void Context::flush()
1976{
1977 IDirect3DDevice9 *device = getDevice();
1978 IDirect3DQuery9 *eventQuery = NULL;
1979
1980 HRESULT result = device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery);
1981
1982 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1983 {
1984 return error(GL_OUT_OF_MEMORY);
1985 }
1986
1987 ASSERT(SUCCEEDED(result));
1988
1989 if (eventQuery)
1990 {
1991 eventQuery->Issue(D3DISSUE_END);
1992
1993 while (eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
1994 {
1995 // Keep polling, but allow other threads to do something useful first
1996 Sleep(0);
1997 }
1998
1999 eventQuery->Release();
2000 }
2001}
2002
2003void Context::recordInvalidEnum()
2004{
2005 mInvalidEnum = true;
2006}
2007
2008void Context::recordInvalidValue()
2009{
2010 mInvalidValue = true;
2011}
2012
2013void Context::recordInvalidOperation()
2014{
2015 mInvalidOperation = true;
2016}
2017
2018void Context::recordOutOfMemory()
2019{
2020 mOutOfMemory = true;
2021}
2022
2023void Context::recordInvalidFramebufferOperation()
2024{
2025 mInvalidFramebufferOperation = true;
2026}
2027
2028// Get one of the recorded errors and clear its flag, if any.
2029// [OpenGL ES 2.0.24] section 2.5 page 13.
2030GLenum Context::getError()
2031{
2032 if (mInvalidEnum)
2033 {
2034 mInvalidEnum = false;
2035
2036 return GL_INVALID_ENUM;
2037 }
2038
2039 if (mInvalidValue)
2040 {
2041 mInvalidValue = false;
2042
2043 return GL_INVALID_VALUE;
2044 }
2045
2046 if (mInvalidOperation)
2047 {
2048 mInvalidOperation = false;
2049
2050 return GL_INVALID_OPERATION;
2051 }
2052
2053 if (mOutOfMemory)
2054 {
2055 mOutOfMemory = false;
2056
2057 return GL_OUT_OF_MEMORY;
2058 }
2059
2060 if (mInvalidFramebufferOperation)
2061 {
2062 mInvalidFramebufferOperation = false;
2063
2064 return GL_INVALID_FRAMEBUFFER_OPERATION;
2065 }
2066
2067 return GL_NO_ERROR;
2068}
2069
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00002070const char *Context::getPixelShaderProfile()
2071{
2072 return mPsProfile;
2073}
2074
2075const char *Context::getVertexShaderProfile()
2076{
2077 return mVsProfile;
2078}
2079
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002080void Context::detachBuffer(GLuint buffer)
2081{
2082 // [OpenGL ES 2.0.24] section 2.9 page 22:
2083 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2084 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2085
2086 if (arrayBuffer == buffer)
2087 {
2088 arrayBuffer = 0;
2089 }
2090
2091 if (elementArrayBuffer == buffer)
2092 {
2093 elementArrayBuffer = 0;
2094 }
2095
2096 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2097 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002098 if (vertexAttribute[attribute].mBoundBuffer == buffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002099 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002100 vertexAttribute[attribute].mBoundBuffer = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002101 }
2102 }
2103}
2104
2105void Context::detachTexture(GLuint texture)
2106{
2107 // [OpenGL ES 2.0.24] section 3.8 page 84:
2108 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2109 // rebound to texture object zero
2110
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002111 for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002112 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002113 for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002114 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002115 if (samplerTexture[type][sampler] == texture)
2116 {
2117 samplerTexture[type][sampler] = 0;
2118 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002119 }
2120 }
2121
2122 // [OpenGL ES 2.0.24] section 4.4 page 112:
2123 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2124 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2125 // image was attached in the currently bound framebuffer.
2126
2127 Framebuffer *framebuffer = getFramebuffer();
2128
2129 if (framebuffer)
2130 {
2131 framebuffer->detachTexture(texture);
2132 }
2133}
2134
2135void Context::detachFramebuffer(GLuint framebuffer)
2136{
2137 // [OpenGL ES 2.0.24] section 4.4 page 107:
2138 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2139 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2140
2141 if (this->framebuffer == framebuffer)
2142 {
2143 bindFramebuffer(0);
2144 }
2145}
2146
2147void Context::detachRenderbuffer(GLuint renderbuffer)
2148{
2149 // [OpenGL ES 2.0.24] section 4.4 page 109:
2150 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2151 // had been executed with the target RENDERBUFFER and name of zero.
2152
2153 if (this->renderbuffer == renderbuffer)
2154 {
2155 bindRenderbuffer(0);
2156 }
2157
2158 // [OpenGL ES 2.0.24] section 4.4 page 111:
2159 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2160 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2161 // point to which this image was attached in the currently bound framebuffer.
2162
2163 Framebuffer *framebuffer = getFramebuffer();
2164
2165 if (framebuffer)
2166 {
2167 framebuffer->detachRenderbuffer(renderbuffer);
2168 }
2169}
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002170
2171Texture *Context::getIncompleteTexture(SamplerType type)
2172{
2173 Texture *t = mIncompleteTextures[type];
2174
2175 if (t == NULL)
2176 {
2177 static const GLubyte color[] = { 0, 0, 0, 255 };
2178
2179 switch (type)
2180 {
2181 default:
2182 UNREACHABLE();
2183 // default falls through to SAMPLER_2D
2184
2185 case SAMPLER_2D:
2186 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00002187 Texture2D *incomplete2d = new Texture2D(this);
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002188 incomplete2d->setImage(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002189 t = incomplete2d;
2190 }
2191 break;
2192
2193 case SAMPLER_CUBE:
2194 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00002195 TextureCubeMap *incompleteCube = new TextureCubeMap(this);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002196
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002197 incompleteCube->setImagePosX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2198 incompleteCube->setImageNegX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2199 incompleteCube->setImagePosY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2200 incompleteCube->setImageNegY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2201 incompleteCube->setImagePosZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2202 incompleteCube->setImageNegZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002203
2204 t = incompleteCube;
2205 }
2206 break;
2207 }
2208
2209 mIncompleteTextures[type] = t;
2210 }
2211
2212 return t;
2213}
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002214
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002215bool Context::cullSkipsDraw(GLenum drawMode)
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002216{
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002217 return cullFace && cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002218}
2219
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002220bool Context::isTriangleMode(GLenum drawMode)
2221{
2222 switch (drawMode)
2223 {
2224 case GL_TRIANGLES:
2225 case GL_TRIANGLE_FAN:
2226 case GL_TRIANGLE_STRIP:
2227 return true;
2228 case GL_POINTS:
2229 case GL_LINES:
2230 case GL_LINE_LOOP:
2231 case GL_LINE_STRIP:
2232 return false;
2233 default: UNREACHABLE();
2234 }
2235
2236 return false;
2237}
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00002238
2239void Context::setVertexAttrib(GLuint index, const GLfloat *values)
2240{
2241 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
2242
2243 vertexAttribute[index].mCurrentValue[0] = values[0];
2244 vertexAttribute[index].mCurrentValue[1] = values[1];
2245 vertexAttribute[index].mCurrentValue[2] = values[2];
2246 vertexAttribute[index].mCurrentValue[3] = values[3];
2247
2248 mVertexDataManager->dirtyCurrentValues();
2249}
2250
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002251}
2252
2253extern "C"
2254{
2255gl::Context *glCreateContext(const egl::Config *config)
2256{
2257 return new gl::Context(config);
2258}
2259
2260void glDestroyContext(gl::Context *context)
2261{
2262 delete context;
2263
2264 if (context == gl::getContext())
2265 {
2266 gl::makeCurrent(NULL, NULL, NULL);
2267 }
2268}
2269
2270void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
2271{
2272 gl::makeCurrent(context, display, surface);
2273}
2274
2275gl::Context *glGetCurrentContext()
2276{
2277 return gl::getContext();
2278}
2279}