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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
daniel@transgaming.comaf29cac2011-05-11 15:36:31 +00002// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003// 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"
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000020#include "libGLESv2/ResourceManager.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000021#include "libGLESv2/Buffer.h"
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +000022#include "libGLESv2/Fence.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000023#include "libGLESv2/FrameBuffer.h"
24#include "libGLESv2/Program.h"
daniel@transgaming.com86bdb822012-01-20 18:24:39 +000025#include "libGLESv2/Query.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000026#include "libGLESv2/RenderBuffer.h"
27#include "libGLESv2/Shader.h"
28#include "libGLESv2/Texture.h"
daniel@transgaming.com8fd34bd2011-02-18 02:52:14 +000029#include "libGLESv2/VertexDataManager.h"
30#include "libGLESv2/IndexDataManager.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000031
daniel@transgaming.com86487c22010-03-11 19:41:43 +000032#undef near
33#undef far
34
jbauman@chromium.org399c35f2011-04-28 23:19:51 +000035namespace
36{
37 enum { CLOSING_INDEX_BUFFER_SIZE = 4096 };
38}
39
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000040namespace gl
41{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +000042Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000043{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +000044 ASSERT(robustAccess == false); // Unimplemented
45
daniel@transgaming.comc941e252011-10-26 02:32:31 +000046 mDisplay = NULL;
47 mDevice = NULL;
48
benvanik@google.com1a233342011-04-28 19:44:39 +000049 mFenceHandleAllocator.setBaseHandle(0);
50
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000051 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
daniel@transgaming.com092bd482010-05-12 03:39:36 +000052
daniel@transgaming.com428d1582010-05-04 03:35:25 +000053 mState.depthClearValue = 1.0f;
54 mState.stencilClearValue = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000055
daniel@transgaming.com428d1582010-05-04 03:35:25 +000056 mState.cullFace = false;
57 mState.cullMode = GL_BACK;
58 mState.frontFace = GL_CCW;
59 mState.depthTest = false;
60 mState.depthFunc = GL_LESS;
61 mState.blend = false;
62 mState.sourceBlendRGB = GL_ONE;
63 mState.sourceBlendAlpha = GL_ONE;
64 mState.destBlendRGB = GL_ZERO;
65 mState.destBlendAlpha = GL_ZERO;
66 mState.blendEquationRGB = GL_FUNC_ADD;
67 mState.blendEquationAlpha = GL_FUNC_ADD;
68 mState.blendColor.red = 0;
69 mState.blendColor.green = 0;
70 mState.blendColor.blue = 0;
71 mState.blendColor.alpha = 0;
72 mState.stencilTest = false;
73 mState.stencilFunc = GL_ALWAYS;
74 mState.stencilRef = 0;
75 mState.stencilMask = -1;
76 mState.stencilWritemask = -1;
77 mState.stencilBackFunc = GL_ALWAYS;
78 mState.stencilBackRef = 0;
79 mState.stencilBackMask = - 1;
80 mState.stencilBackWritemask = -1;
81 mState.stencilFail = GL_KEEP;
82 mState.stencilPassDepthFail = GL_KEEP;
83 mState.stencilPassDepthPass = GL_KEEP;
84 mState.stencilBackFail = GL_KEEP;
85 mState.stencilBackPassDepthFail = GL_KEEP;
86 mState.stencilBackPassDepthPass = GL_KEEP;
87 mState.polygonOffsetFill = false;
88 mState.polygonOffsetFactor = 0.0f;
89 mState.polygonOffsetUnits = 0.0f;
90 mState.sampleAlphaToCoverage = false;
91 mState.sampleCoverage = false;
92 mState.sampleCoverageValue = 1.0f;
daniel@transgaming.coma36f98e2010-05-18 18:51:09 +000093 mState.sampleCoverageInvert = false;
daniel@transgaming.com428d1582010-05-04 03:35:25 +000094 mState.scissorTest = false;
95 mState.dither = true;
96 mState.generateMipmapHint = GL_DONT_CARE;
alokp@chromium.orgd303ef92010-09-09 17:30:15 +000097 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000098
daniel@transgaming.com428d1582010-05-04 03:35:25 +000099 mState.lineWidth = 1.0f;
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +0000100
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000101 mState.viewportX = 0;
102 mState.viewportY = 0;
103 mState.viewportWidth = config->mDisplayMode.Width;
104 mState.viewportHeight = config->mDisplayMode.Height;
105 mState.zNear = 0.0f;
106 mState.zFar = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000107
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000108 mState.scissorX = 0;
109 mState.scissorY = 0;
110 mState.scissorWidth = config->mDisplayMode.Width;
111 mState.scissorHeight = config->mDisplayMode.Height;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000112
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000113 mState.colorMaskRed = true;
114 mState.colorMaskGreen = true;
115 mState.colorMaskBlue = true;
116 mState.colorMaskAlpha = true;
117 mState.depthMask = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000118
daniel@transgaming.com0d25b002010-07-28 19:21:07 +0000119 if (shareContext != NULL)
120 {
121 mResourceManager = shareContext->mResourceManager;
122 mResourceManager->addRef();
123 }
124 else
125 {
126 mResourceManager = new ResourceManager();
127 }
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000128
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000129 // [OpenGL ES 2.0.24] section 3.7 page 83:
130 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
131 // and cube map texture state vectors respectively associated with them.
132 // In order that access to these initial textures not be lost, they are treated as texture
133 // objects all of whose names are 0.
134
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +0000135 mTexture2DZero.set(new Texture2D(0));
136 mTextureCubeMapZero.set(new TextureCubeMap(0));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000137
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000138 mState.activeSampler = 0;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000139 bindArrayBuffer(0);
140 bindElementArrayBuffer(0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000141 bindTextureCubeMap(0);
142 bindTexture2D(0);
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000143 bindReadFramebuffer(0);
144 bindDrawFramebuffer(0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000145 bindRenderbuffer(0);
146
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000147 mState.currentProgram = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000148
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000149 mState.packAlignment = 4;
150 mState.unpackAlignment = 4;
bsalomon@google.com56d46ab2011-11-23 14:53:10 +0000151 mState.packReverseRowOrder = false;
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +0000152
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000153 mVertexDataManager = NULL;
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000154 mIndexDataManager = NULL;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000155 mBlit = NULL;
jbauman@chromium.org399c35f2011-04-28 23:19:51 +0000156 mClosingIB = NULL;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000157
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000158 mInvalidEnum = false;
159 mInvalidValue = false;
160 mInvalidOperation = false;
161 mOutOfMemory = false;
162 mInvalidFramebufferOperation = false;
daniel@transgaming.com159acdf2010-03-21 04:31:24 +0000163
164 mHasBeenCurrent = false;
daniel@transgaming.com09fcc9f2011-11-09 17:46:47 +0000165 mContextLost = false;
daniel@transgaming.com17f548c2011-11-09 17:47:02 +0000166 mResetStatus = GL_NO_ERROR;
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +0000167 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
168 mRobustAccess = robustAccess;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000169
gman@chromium.org50c526d2011-08-10 05:19:44 +0000170 mSupportsDXT1Textures = false;
171 mSupportsDXT3Textures = false;
172 mSupportsDXT5Textures = false;
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +0000173 mSupportsEventQueries = false;
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000174 mSupportsOcclusionQueries = false;
gman@chromium.org50c526d2011-08-10 05:19:44 +0000175 mNumCompressedTextureFormats = 0;
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000176 mMaxSupportedSamples = 0;
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +0000177 mMaskedClearSavedState = NULL;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000178 markAllStateDirty();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000179}
180
181Context::~Context()
182{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000183 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.com4f39fd92010-03-08 20:26:45 +0000192
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000193 while (!mFramebufferMap.empty())
194 {
195 deleteFramebuffer(mFramebufferMap.begin()->first);
196 }
197
daniel@transgaming.comfe208882010-09-01 15:47:57 +0000198 while (!mFenceMap.empty())
199 {
200 deleteFence(mFenceMap.begin()->first);
201 }
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +0000202
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000203 while (!mQueryMap.empty())
204 {
205 deleteQuery(mQueryMap.begin()->first);
206 }
207
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000208 while (!mMultiSampleSupport.empty())
209 {
210 delete [] mMultiSampleSupport.begin()->second;
211 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
212 }
213
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +0000214 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000215 {
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +0000216 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000217 {
218 mState.samplerTexture[type][sampler].set(NULL);
219 }
220 }
221
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +0000222 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
daniel@transgaming.com12d54072010-03-16 06:23:26 +0000223 {
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +0000224 mIncompleteTextures[type].set(NULL);
daniel@transgaming.com12d54072010-03-16 06:23:26 +0000225 }
226
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000227 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
228 {
229 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
230 }
231
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000232 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
233 {
234 mState.activeQuery[i].set(NULL);
235 }
236
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000237 mState.arrayBuffer.set(NULL);
238 mState.elementArrayBuffer.set(NULL);
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000239 mState.renderbuffer.set(NULL);
240
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +0000241 mTexture2DZero.set(NULL);
242 mTextureCubeMapZero.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000243
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000244 delete mVertexDataManager;
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000245 delete mIndexDataManager;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000246 delete mBlit;
jbauman@chromium.org399c35f2011-04-28 23:19:51 +0000247 delete mClosingIB;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000248
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +0000249 if (mMaskedClearSavedState)
250 {
251 mMaskedClearSavedState->Release();
252 }
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000253
daniel@transgaming.com0d25b002010-07-28 19:21:07 +0000254 mResourceManager->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000255}
256
257void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
258{
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000259 mDisplay = display;
260 mDevice = mDisplay->getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000261
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000262 if (!mHasBeenCurrent)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000263 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000264 mDeviceCaps = mDisplay->getDeviceCaps();
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000265
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000266 mVertexDataManager = new VertexDataManager(this, mDevice);
267 mIndexDataManager = new IndexDataManager(this, mDevice);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000268 mBlit = new Blit(this);
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000269
daniel@transgaming.com5d752f22010-10-07 13:37:20 +0000270 mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion == D3DPS_VERSION(3, 0);
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000271 mSupportsVertexTexture = mDisplay->getVertexTextureSupport();
272 mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();
daniel@transgaming.com5d752f22010-10-07 13:37:20 +0000273
274 mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),
275 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
276 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
277 mMaxRenderbufferDimension = mMaxTextureDimension;
278 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
279 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d",
280 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel);
281
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000282 const D3DFORMAT renderBufferFormats[] =
283 {
284 D3DFMT_A8R8G8B8,
daniel@transgaming.com63977542010-08-24 19:21:02 +0000285 D3DFMT_X8R8G8B8,
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000286 D3DFMT_R5G6B5,
287 D3DFMT_D24S8
288 };
289
290 int max = 0;
291 for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)
292 {
293 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000294 mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000295 mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;
296
297 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
298 {
299 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
300 {
301 max = j;
302 }
303 }
304 }
305
306 mMaxSupportedSamples = max;
307
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000308 mSupportsEventQueries = mDisplay->getEventQuerySupport();
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000309 mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000310 mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();
311 mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();
312 mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000313 mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
314 mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000315 mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();
316 mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();
daniel@transgaming.com01868132010-08-24 19:21:17 +0000317
daniel@transgaming.com83921382011-01-08 05:46:00 +0000318 mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
319
gman@chromium.org50c526d2011-08-10 05:19:44 +0000320 mNumCompressedTextureFormats = 0;
321 if (supportsDXT1Textures())
322 {
323 mNumCompressedTextureFormats += 2;
324 }
325 if (supportsDXT3Textures())
326 {
327 mNumCompressedTextureFormats += 1;
328 }
329 if (supportsDXT5Textures())
330 {
331 mNumCompressedTextureFormats += 1;
332 }
333
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000334 initExtensionString();
daniel@transgaming.comc23ff642011-08-16 20:28:45 +0000335 initRendererString();
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000336
337 mState.viewportX = 0;
338 mState.viewportY = 0;
339 mState.viewportWidth = surface->getWidth();
340 mState.viewportHeight = surface->getHeight();
341
342 mState.scissorX = 0;
343 mState.scissorY = 0;
344 mState.scissorWidth = surface->getWidth();
345 mState.scissorHeight = surface->getHeight();
346
347 mHasBeenCurrent = true;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000348 }
349
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000350 // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
351 IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000352 IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000353
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000354 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +0000355 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000356 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000357
358 setFramebufferZero(framebufferZero);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000359
daniel@transgaming.comd36c6a02010-08-31 12:15:09 +0000360 if (defaultRenderTarget)
361 {
362 defaultRenderTarget->Release();
363 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000364
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000365 if (depthStencil)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000366 {
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000367 depthStencil->Release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000368 }
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +0000369
daniel@transgaming.com092bd482010-05-12 03:39:36 +0000370 markAllStateDirty();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000371}
372
daniel@transgaming.com092bd482010-05-12 03:39:36 +0000373// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000374void Context::markAllStateDirty()
375{
daniel@transgaming.com38e76e52011-03-21 16:39:10 +0000376 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
377 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000378 mAppliedTextureSerialPS[t] = 0;
379 }
380
381 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
382 {
383 mAppliedTextureSerialVS[t] = 0;
daniel@transgaming.com38e76e52011-03-21 16:39:10 +0000384 }
385
daniel@transgaming.coma9eb5da2011-03-21 16:39:16 +0000386 mAppliedProgramSerial = 0;
daniel@transgaming.com092bd482010-05-12 03:39:36 +0000387 mAppliedRenderTargetSerial = 0;
daniel@transgaming.com339ae702010-05-12 03:40:20 +0000388 mAppliedDepthbufferSerial = 0;
apatrick@chromium.org85dc42b2010-09-14 03:10:08 +0000389 mAppliedStencilbufferSerial = 0;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +0000390 mAppliedIBSerial = 0;
vangelis@chromium.orgcf66ebb2010-09-14 22:15:43 +0000391 mDepthStencilInitialized = false;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +0000392 mViewportInitialized = false;
393 mRenderTargetDescInitialized = false;
394
395 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000396
397 mClearStateDirty = true;
398 mCullStateDirty = true;
399 mDepthStateDirty = true;
400 mMaskStateDirty = true;
401 mBlendStateDirty = true;
402 mStencilStateDirty = true;
403 mPolygonOffsetStateDirty = true;
404 mScissorStateDirty = true;
405 mSampleStateDirty = true;
406 mDitherStateDirty = true;
daniel@transgaming.com0d25b002010-07-28 19:21:07 +0000407 mFrontFaceDirty = true;
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +0000408 mDxUniformsDirty = true;
jbauman@chromium.orgc6209852011-10-07 15:19:26 +0000409 mCachedCurrentProgram = NULL;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000410}
411
daniel@transgaming.com09fcc9f2011-11-09 17:46:47 +0000412void Context::markContextLost()
413{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +0000414 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
415 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
daniel@transgaming.com09fcc9f2011-11-09 17:46:47 +0000416 mContextLost = true;
417}
418
419bool Context::isContextLost()
420{
421 return mContextLost;
422}
423
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000424void Context::setClearColor(float red, float green, float blue, float alpha)
425{
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000426 mState.colorClearValue.red = red;
427 mState.colorClearValue.green = green;
428 mState.colorClearValue.blue = blue;
429 mState.colorClearValue.alpha = alpha;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000430}
431
432void Context::setClearDepth(float depth)
433{
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000434 mState.depthClearValue = depth;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000435}
436
437void Context::setClearStencil(int stencil)
438{
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000439 mState.stencilClearValue = stencil;
440}
441
442void Context::setCullFace(bool enabled)
443{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000444 if (mState.cullFace != enabled)
445 {
446 mState.cullFace = enabled;
447 mCullStateDirty = true;
448 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000449}
450
451bool Context::isCullFaceEnabled() const
452{
453 return mState.cullFace;
454}
455
456void Context::setCullMode(GLenum mode)
457{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000458 if (mState.cullMode != mode)
459 {
460 mState.cullMode = mode;
461 mCullStateDirty = true;
462 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000463}
464
465void Context::setFrontFace(GLenum front)
466{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000467 if (mState.frontFace != front)
468 {
469 mState.frontFace = front;
470 mFrontFaceDirty = true;
471 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000472}
473
474void Context::setDepthTest(bool enabled)
475{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000476 if (mState.depthTest != enabled)
477 {
478 mState.depthTest = enabled;
479 mDepthStateDirty = true;
480 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000481}
482
483bool Context::isDepthTestEnabled() const
484{
485 return mState.depthTest;
486}
487
488void Context::setDepthFunc(GLenum depthFunc)
489{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000490 if (mState.depthFunc != depthFunc)
491 {
492 mState.depthFunc = depthFunc;
493 mDepthStateDirty = true;
494 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000495}
496
497void Context::setDepthRange(float zNear, float zFar)
498{
499 mState.zNear = zNear;
500 mState.zFar = zFar;
501}
502
503void Context::setBlend(bool enabled)
504{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000505 if (mState.blend != enabled)
506 {
507 mState.blend = enabled;
508 mBlendStateDirty = true;
509 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000510}
511
512bool Context::isBlendEnabled() const
513{
514 return mState.blend;
515}
516
517void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
518{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000519 if (mState.sourceBlendRGB != sourceRGB ||
520 mState.sourceBlendAlpha != sourceAlpha ||
521 mState.destBlendRGB != destRGB ||
522 mState.destBlendAlpha != destAlpha)
523 {
524 mState.sourceBlendRGB = sourceRGB;
525 mState.destBlendRGB = destRGB;
526 mState.sourceBlendAlpha = sourceAlpha;
527 mState.destBlendAlpha = destAlpha;
528 mBlendStateDirty = true;
529 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000530}
531
532void Context::setBlendColor(float red, float green, float blue, float alpha)
533{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000534 if (mState.blendColor.red != red ||
535 mState.blendColor.green != green ||
536 mState.blendColor.blue != blue ||
537 mState.blendColor.alpha != alpha)
538 {
539 mState.blendColor.red = red;
540 mState.blendColor.green = green;
541 mState.blendColor.blue = blue;
542 mState.blendColor.alpha = alpha;
543 mBlendStateDirty = true;
544 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000545}
546
547void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
548{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000549 if (mState.blendEquationRGB != rgbEquation ||
550 mState.blendEquationAlpha != alphaEquation)
551 {
552 mState.blendEquationRGB = rgbEquation;
553 mState.blendEquationAlpha = alphaEquation;
554 mBlendStateDirty = true;
555 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000556}
557
558void Context::setStencilTest(bool enabled)
559{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000560 if (mState.stencilTest != enabled)
561 {
562 mState.stencilTest = enabled;
563 mStencilStateDirty = true;
564 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000565}
566
567bool Context::isStencilTestEnabled() const
568{
569 return mState.stencilTest;
570}
571
572void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
573{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000574 if (mState.stencilFunc != stencilFunc ||
575 mState.stencilRef != stencilRef ||
576 mState.stencilMask != stencilMask)
577 {
578 mState.stencilFunc = stencilFunc;
daniel@transgaming.comdd7948b2010-06-02 16:12:34 +0000579 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000580 mState.stencilMask = stencilMask;
581 mStencilStateDirty = true;
582 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000583}
584
585void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
586{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000587 if (mState.stencilBackFunc != stencilBackFunc ||
588 mState.stencilBackRef != stencilBackRef ||
589 mState.stencilBackMask != stencilBackMask)
590 {
591 mState.stencilBackFunc = stencilBackFunc;
daniel@transgaming.comdd7948b2010-06-02 16:12:34 +0000592 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000593 mState.stencilBackMask = stencilBackMask;
594 mStencilStateDirty = true;
595 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000596}
597
598void Context::setStencilWritemask(GLuint stencilWritemask)
599{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000600 if (mState.stencilWritemask != stencilWritemask)
601 {
602 mState.stencilWritemask = stencilWritemask;
603 mStencilStateDirty = true;
604 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000605}
606
607void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
608{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000609 if (mState.stencilBackWritemask != stencilBackWritemask)
610 {
611 mState.stencilBackWritemask = stencilBackWritemask;
612 mStencilStateDirty = true;
613 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000614}
615
616void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
617{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000618 if (mState.stencilFail != stencilFail ||
619 mState.stencilPassDepthFail != stencilPassDepthFail ||
620 mState.stencilPassDepthPass != stencilPassDepthPass)
621 {
622 mState.stencilFail = stencilFail;
623 mState.stencilPassDepthFail = stencilPassDepthFail;
624 mState.stencilPassDepthPass = stencilPassDepthPass;
625 mStencilStateDirty = true;
626 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000627}
628
629void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
630{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000631 if (mState.stencilBackFail != stencilBackFail ||
632 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
633 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
634 {
635 mState.stencilBackFail = stencilBackFail;
636 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
637 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
638 mStencilStateDirty = true;
639 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000640}
641
642void Context::setPolygonOffsetFill(bool enabled)
643{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000644 if (mState.polygonOffsetFill != enabled)
645 {
646 mState.polygonOffsetFill = enabled;
647 mPolygonOffsetStateDirty = true;
648 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000649}
650
651bool Context::isPolygonOffsetFillEnabled() const
652{
653 return mState.polygonOffsetFill;
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000654
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000655}
656
657void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
658{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000659 if (mState.polygonOffsetFactor != factor ||
660 mState.polygonOffsetUnits != units)
661 {
662 mState.polygonOffsetFactor = factor;
663 mState.polygonOffsetUnits = units;
664 mPolygonOffsetStateDirty = true;
665 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000666}
667
668void Context::setSampleAlphaToCoverage(bool enabled)
669{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000670 if (mState.sampleAlphaToCoverage != enabled)
671 {
672 mState.sampleAlphaToCoverage = enabled;
673 mSampleStateDirty = true;
674 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000675}
676
677bool Context::isSampleAlphaToCoverageEnabled() const
678{
679 return mState.sampleAlphaToCoverage;
680}
681
682void Context::setSampleCoverage(bool enabled)
683{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000684 if (mState.sampleCoverage != enabled)
685 {
686 mState.sampleCoverage = enabled;
687 mSampleStateDirty = true;
688 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000689}
690
691bool Context::isSampleCoverageEnabled() const
692{
693 return mState.sampleCoverage;
694}
695
daniel@transgaming.coma36f98e2010-05-18 18:51:09 +0000696void Context::setSampleCoverageParams(GLclampf value, bool invert)
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000697{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000698 if (mState.sampleCoverageValue != value ||
699 mState.sampleCoverageInvert != invert)
700 {
701 mState.sampleCoverageValue = value;
702 mState.sampleCoverageInvert = invert;
703 mSampleStateDirty = true;
704 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000705}
706
707void Context::setScissorTest(bool enabled)
708{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000709 if (mState.scissorTest != enabled)
710 {
711 mState.scissorTest = enabled;
712 mScissorStateDirty = true;
713 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000714}
715
716bool Context::isScissorTestEnabled() const
717{
718 return mState.scissorTest;
719}
720
721void Context::setDither(bool enabled)
722{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000723 if (mState.dither != enabled)
724 {
725 mState.dither = enabled;
726 mDitherStateDirty = true;
727 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000728}
729
730bool Context::isDitherEnabled() const
731{
732 return mState.dither;
733}
734
735void Context::setLineWidth(GLfloat width)
736{
737 mState.lineWidth = width;
738}
739
740void Context::setGenerateMipmapHint(GLenum hint)
741{
742 mState.generateMipmapHint = hint;
743}
744
alokp@chromium.orgd303ef92010-09-09 17:30:15 +0000745void Context::setFragmentShaderDerivativeHint(GLenum hint)
746{
747 mState.fragmentShaderDerivativeHint = hint;
748 // TODO: Propagate the hint to shader translator so we can write
749 // ddx, ddx_coarse, or ddx_fine depending on the hint.
750 // Ignore for now. It is valid for implementations to ignore hint.
751}
752
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000753void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
754{
755 mState.viewportX = x;
756 mState.viewportY = y;
757 mState.viewportWidth = width;
758 mState.viewportHeight = height;
759}
760
761void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
762{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000763 if (mState.scissorX != x || mState.scissorY != y ||
764 mState.scissorWidth != width || mState.scissorHeight != height)
765 {
766 mState.scissorX = x;
767 mState.scissorY = y;
768 mState.scissorWidth = width;
769 mState.scissorHeight = height;
770 mScissorStateDirty = true;
771 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000772}
773
774void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
775{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000776 if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
777 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
778 {
779 mState.colorMaskRed = red;
780 mState.colorMaskGreen = green;
781 mState.colorMaskBlue = blue;
782 mState.colorMaskAlpha = alpha;
783 mMaskStateDirty = true;
784 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000785}
786
787void Context::setDepthMask(bool mask)
788{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000789 if (mState.depthMask != mask)
790 {
791 mState.depthMask = mask;
792 mMaskStateDirty = true;
793 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000794}
795
daniel@transgaming.comdfd57022011-05-11 15:37:25 +0000796void Context::setActiveSampler(unsigned int active)
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000797{
798 mState.activeSampler = active;
799}
800
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000801GLuint Context::getReadFramebufferHandle() const
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000802{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000803 return mState.readFramebuffer;
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000804}
805
806GLuint Context::getDrawFramebufferHandle() const
807{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000808 return mState.drawFramebuffer;
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000809}
810
811GLuint Context::getRenderbufferHandle() const
812{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000813 return mState.renderbuffer.id();
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000814}
815
816GLuint Context::getArrayBufferHandle() const
817{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000818 return mState.arrayBuffer.id();
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000819}
820
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000821GLuint Context::getActiveQuery(GLenum target) const
822{
823 Query *queryObject = NULL;
824
825 switch (target)
826 {
827 case GL_ANY_SAMPLES_PASSED_EXT:
828 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
829 break;
830 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
831 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
832 break;
833 default:
834 ASSERT(false);
835 }
836
837 if (queryObject)
838 {
839 return queryObject->id();
840 }
841 else
842 {
843 return 0;
844 }
845}
846
daniel@transgaming.com83921382011-01-08 05:46:00 +0000847void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000848{
daniel@transgaming.com83921382011-01-08 05:46:00 +0000849 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000850}
851
daniel@transgaming.com83921382011-01-08 05:46:00 +0000852const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000853{
854 return mState.vertexAttribute[attribNum];
855}
856
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000857void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000858 GLsizei stride, const void *pointer)
859{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000860 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000861 mState.vertexAttribute[attribNum].mSize = size;
862 mState.vertexAttribute[attribNum].mType = type;
863 mState.vertexAttribute[attribNum].mNormalized = normalized;
864 mState.vertexAttribute[attribNum].mStride = stride;
865 mState.vertexAttribute[attribNum].mPointer = pointer;
866}
867
868const void *Context::getVertexAttribPointer(unsigned int attribNum) const
869{
870 return mState.vertexAttribute[attribNum].mPointer;
871}
872
daniel@transgaming.com83921382011-01-08 05:46:00 +0000873const VertexAttributeArray &Context::getVertexAttributes()
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000874{
875 return mState.vertexAttribute;
876}
877
878void Context::setPackAlignment(GLint alignment)
879{
880 mState.packAlignment = alignment;
881}
882
883GLint Context::getPackAlignment() const
884{
885 return mState.packAlignment;
886}
887
888void Context::setUnpackAlignment(GLint alignment)
889{
890 mState.unpackAlignment = alignment;
891}
892
893GLint Context::getUnpackAlignment() const
894{
895 return mState.unpackAlignment;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000896}
897
bsalomon@google.com56d46ab2011-11-23 14:53:10 +0000898void Context::setPackReverseRowOrder(bool reverseRowOrder)
899{
900 mState.packReverseRowOrder = reverseRowOrder;
901}
902
903bool Context::getPackReverseRowOrder() const
904{
905 return mState.packReverseRowOrder;
906}
907
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000908GLuint Context::createBuffer()
909{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000910 return mResourceManager->createBuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000911}
912
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000913GLuint Context::createProgram()
914{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000915 return mResourceManager->createProgram();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000916}
917
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000918GLuint Context::createShader(GLenum type)
919{
920 return mResourceManager->createShader(type);
921}
922
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000923GLuint Context::createTexture()
924{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000925 return mResourceManager->createTexture();
926}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000927
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000928GLuint Context::createRenderbuffer()
929{
930 return mResourceManager->createRenderbuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000931}
932
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000933// Returns an unused framebuffer name
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000934GLuint Context::createFramebuffer()
935{
benvanik@google.com1a233342011-04-28 19:44:39 +0000936 GLuint handle = mFramebufferHandleAllocator.allocate();
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000937
938 mFramebufferMap[handle] = NULL;
939
940 return handle;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000941}
942
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +0000943GLuint Context::createFence()
944{
benvanik@google.com1a233342011-04-28 19:44:39 +0000945 GLuint handle = mFenceHandleAllocator.allocate();
daniel@transgaming.comfe208882010-09-01 15:47:57 +0000946
947 mFenceMap[handle] = new Fence;
948
949 return handle;
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +0000950}
951
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000952// Returns an unused query name
953GLuint Context::createQuery()
954{
955 GLuint handle = mQueryHandleAllocator.allocate();
956
957 mQueryMap[handle] = NULL;
958
959 return handle;
960}
961
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000962void Context::deleteBuffer(GLuint buffer)
963{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000964 if (mResourceManager->getBuffer(buffer))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000965 {
966 detachBuffer(buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000967 }
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000968
969 mResourceManager->deleteBuffer(buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000970}
971
972void Context::deleteShader(GLuint shader)
973{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000974 mResourceManager->deleteShader(shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000975}
976
977void Context::deleteProgram(GLuint program)
978{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000979 mResourceManager->deleteProgram(program);
jbauman@chromium.orgc6209852011-10-07 15:19:26 +0000980 mCachedCurrentProgram = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000981}
982
983void Context::deleteTexture(GLuint texture)
984{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000985 if (mResourceManager->getTexture(texture))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000986 {
987 detachTexture(texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000988 }
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000989
990 mResourceManager->deleteTexture(texture);
991}
992
993void Context::deleteRenderbuffer(GLuint renderbuffer)
994{
995 if (mResourceManager->getRenderbuffer(renderbuffer))
996 {
997 detachRenderbuffer(renderbuffer);
998 }
999
1000 mResourceManager->deleteRenderbuffer(renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001001}
1002
1003void Context::deleteFramebuffer(GLuint framebuffer)
1004{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001005 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
1006
1007 if (framebufferObject != mFramebufferMap.end())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001008 {
1009 detachFramebuffer(framebuffer);
apatrick@chromium.org55255022010-09-11 02:12:47 +00001010
benvanik@google.com1a233342011-04-28 19:44:39 +00001011 mFramebufferHandleAllocator.release(framebufferObject->first);
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001012 delete framebufferObject->second;
1013 mFramebufferMap.erase(framebufferObject);
1014 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001015}
daniel@transgaming.comfe208882010-09-01 15:47:57 +00001016
1017void Context::deleteFence(GLuint fence)
1018{
1019 FenceMap::iterator fenceObject = mFenceMap.find(fence);
1020
1021 if (fenceObject != mFenceMap.end())
1022 {
benvanik@google.com1a233342011-04-28 19:44:39 +00001023 mFenceHandleAllocator.release(fenceObject->first);
daniel@transgaming.comfe208882010-09-01 15:47:57 +00001024 delete fenceObject->second;
1025 mFenceMap.erase(fenceObject);
1026 }
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00001027}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001028
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00001029void Context::deleteQuery(GLuint query)
1030{
1031 QueryMap::iterator queryObject = mQueryMap.find(query);
1032 if (queryObject != mQueryMap.end())
1033 {
1034 mQueryHandleAllocator.release(queryObject->first);
1035 if (queryObject->second)
1036 {
1037 queryObject->second->release();
1038 }
1039 mQueryMap.erase(queryObject);
1040 }
1041}
1042
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001043Buffer *Context::getBuffer(GLuint handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001044{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001045 return mResourceManager->getBuffer(handle);
1046}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001047
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001048Shader *Context::getShader(GLuint handle)
1049{
1050 return mResourceManager->getShader(handle);
1051}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001052
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001053Program *Context::getProgram(GLuint handle)
1054{
1055 return mResourceManager->getProgram(handle);
1056}
1057
1058Texture *Context::getTexture(GLuint handle)
1059{
1060 return mResourceManager->getTexture(handle);
1061}
1062
1063Renderbuffer *Context::getRenderbuffer(GLuint handle)
1064{
1065 return mResourceManager->getRenderbuffer(handle);
1066}
1067
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001068Framebuffer *Context::getReadFramebuffer()
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001069{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001070 return getFramebuffer(mState.readFramebuffer);
1071}
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001072
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001073Framebuffer *Context::getDrawFramebuffer()
1074{
jbauman@chromium.org040c4db2011-10-13 21:35:52 +00001075 return mBoundDrawFramebuffer;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001076}
1077
1078void Context::bindArrayBuffer(unsigned int buffer)
1079{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001080 mResourceManager->checkBufferAllocation(buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001081
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001082 mState.arrayBuffer.set(getBuffer(buffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001083}
1084
1085void Context::bindElementArrayBuffer(unsigned int buffer)
1086{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001087 mResourceManager->checkBufferAllocation(buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001088
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001089 mState.elementArrayBuffer.set(getBuffer(buffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001090}
1091
1092void Context::bindTexture2D(GLuint texture)
1093{
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001094 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001095
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001096 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001097}
1098
1099void Context::bindTextureCubeMap(GLuint texture)
1100{
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001101 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001102
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001103 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001104}
1105
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001106void Context::bindReadFramebuffer(GLuint framebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001107{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001108 if (!getFramebuffer(framebuffer))
1109 {
1110 mFramebufferMap[framebuffer] = new Framebuffer();
1111 }
1112
1113 mState.readFramebuffer = framebuffer;
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001114}
1115
1116void Context::bindDrawFramebuffer(GLuint framebuffer)
1117{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001118 if (!getFramebuffer(framebuffer))
1119 {
1120 mFramebufferMap[framebuffer] = new Framebuffer();
1121 }
1122
1123 mState.drawFramebuffer = framebuffer;
jbauman@chromium.org040c4db2011-10-13 21:35:52 +00001124
1125 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001126}
1127
1128void Context::bindRenderbuffer(GLuint renderbuffer)
1129{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001130 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1131
1132 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001133}
1134
1135void Context::useProgram(GLuint program)
1136{
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001137 GLuint priorProgram = mState.currentProgram;
1138 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
daniel@transgaming.com71cd8682010-04-29 03:35:25 +00001139
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001140 if (priorProgram != program)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001141 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001142 Program *newProgram = mResourceManager->getProgram(program);
1143 Program *oldProgram = mResourceManager->getProgram(priorProgram);
jbauman@chromium.orgc6209852011-10-07 15:19:26 +00001144 mCachedCurrentProgram = NULL;
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +00001145 mDxUniformsDirty = true;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001146
1147 if (newProgram)
1148 {
1149 newProgram->addRef();
1150 }
1151
1152 if (oldProgram)
1153 {
1154 oldProgram->release();
1155 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001156 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001157}
1158
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00001159void Context::beginQuery(GLenum target, GLuint query)
1160{
1161 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1162 // of zero, if the active query object name for <target> is non-zero (for the
1163 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1164 // the active query for either target is non-zero), if <id> is the name of an
1165 // existing query object whose type does not match <target>, or if <id> is the
1166 // active query object name for any query type, the error INVALID_OPERATION is
1167 // generated.
1168
1169 // Ensure no other queries are active
1170 // NOTE: If other queries than occlusion are supported, we will need to check
1171 // separately that:
1172 // a) The query ID passed is not the current active query for any target/type
1173 // b) There are no active queries for the requested target (and in the case
1174 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1175 // no query may be active for either if glBeginQuery targets either.
1176 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1177 {
1178 if (mState.activeQuery[i].get() != NULL)
1179 {
1180 return error(GL_INVALID_OPERATION);
1181 }
1182 }
1183
1184 QueryType qType;
1185 switch (target)
1186 {
1187 case GL_ANY_SAMPLES_PASSED_EXT:
1188 qType = QUERY_ANY_SAMPLES_PASSED;
1189 break;
1190 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1191 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1192 break;
1193 default:
1194 ASSERT(false);
1195 }
1196
1197 Query *queryObject = getQuery(query, true, target);
1198
1199 // check that name was obtained with glGenQueries
1200 if (!queryObject)
1201 {
1202 return error(GL_INVALID_OPERATION);
1203 }
1204
1205 // check for type mismatch
1206 if (queryObject->getType() != target)
1207 {
1208 return error(GL_INVALID_OPERATION);
1209 }
1210
1211 // set query as active for specified target
1212 mState.activeQuery[qType].set(queryObject);
1213
1214 // begin query
1215 queryObject->begin();
1216}
1217
1218void Context::endQuery(GLenum target)
1219{
1220 QueryType qType;
1221
1222 switch (target)
1223 {
1224 case GL_ANY_SAMPLES_PASSED_EXT:
1225 qType = QUERY_ANY_SAMPLES_PASSED;
1226 break;
1227 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1228 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1229 break;
1230 default:
1231 ASSERT(false);
1232 }
1233
1234 Query *queryObject = mState.activeQuery[qType].get();
1235
1236 if (queryObject == NULL)
1237 {
1238 return error(GL_INVALID_OPERATION);
1239 }
1240
1241 queryObject->end();
1242
1243 mState.activeQuery[qType].set(NULL);
1244}
1245
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001246void Context::setFramebufferZero(Framebuffer *buffer)
1247{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001248 delete mFramebufferMap[0];
1249 mFramebufferMap[0] = buffer;
jbauman@chromium.org040c4db2011-10-13 21:35:52 +00001250 if (mState.drawFramebuffer == 0)
1251 {
1252 mBoundDrawFramebuffer = buffer;
1253 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001254}
1255
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001256void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001257{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001258 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1259 renderbufferObject->setStorage(renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001260}
1261
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001262Framebuffer *Context::getFramebuffer(unsigned int handle)
1263{
1264 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1265
1266 if (framebuffer == mFramebufferMap.end())
1267 {
1268 return NULL;
1269 }
1270 else
1271 {
1272 return framebuffer->second;
1273 }
1274}
1275
daniel@transgaming.comfe208882010-09-01 15:47:57 +00001276Fence *Context::getFence(unsigned int handle)
1277{
1278 FenceMap::iterator fence = mFenceMap.find(handle);
1279
1280 if (fence == mFenceMap.end())
1281 {
1282 return NULL;
1283 }
1284 else
1285 {
1286 return fence->second;
1287 }
1288}
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00001289
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00001290Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1291{
1292 QueryMap::iterator query = mQueryMap.find(handle);
1293
1294 if (query == mQueryMap.end())
1295 {
1296 return NULL;
1297 }
1298 else
1299 {
1300 if (!query->second && create)
1301 {
1302 query->second = new Query(handle, type);
1303 query->second->addRef();
1304 }
1305 return query->second;
1306 }
1307}
1308
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001309Buffer *Context::getArrayBuffer()
1310{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001311 return mState.arrayBuffer.get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001312}
1313
1314Buffer *Context::getElementArrayBuffer()
1315{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001316 return mState.elementArrayBuffer.get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001317}
1318
1319Program *Context::getCurrentProgram()
1320{
jbauman@chromium.orgc6209852011-10-07 15:19:26 +00001321 if (!mCachedCurrentProgram)
1322 {
1323 mCachedCurrentProgram = mResourceManager->getProgram(mState.currentProgram);
1324 }
1325 return mCachedCurrentProgram;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001326}
1327
1328Texture2D *Context::getTexture2D()
1329{
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001330 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001331}
1332
1333TextureCubeMap *Context::getTextureCubeMap()
1334{
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001335 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001336}
1337
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001338Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001339{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001340 GLuint texid = mState.samplerTexture[type][sampler].id();
daniel@transgaming.com4195fc42010-04-08 03:51:09 +00001341
daniel@transgaming.coma5a8a0a2010-11-19 14:55:32 +00001342 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
daniel@transgaming.com4195fc42010-04-08 03:51:09 +00001343 {
1344 switch (type)
1345 {
1346 default: UNREACHABLE();
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001347 case TEXTURE_2D: return mTexture2DZero.get();
1348 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
daniel@transgaming.com4195fc42010-04-08 03:51:09 +00001349 }
1350 }
1351
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001352 return mState.samplerTexture[type][sampler].get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001353}
1354
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001355bool Context::getBooleanv(GLenum pname, GLboolean *params)
1356{
1357 switch (pname)
1358 {
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001359 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1360 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1361 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001362 case GL_COLOR_WRITEMASK:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001363 params[0] = mState.colorMaskRed;
1364 params[1] = mState.colorMaskGreen;
1365 params[2] = mState.colorMaskBlue;
1366 params[3] = mState.colorMaskAlpha;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001367 break;
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001368 case GL_CULL_FACE: *params = mState.cullFace; break;
1369 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
1370 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
1371 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1372 case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
1373 case GL_STENCIL_TEST: *params = mState.stencilTest; break;
1374 case GL_DEPTH_TEST: *params = mState.depthTest; break;
1375 case GL_BLEND: *params = mState.blend; break;
1376 case GL_DITHER: *params = mState.dither; break;
1377 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001378 default:
1379 return false;
1380 }
1381
1382 return true;
1383}
1384
1385bool Context::getFloatv(GLenum pname, GLfloat *params)
1386{
1387 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1388 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1389 // GetIntegerv as its native query function. As it would require conversion in any
1390 // case, this should make no difference to the calling application.
1391 switch (pname)
1392 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001393 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1394 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1395 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1396 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1397 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001398 case GL_ALIASED_LINE_WIDTH_RANGE:
1399 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1400 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1401 break;
1402 case GL_ALIASED_POINT_SIZE_RANGE:
1403 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001404 params[1] = supportsShaderModel3() ? gl::ALIASED_POINT_SIZE_RANGE_MAX_SM3 : gl::ALIASED_POINT_SIZE_RANGE_MAX_SM2;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001405 break;
1406 case GL_DEPTH_RANGE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001407 params[0] = mState.zNear;
1408 params[1] = mState.zFar;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001409 break;
1410 case GL_COLOR_CLEAR_VALUE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001411 params[0] = mState.colorClearValue.red;
1412 params[1] = mState.colorClearValue.green;
1413 params[2] = mState.colorClearValue.blue;
1414 params[3] = mState.colorClearValue.alpha;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001415 break;
daniel@transgaming.comc1641352010-04-26 15:33:36 +00001416 case GL_BLEND_COLOR:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001417 params[0] = mState.blendColor.red;
1418 params[1] = mState.blendColor.green;
1419 params[2] = mState.blendColor.blue;
1420 params[3] = mState.blendColor.alpha;
daniel@transgaming.comc1641352010-04-26 15:33:36 +00001421 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001422 default:
1423 return false;
1424 }
1425
1426 return true;
1427}
1428
1429bool Context::getIntegerv(GLenum pname, GLint *params)
1430{
1431 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1432 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1433 // GetIntegerv as its native query function. As it would require conversion in any
1434 // case, this should make no difference to the calling application. You may find it in
1435 // Context::getFloatv.
1436 switch (pname)
1437 {
1438 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1439 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001440 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
daniel@transgaming.comaf29cac2011-05-11 15:36:31 +00001441 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1442 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001443 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
daniel@transgaming.com458da142010-11-28 02:03:02 +00001444 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001445 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001446 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001447 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001448 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1449 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
daniel@transgaming.com9d7fc1d2010-10-27 15:49:42 +00001450 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1451 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1452 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001453 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001454 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1455 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00001456 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001457 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1458 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00001459 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001460 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
1461 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
1462 case GL_STENCIL_REF: *params = mState.stencilRef; break;
1463 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
1464 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
1465 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
1466 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
1467 case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
1468 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
1469 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
1470 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
1471 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
1472 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
1473 case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
1474 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
1475 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
1476 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
1477 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
1478 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
1479 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
1480 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
1481 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
1482 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1483 case GL_SUBPIXEL_BITS: *params = 4; break;
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001484 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1485 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
daniel@transgaming.com01868132010-08-24 19:21:17 +00001486 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
gman@chromium.org50c526d2011-08-10 05:19:44 +00001487 params[0] = mNumCompressedTextureFormats;
daniel@transgaming.com01868132010-08-24 19:21:17 +00001488 break;
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001489 case GL_MAX_SAMPLES_ANGLE:
1490 {
1491 GLsizei maxSamples = getMaxSupportedSamples();
1492 if (maxSamples != 0)
1493 {
1494 *params = maxSamples;
1495 }
1496 else
1497 {
1498 return false;
1499 }
1500
1501 break;
1502 }
1503 case GL_SAMPLE_BUFFERS:
1504 case GL_SAMPLES:
1505 {
1506 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1507 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1508 {
1509 switch (pname)
1510 {
1511 case GL_SAMPLE_BUFFERS:
1512 if (framebuffer->getSamples() != 0)
1513 {
1514 *params = 1;
1515 }
1516 else
1517 {
1518 *params = 0;
1519 }
1520 break;
1521 case GL_SAMPLES:
1522 *params = framebuffer->getSamples();
1523 break;
1524 }
1525 }
1526 else
1527 {
1528 *params = 0;
1529 }
1530 }
1531 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001532 case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break;
1533 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
1534 case GL_MAX_VIEWPORT_DIMS:
1535 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001536 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001537 params[0] = maxDimension;
1538 params[1] = maxDimension;
1539 }
1540 break;
daniel@transgaming.com01868132010-08-24 19:21:17 +00001541 case GL_COMPRESSED_TEXTURE_FORMATS:
1542 {
gman@chromium.org50c526d2011-08-10 05:19:44 +00001543 if (supportsDXT1Textures())
daniel@transgaming.com01868132010-08-24 19:21:17 +00001544 {
gman@chromium.org50c526d2011-08-10 05:19:44 +00001545 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1546 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1547 }
1548 if (supportsDXT3Textures())
1549 {
1550 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1551 }
1552 if (supportsDXT5Textures())
1553 {
1554 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.com01868132010-08-24 19:21:17 +00001555 }
1556 }
1557 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001558 case GL_VIEWPORT:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001559 params[0] = mState.viewportX;
1560 params[1] = mState.viewportY;
1561 params[2] = mState.viewportWidth;
1562 params[3] = mState.viewportHeight;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001563 break;
1564 case GL_SCISSOR_BOX:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001565 params[0] = mState.scissorX;
1566 params[1] = mState.scissorY;
1567 params[2] = mState.scissorWidth;
1568 params[3] = mState.scissorHeight;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001569 break;
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001570 case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
1571 case GL_FRONT_FACE: *params = mState.frontFace; break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001572 case GL_RED_BITS:
1573 case GL_GREEN_BITS:
1574 case GL_BLUE_BITS:
1575 case GL_ALPHA_BITS:
1576 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001577 gl::Framebuffer *framebuffer = getDrawFramebuffer();
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00001578 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001579
1580 if (colorbuffer)
1581 {
1582 switch (pname)
1583 {
1584 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1585 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1586 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1587 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1588 }
1589 }
1590 else
1591 {
1592 *params = 0;
1593 }
1594 }
1595 break;
1596 case GL_DEPTH_BITS:
1597 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001598 gl::Framebuffer *framebuffer = getDrawFramebuffer();
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00001599 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001600
1601 if (depthbuffer)
1602 {
1603 *params = depthbuffer->getDepthSize();
1604 }
1605 else
1606 {
1607 *params = 0;
1608 }
1609 }
1610 break;
1611 case GL_STENCIL_BITS:
1612 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001613 gl::Framebuffer *framebuffer = getDrawFramebuffer();
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00001614 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001615
1616 if (stencilbuffer)
1617 {
1618 *params = stencilbuffer->getStencilSize();
1619 }
1620 else
1621 {
1622 *params = 0;
1623 }
1624 }
1625 break;
1626 case GL_TEXTURE_BINDING_2D:
1627 {
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +00001628 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001629 {
1630 error(GL_INVALID_OPERATION);
1631 return false;
1632 }
1633
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001634 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001635 }
1636 break;
1637 case GL_TEXTURE_BINDING_CUBE_MAP:
1638 {
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +00001639 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001640 {
1641 error(GL_INVALID_OPERATION);
1642 return false;
1643 }
1644
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001645 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001646 }
1647 break;
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001648 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1649 *params = mResetStrategy;
1650 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001651 default:
1652 return false;
1653 }
1654
1655 return true;
1656}
1657
1658bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1659{
1660 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1661 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1662 // to the fact that it is stored internally as a float, and so would require conversion
1663 // if returned from Context::getIntegerv. Since this conversion is already implemented
1664 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1665 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1666 // application.
1667 switch (pname)
1668 {
gman@chromium.org50c526d2011-08-10 05:19:44 +00001669 case GL_COMPRESSED_TEXTURE_FORMATS:
1670 {
1671 *type = GL_INT;
1672 *numParams = mNumCompressedTextureFormats;
1673 }
1674 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001675 case GL_SHADER_BINARY_FORMATS:
1676 {
1677 *type = GL_INT;
1678 *numParams = 0;
1679 }
1680 break;
1681 case GL_MAX_VERTEX_ATTRIBS:
1682 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1683 case GL_MAX_VARYING_VECTORS:
1684 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1685 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1686 case GL_MAX_TEXTURE_IMAGE_UNITS:
1687 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1688 case GL_MAX_RENDERBUFFER_SIZE:
1689 case GL_NUM_SHADER_BINARY_FORMATS:
1690 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1691 case GL_ARRAY_BUFFER_BINDING:
1692 case GL_FRAMEBUFFER_BINDING:
1693 case GL_RENDERBUFFER_BINDING:
1694 case GL_CURRENT_PROGRAM:
1695 case GL_PACK_ALIGNMENT:
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00001696 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001697 case GL_UNPACK_ALIGNMENT:
1698 case GL_GENERATE_MIPMAP_HINT:
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00001699 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001700 case GL_RED_BITS:
1701 case GL_GREEN_BITS:
1702 case GL_BLUE_BITS:
1703 case GL_ALPHA_BITS:
1704 case GL_DEPTH_BITS:
1705 case GL_STENCIL_BITS:
1706 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1707 case GL_CULL_FACE_MODE:
1708 case GL_FRONT_FACE:
1709 case GL_ACTIVE_TEXTURE:
1710 case GL_STENCIL_FUNC:
1711 case GL_STENCIL_VALUE_MASK:
1712 case GL_STENCIL_REF:
1713 case GL_STENCIL_FAIL:
1714 case GL_STENCIL_PASS_DEPTH_FAIL:
1715 case GL_STENCIL_PASS_DEPTH_PASS:
1716 case GL_STENCIL_BACK_FUNC:
1717 case GL_STENCIL_BACK_VALUE_MASK:
1718 case GL_STENCIL_BACK_REF:
1719 case GL_STENCIL_BACK_FAIL:
1720 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1721 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1722 case GL_DEPTH_FUNC:
1723 case GL_BLEND_SRC_RGB:
1724 case GL_BLEND_SRC_ALPHA:
1725 case GL_BLEND_DST_RGB:
1726 case GL_BLEND_DST_ALPHA:
1727 case GL_BLEND_EQUATION_RGB:
1728 case GL_BLEND_EQUATION_ALPHA:
1729 case GL_STENCIL_WRITEMASK:
1730 case GL_STENCIL_BACK_WRITEMASK:
1731 case GL_STENCIL_CLEAR_VALUE:
1732 case GL_SUBPIXEL_BITS:
1733 case GL_MAX_TEXTURE_SIZE:
1734 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1735 case GL_SAMPLE_BUFFERS:
1736 case GL_SAMPLES:
1737 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1738 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1739 case GL_TEXTURE_BINDING_2D:
1740 case GL_TEXTURE_BINDING_CUBE_MAP:
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001741 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001742 {
1743 *type = GL_INT;
1744 *numParams = 1;
1745 }
1746 break;
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001747 case GL_MAX_SAMPLES_ANGLE:
1748 {
1749 if (getMaxSupportedSamples() != 0)
1750 {
1751 *type = GL_INT;
1752 *numParams = 1;
1753 }
1754 else
1755 {
1756 return false;
1757 }
1758 }
1759 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001760 case GL_MAX_VIEWPORT_DIMS:
1761 {
1762 *type = GL_INT;
1763 *numParams = 2;
1764 }
1765 break;
1766 case GL_VIEWPORT:
1767 case GL_SCISSOR_BOX:
1768 {
1769 *type = GL_INT;
1770 *numParams = 4;
1771 }
1772 break;
1773 case GL_SHADER_COMPILER:
1774 case GL_SAMPLE_COVERAGE_INVERT:
1775 case GL_DEPTH_WRITEMASK:
daniel@transgaming.com79f66772010-04-13 03:26:09 +00001776 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1777 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1778 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1779 case GL_SAMPLE_COVERAGE:
1780 case GL_SCISSOR_TEST:
1781 case GL_STENCIL_TEST:
1782 case GL_DEPTH_TEST:
1783 case GL_BLEND:
1784 case GL_DITHER:
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001785 case GL_CONTEXT_ROBUST_ACCESS_EXT:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001786 {
1787 *type = GL_BOOL;
1788 *numParams = 1;
1789 }
1790 break;
1791 case GL_COLOR_WRITEMASK:
1792 {
1793 *type = GL_BOOL;
1794 *numParams = 4;
1795 }
1796 break;
1797 case GL_POLYGON_OFFSET_FACTOR:
1798 case GL_POLYGON_OFFSET_UNITS:
1799 case GL_SAMPLE_COVERAGE_VALUE:
1800 case GL_DEPTH_CLEAR_VALUE:
1801 case GL_LINE_WIDTH:
1802 {
1803 *type = GL_FLOAT;
1804 *numParams = 1;
1805 }
1806 break;
1807 case GL_ALIASED_LINE_WIDTH_RANGE:
1808 case GL_ALIASED_POINT_SIZE_RANGE:
1809 case GL_DEPTH_RANGE:
1810 {
1811 *type = GL_FLOAT;
1812 *numParams = 2;
1813 }
1814 break;
1815 case GL_COLOR_CLEAR_VALUE:
daniel@transgaming.comc1641352010-04-26 15:33:36 +00001816 case GL_BLEND_COLOR:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001817 {
1818 *type = GL_FLOAT;
1819 *numParams = 4;
1820 }
1821 break;
1822 default:
1823 return false;
1824 }
1825
1826 return true;
1827}
1828
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001829// Applies the render target surface, depth stencil surface, viewport rectangle and
1830// scissor rectangle to the Direct3D 9 device
1831bool Context::applyRenderTarget(bool ignoreViewport)
1832{
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001833 Framebuffer *framebufferObject = getDrawFramebuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001834
1835 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1836 {
daniel@transgaming.comb5a3a6b2011-03-21 16:38:46 +00001837 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001838 }
1839
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001840 bool renderTargetChanged = false;
daniel@transgaming.com092bd482010-05-12 03:39:36 +00001841 unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
1842 if (renderTargetSerial != mAppliedRenderTargetSerial)
1843 {
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001844 IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00001845 if (!renderTarget)
1846 {
1847 return false; // Context must be lost
1848 }
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001849 mDevice->SetRenderTarget(0, renderTarget);
daniel@transgaming.com092bd482010-05-12 03:39:36 +00001850 mAppliedRenderTargetSerial = renderTargetSerial;
daniel@transgaming.combc3699d2010-08-05 14:48:49 +00001851 mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001852 renderTargetChanged = true;
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001853 renderTarget->Release();
daniel@transgaming.com092bd482010-05-12 03:39:36 +00001854 }
1855
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001856 IDirect3DSurface9 *depthStencil = NULL;
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00001857 unsigned int depthbufferSerial = 0;
1858 unsigned int stencilbufferSerial = 0;
1859 if (framebufferObject->getDepthbufferType() != GL_NONE)
1860 {
1861 depthStencil = framebufferObject->getDepthbuffer()->getDepthStencil();
apatrick@chromium.orgb2bdd062010-10-05 02:24:30 +00001862 if (!depthStencil)
1863 {
1864 ERR("Depth stencil pointer unexpectedly null.");
1865 return false;
1866 }
1867
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00001868 depthbufferSerial = framebufferObject->getDepthbuffer()->getSerial();
1869 }
1870 else if (framebufferObject->getStencilbufferType() != GL_NONE)
1871 {
1872 depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.orgb2bdd062010-10-05 02:24:30 +00001873 if (!depthStencil)
1874 {
1875 ERR("Depth stencil pointer unexpectedly null.");
1876 return false;
1877 }
1878
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00001879 stencilbufferSerial = framebufferObject->getStencilbuffer()->getSerial();
1880 }
1881
1882 if (depthbufferSerial != mAppliedDepthbufferSerial ||
apatrick@chromium.org85dc42b2010-09-14 03:10:08 +00001883 stencilbufferSerial != mAppliedStencilbufferSerial ||
vangelis@chromium.orgcf66ebb2010-09-14 22:15:43 +00001884 !mDepthStencilInitialized)
daniel@transgaming.com339ae702010-05-12 03:40:20 +00001885 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001886 mDevice->SetDepthStencilSurface(depthStencil);
daniel@transgaming.com339ae702010-05-12 03:40:20 +00001887 mAppliedDepthbufferSerial = depthbufferSerial;
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00001888 mAppliedStencilbufferSerial = stencilbufferSerial;
vangelis@chromium.orgcf66ebb2010-09-14 22:15:43 +00001889 mDepthStencilInitialized = true;
daniel@transgaming.com339ae702010-05-12 03:40:20 +00001890 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001891
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001892 if (!mRenderTargetDescInitialized || renderTargetChanged)
1893 {
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001894 IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00001895 if (!renderTarget)
1896 {
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001897 return false; // Context must be lost
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00001898 }
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001899 renderTarget->GetDesc(&mRenderTargetDesc);
1900 mRenderTargetDescInitialized = true;
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001901 renderTarget->Release();
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001902 }
1903
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001904 D3DVIEWPORT9 viewport;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001905
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001906 float zNear = clamp01(mState.zNear);
1907 float zFar = clamp01(mState.zFar);
1908
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001909 if (ignoreViewport)
1910 {
1911 viewport.X = 0;
1912 viewport.Y = 0;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001913 viewport.Width = mRenderTargetDesc.Width;
1914 viewport.Height = mRenderTargetDesc.Height;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001915 viewport.MinZ = 0.0f;
1916 viewport.MaxZ = 1.0f;
1917 }
1918 else
1919 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001920 RECT rect = transformPixelRect(mState.viewportX, mState.viewportY, mState.viewportWidth, mState.viewportHeight, mRenderTargetDesc.Height);
1921 viewport.X = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
1922 viewport.Y = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
1923 viewport.Width = clamp(rect.right - rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
1924 viewport.Height = clamp(rect.bottom - rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001925 viewport.MinZ = zNear;
1926 viewport.MaxZ = zFar;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001927 }
1928
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00001929 if (viewport.Width <= 0 || viewport.Height <= 0)
1930 {
1931 return false; // Nothing to render
1932 }
1933
jbauman@chromium.org241e70d2011-11-03 23:07:05 +00001934 if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001935 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001936 mDevice->SetViewport(&viewport);
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001937 mSetViewport = viewport;
1938 mViewportInitialized = true;
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +00001939 mDxUniformsDirty = true;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001940 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001941
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001942 if (mScissorStateDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001943 {
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001944 if (mState.scissorTest)
1945 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001946 RECT rect = transformPixelRect(mState.scissorX, mState.scissorY, mState.scissorWidth, mState.scissorHeight, mRenderTargetDesc.Height);
1947 rect.left = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
1948 rect.top = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
1949 rect.right = clamp(rect.right, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
1950 rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001951 mDevice->SetScissorRect(&rect);
1952 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001953 }
1954 else
1955 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001956 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001957 }
daniel@transgaming.combc3699d2010-08-05 14:48:49 +00001958
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001959 mScissorStateDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001960 }
1961
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +00001962 if (mState.currentProgram && mDxUniformsDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001963 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001964 Program *programObject = getCurrentProgram();
1965
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001966 GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001967 GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
daniel@transgaming.com31754962010-11-28 02:02:52 +00001968 programObject->setUniform2fv(halfPixelSize, 1, xy);
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001969
daniel@transgaming.comd9a54f92011-12-22 18:32:53 +00001970 // These values are used for computing gl_FragCoord in Program::linkVaryings(). The approach depends on Shader Model 3.0 support.
1971 GLint coord = programObject->getDxCoordLocation();
1972 float h = mSupportsShaderModel3 ? mRenderTargetDesc.Height : mState.viewportHeight / 2.0f;
1973 GLfloat whxy[4] = {mState.viewportWidth / 2.0f, h,
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001974 (float)mState.viewportX + mState.viewportWidth / 2.0f,
1975 (float)mState.viewportY + mState.viewportHeight / 2.0f};
daniel@transgaming.comd9a54f92011-12-22 18:32:53 +00001976 programObject->setUniform4fv(coord, 1, whxy);
daniel@transgaming.com9b5f5442010-03-16 05:43:55 +00001977
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001978 GLint depth = programObject->getDxDepthLocation();
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001979 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
daniel@transgaming.com31754962010-11-28 02:02:52 +00001980 programObject->setUniform2fv(depth, 1, dz);
daniel@transgaming.com9b5f5442010-03-16 05:43:55 +00001981
daniel@transgaming.com31754962010-11-28 02:02:52 +00001982 GLint depthRange = programObject->getDxDepthRangeLocation();
1983 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
1984 programObject->setUniform3fv(depthRange, 1, nearFarDiff);
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +00001985 mDxUniformsDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001986 }
1987
1988 return true;
1989}
1990
1991// 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 +00001992void Context::applyState(GLenum drawMode)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001993{
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001994 Program *programObject = getCurrentProgram();
1995
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001996 Framebuffer *framebufferObject = getDrawFramebuffer();
1997
1998 GLenum adjustedFrontFace = adjustWinding(mState.frontFace);
1999
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002000 GLint frontCCW = programObject->getDxFrontCCWLocation();
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002001 GLint ccw = (adjustedFrontFace == GL_CCW);
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00002002 programObject->setUniform1iv(frontCCW, 1, &ccw);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002003
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002004 GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002005 GLint alwaysFront = !isTriangleMode(drawMode);
2006 programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
2007
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002008 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002009 bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;
2010 // Apparently some ATI cards have a bug where a draw with a zero color
2011 // write mask can cause later draws to have incorrect results. Instead,
2012 // set a nonzero color write mask but modify the blend state so that no
2013 // drawing is done.
2014 // http://code.google.com/p/angleproject/issues/detail?id=169
2015
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002016 if (mCullStateDirty || mFrontFaceDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002017 {
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002018 if (mState.cullFace)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002019 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002020 mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, adjustedFrontFace));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002021 }
2022 else
2023 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002024 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002025 }
2026
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002027 mCullStateDirty = false;
2028 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002029
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002030 if (mDepthStateDirty)
2031 {
daniel@transgaming.com317887f2011-05-11 15:26:12 +00002032 if (mState.depthTest)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002033 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002034 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
2035 mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002036 }
2037 else
2038 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002039 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002040 }
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002041
2042 mDepthStateDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002043 }
2044
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002045 if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
2046 {
2047 mBlendStateDirty = true;
2048 mMaskStateDirty = true;
2049 }
2050
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002051 if (mBlendStateDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002052 {
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002053 if (mState.blend)
daniel@transgaming.com1436e262010-03-17 03:58:56 +00002054 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002055 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002056
2057 if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
2058 mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
2059 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002060 mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002061 }
2062 else
2063 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002064 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002065 unorm<8>(mState.blendColor.alpha),
2066 unorm<8>(mState.blendColor.alpha),
2067 unorm<8>(mState.blendColor.alpha)));
2068 }
2069
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002070 mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
2071 mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
2072 mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002073
2074 if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
2075 mState.destBlendRGB != mState.destBlendAlpha ||
2076 mState.blendEquationRGB != mState.blendEquationAlpha)
2077 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002078 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002079
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002080 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
2081 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
2082 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002083 }
2084 else
2085 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002086 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002087 }
daniel@transgaming.com1436e262010-03-17 03:58:56 +00002088 }
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002089 else
daniel@transgaming.comaede6302010-04-29 03:35:48 +00002090 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002091 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
daniel@transgaming.comaede6302010-04-29 03:35:48 +00002092 }
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002093
2094 mBlendStateDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002095 }
2096
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002097 if (mStencilStateDirty || mFrontFaceDirty)
2098 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002099 if (mState.stencilTest && framebufferObject->hasStencil())
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002100 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002101 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2102 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002103
2104 // FIXME: Unsupported by D3D9
2105 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
2106 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
2107 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
2108 if (mState.stencilWritemask != mState.stencilBackWritemask ||
2109 mState.stencilRef != mState.stencilBackRef ||
2110 mState.stencilMask != mState.stencilBackMask)
2111 {
2112 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
2113 return error(GL_INVALID_OPERATION);
2114 }
2115
daniel@transgaming.comdd7948b2010-06-02 16:12:34 +00002116 // get the maximum size of the stencil ref
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00002117 gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
daniel@transgaming.comdd7948b2010-06-02 16:12:34 +00002118 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2119
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002120 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
2121 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002122 es2dx::ConvertComparison(mState.stencilFunc));
2123
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002124 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2125 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002126
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002127 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002128 es2dx::ConvertStencilOp(mState.stencilFail));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002129 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002130 es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002131 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002132 es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
2133
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002134 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
2135 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002136 es2dx::ConvertComparison(mState.stencilBackFunc));
2137
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002138 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2139 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002140
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002141 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002142 es2dx::ConvertStencilOp(mState.stencilBackFail));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002143 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002144 es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002145 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002146 es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
2147 }
2148 else
2149 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002150 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002151 }
2152
2153 mStencilStateDirty = false;
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002154 mFrontFaceDirty = false;
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002155 }
2156
2157 if (mMaskStateDirty)
2158 {
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002159 int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
2160 mState.colorMaskBlue, mState.colorMaskAlpha);
2161 if (colorMask == 0 && !zeroColorMaskAllowed)
2162 {
2163 // Enable green channel, but set blending so nothing will be drawn.
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002164 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
2165 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002166
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002167 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
2168 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
2169 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002170 }
2171 else
2172 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002173 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002174 }
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002175 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002176
2177 mMaskStateDirty = false;
2178 }
2179
2180 if (mPolygonOffsetStateDirty)
2181 {
2182 if (mState.polygonOffsetFill)
2183 {
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00002184 gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002185 if (depthbuffer)
2186 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002187 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002188 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002189 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002190 }
2191 }
2192 else
2193 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002194 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
2195 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002196 }
2197
2198 mPolygonOffsetStateDirty = false;
2199 }
2200
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002201 if (mSampleStateDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002202 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002203 if (mState.sampleAlphaToCoverage)
daniel@transgaming.coma87bdf52010-04-29 03:38:55 +00002204 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002205 FIXME("Sample alpha to coverage is unimplemented.");
2206 }
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002207
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002208 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002209 if (mState.sampleCoverage)
2210 {
2211 unsigned int mask = 0;
2212 if (mState.sampleCoverageValue != 0)
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002213 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002214 float threshold = 0.5f;
2215
2216 for (int i = 0; i < framebufferObject->getSamples(); ++i)
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002217 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002218 mask <<= 1;
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002219
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002220 if ((i + 1) * mState.sampleCoverageValue >= threshold)
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002221 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002222 threshold += 1.0f;
2223 mask |= 1;
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002224 }
2225 }
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002226 }
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002227
2228 if (mState.sampleCoverageInvert)
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002229 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002230 mask = ~mask;
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002231 }
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002232
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002233 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002234 }
2235 else
2236 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002237 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
daniel@transgaming.coma87bdf52010-04-29 03:38:55 +00002238 }
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002239
2240 mSampleStateDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002241 }
2242
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002243 if (mDitherStateDirty)
2244 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002245 mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002246
2247 mDitherStateDirty = false;
2248 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002249}
2250
daniel@transgaming.com83921382011-01-08 05:46:00 +00002251GLenum Context::applyVertexBuffer(GLint first, GLsizei count)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002252{
daniel@transgaming.combaa74512011-04-13 14:56:47 +00002253 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002254
daniel@transgaming.combaa74512011-04-13 14:56:47 +00002255 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes);
daniel@transgaming.com81655a72010-05-20 19:18:17 +00002256 if (err != GL_NO_ERROR)
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00002257 {
daniel@transgaming.com81655a72010-05-20 19:18:17 +00002258 return err;
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00002259 }
2260
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002261 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, getCurrentProgram());
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002262}
2263
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002264// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00002265GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002266{
daniel@transgaming.com83921382011-01-08 05:46:00 +00002267 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00002268
daniel@transgaming.com81655a72010-05-20 19:18:17 +00002269 if (err == GL_NO_ERROR)
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00002270 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00002271 if (indexInfo->serial != mAppliedIBSerial)
2272 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002273 mDevice->SetIndices(indexInfo->indexBuffer);
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00002274 mAppliedIBSerial = indexInfo->serial;
2275 }
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00002276 }
2277
daniel@transgaming.com81655a72010-05-20 19:18:17 +00002278 return err;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002279}
2280
2281// Applies the shaders and shader constants to the Direct3D 9 device
2282void Context::applyShaders()
2283{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002284 Program *programObject = getCurrentProgram();
daniel@transgaming.coma9eb5da2011-03-21 16:39:16 +00002285 if (programObject->getSerial() != mAppliedProgramSerial)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002286 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00002287 IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
2288 IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
2289
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002290 mDevice->SetPixelShader(pixelShader);
2291 mDevice->SetVertexShader(vertexShader);
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002292 programObject->dirtyAllUniforms();
daniel@transgaming.coma9eb5da2011-03-21 16:39:16 +00002293 mAppliedProgramSerial = programObject->getSerial();
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002294 }
2295
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002296 programObject->applyUniforms();
2297}
2298
2299// Applies the textures and sampler states to the Direct3D 9 device
2300void Context::applyTextures()
2301{
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002302 applyTextures(SAMPLER_PIXEL);
2303
2304 if (mSupportsVertexTexture)
2305 {
2306 applyTextures(SAMPLER_VERTEX);
2307 }
2308}
2309
daniel@transgaming.com9ba680a2011-05-11 15:37:11 +00002310// For each Direct3D 9 sampler of either the pixel or vertex stage,
2311// looks up the corresponding OpenGL texture image unit and texture type,
2312// and sets the texture and its addressing/filtering state (or NULL when inactive).
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002313void Context::applyTextures(SamplerType type)
2314{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002315 Program *programObject = getCurrentProgram();
2316
daniel@transgaming.com9ba680a2011-05-11 15:37:11 +00002317 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00002318 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
2319 int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
jbauman@chromium.orgb6e72222011-10-18 23:01:46 +00002320 int samplerRange = programObject->getUsedSamplerRange(type);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002321
jbauman@chromium.orgb6e72222011-10-18 23:01:46 +00002322 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002323 {
daniel@transgaming.com9ba680a2011-05-11 15:37:11 +00002324 int textureUnit = programObject->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00002325 int d3dSampler = samplerIndex + d3dSamplerOffset;
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002326
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002327 if (textureUnit != -1)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002328 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002329 TextureType textureType = programObject->getSamplerTextureType(type, samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002330
2331 Texture *texture = getSamplerTexture(textureUnit, textureType);
2332
daniel@transgaming.comfbc39522011-11-11 04:10:28 +00002333 if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyParameters() || texture->hasDirtyImages())
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002334 {
daniel@transgaming.com38e76e52011-03-21 16:39:10 +00002335 IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();
2336
2337 if (d3dTexture)
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002338 {
daniel@transgaming.comfbc39522011-11-11 04:10:28 +00002339 if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyParameters())
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002340 {
2341 GLenum wrapS = texture->getWrapS();
2342 GLenum wrapT = texture->getWrapT();
2343 GLenum minFilter = texture->getMinFilter();
2344 GLenum magFilter = texture->getMagFilter();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002345
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002346 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
2347 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002348
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002349 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002350 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
2351 es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002352 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
2353 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002354 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002355
daniel@transgaming.comfbc39522011-11-11 04:10:28 +00002356 if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyImages())
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002357 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002358 mDevice->SetTexture(d3dSampler, d3dTexture);
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002359 }
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002360 }
2361 else
2362 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002363 mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002364 }
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002365
daniel@transgaming.comfbc39522011-11-11 04:10:28 +00002366 appliedTextureSerial[samplerIndex] = texture->getTextureSerial();
daniel@transgaming.com38e76e52011-03-21 16:39:10 +00002367 texture->resetDirty();
2368 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002369 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002370 else
2371 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002372 if (appliedTextureSerial[samplerIndex] != 0)
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002373 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002374 mDevice->SetTexture(d3dSampler, NULL);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002375 appliedTextureSerial[samplerIndex] = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002376 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002377 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002378 }
jbauman@chromium.orgb6e72222011-10-18 23:01:46 +00002379
2380 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2381 {
2382 if (appliedTextureSerial[samplerIndex] != 0)
2383 {
daniel@transgaming.comc5a7b692011-10-26 02:45:44 +00002384 mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);
jbauman@chromium.orgb6e72222011-10-18 23:01:46 +00002385 appliedTextureSerial[samplerIndex] = 0;
2386 }
2387 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002388}
2389
daniel@transgaming.comb7915a52011-11-12 03:14:20 +00002390void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2391 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002392{
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002393 Framebuffer *framebuffer = getReadFramebuffer();
daniel@transgaming.combbc57792010-07-28 19:21:05 +00002394
2395 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2396 {
2397 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2398 }
2399
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00002400 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2401 {
2402 return error(GL_INVALID_OPERATION);
2403 }
2404
daniel@transgaming.comb7915a52011-11-12 03:14:20 +00002405 GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
2406 // sized query sanity check
2407 if (bufSize)
2408 {
2409 int requiredSize = outputPitch * height;
2410 if (requiredSize > *bufSize)
2411 {
2412 return error(GL_INVALID_OPERATION);
2413 }
2414 }
2415
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002416 IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
daniel@transgaming.comd36c6a02010-08-31 12:15:09 +00002417 if (!renderTarget)
2418 {
2419 return; // Context must be lost, return silently
2420 }
2421
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002422 D3DSURFACE_DESC desc;
2423 renderTarget->GetDesc(&desc);
2424
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002425 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2426 {
2427 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.coma5798952011-12-13 17:30:43 +00002428 renderTarget->Release();
daniel@transgaming.com97b12412011-08-09 13:40:28 +00002429 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002430 }
2431
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00002432 HRESULT result;
2433 IDirect3DSurface9 *systemSurface = NULL;
2434 bool directToPixels = getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&
2435 x == 0 && y == 0 && width == desc.Width && height == desc.Height &&
2436 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2437 if (directToPixels)
2438 {
2439 // Use the pixels ptr as a shared handle to write directly into client's memory
2440 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2441 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2442 if (FAILED(result))
2443 {
2444 // Try again without the shared handle
2445 directToPixels = false;
2446 }
2447 }
2448
2449 if (!directToPixels)
2450 {
2451 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2452 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2453 if (FAILED(result))
2454 {
2455 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2456 return error(GL_OUT_OF_MEMORY);
2457 }
2458 }
2459
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002460 result = mDevice->GetRenderTargetData(renderTarget, systemSurface);
apatrick@chromium.orgfebbea82011-12-07 19:10:16 +00002461 renderTarget->Release();
daniel@transgaming.coma5798952011-12-13 17:30:43 +00002462 renderTarget = NULL;
apatrick@chromium.orgfebbea82011-12-07 19:10:16 +00002463
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002464 if (FAILED(result))
2465 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002466 systemSurface->Release();
2467
daniel@transgaming.com6f5c5fc2011-11-09 17:46:39 +00002468 // It turns out that D3D will sometimes produce more error
2469 // codes than those documented.
2470 if (checkDeviceLost(result))
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002471 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6f5c5fc2011-11-09 17:46:39 +00002472 else
2473 {
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002474 UNREACHABLE();
daniel@transgaming.com6f5c5fc2011-11-09 17:46:39 +00002475 return;
apatrick@chromium.org6db8cab2010-07-22 20:39:50 +00002476 }
daniel@transgaming.com6f5c5fc2011-11-09 17:46:39 +00002477
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002478 }
2479
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00002480 if (directToPixels)
2481 {
2482 systemSurface->Release();
2483 return;
2484 }
2485
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002486 D3DLOCKED_RECT lock;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002487 RECT rect = transformPixelRect(x, y, width, height, desc.Height);
2488 rect.left = clamp(rect.left, 0L, static_cast<LONG>(desc.Width));
2489 rect.top = clamp(rect.top, 0L, static_cast<LONG>(desc.Height));
2490 rect.right = clamp(rect.right, 0L, static_cast<LONG>(desc.Width));
2491 rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(desc.Height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002492
2493 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2494
2495 if (FAILED(result))
2496 {
2497 UNREACHABLE();
2498 systemSurface->Release();
2499
2500 return; // No sensible error to generate
2501 }
2502
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002503 unsigned char *dest = (unsigned char*)pixels;
daniel@transgaming.comafb23952010-04-13 03:25:54 +00002504 unsigned short *dest16 = (unsigned short*)pixels;
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00002505
2506 unsigned char *source;
2507 int inputPitch;
2508 if (getPackReverseRowOrder())
2509 {
2510 source = (unsigned char*)lock.pBits;
2511 inputPitch = lock.Pitch;
2512 }
2513 else
2514 {
2515 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2516 inputPitch = -lock.Pitch;
2517 }
daniel@transgaming.com713914b2010-05-04 03:35:17 +00002518
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002519 for (int j = 0; j < rect.bottom - rect.top; j++)
2520 {
daniel@transgaming.coma9198d92010-08-08 04:49:56 +00002521 if (desc.Format == D3DFMT_A8R8G8B8 &&
2522 format == GL_BGRA_EXT &&
2523 type == GL_UNSIGNED_BYTE)
2524 {
2525 // Fast path for EXT_read_format_bgra, given
2526 // an RGBA source buffer. Note that buffers with no
2527 // alpha go through the slow path below.
2528 memcpy(dest + j * outputPitch,
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002529 source + j * inputPitch,
daniel@transgaming.coma9198d92010-08-08 04:49:56 +00002530 (rect.right - rect.left) * 4);
2531 continue;
2532 }
2533
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002534 for (int i = 0; i < rect.right - rect.left; i++)
2535 {
2536 float r;
2537 float g;
2538 float b;
2539 float a;
2540
2541 switch (desc.Format)
2542 {
2543 case D3DFMT_R5G6B5:
2544 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002545 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002546
2547 a = 1.0f;
2548 b = (rgb & 0x001F) * (1.0f / 0x001F);
2549 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2550 r = (rgb & 0xF800) * (1.0f / 0xF800);
2551 }
2552 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002553 case D3DFMT_A1R5G5B5:
2554 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002555 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002556
2557 a = (argb & 0x8000) ? 1.0f : 0.0f;
2558 b = (argb & 0x001F) * (1.0f / 0x001F);
2559 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2560 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2561 }
2562 break;
2563 case D3DFMT_A8R8G8B8:
2564 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002565 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002566
2567 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2568 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2569 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2570 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2571 }
2572 break;
2573 case D3DFMT_X8R8G8B8:
2574 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002575 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002576
2577 a = 1.0f;
2578 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2579 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2580 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2581 }
2582 break;
2583 case D3DFMT_A2R10G10B10:
2584 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002585 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002586
2587 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2588 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2589 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2590 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2591 }
2592 break;
daniel@transgaming.com1297d922010-09-01 15:47:47 +00002593 case D3DFMT_A32B32G32R32F:
2594 {
2595 // float formats in D3D are stored rgba, rather than the other way round
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002596 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2597 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2598 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2599 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
daniel@transgaming.com1297d922010-09-01 15:47:47 +00002600 }
2601 break;
2602 case D3DFMT_A16B16G16R16F:
2603 {
2604 // float formats in D3D are stored rgba, rather than the other way round
2605 float abgr[4];
2606
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002607 D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4);
daniel@transgaming.com1297d922010-09-01 15:47:47 +00002608
2609 a = abgr[3];
2610 b = abgr[2];
2611 g = abgr[1];
2612 r = abgr[0];
2613 }
2614 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002615 default:
2616 UNIMPLEMENTED(); // FIXME
2617 UNREACHABLE();
2618 }
2619
2620 switch (format)
2621 {
2622 case GL_RGBA:
2623 switch (type)
2624 {
2625 case GL_UNSIGNED_BYTE:
daniel@transgaming.com713914b2010-05-04 03:35:17 +00002626 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2627 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2628 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2629 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002630 break;
2631 default: UNREACHABLE();
2632 }
2633 break;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +00002634 case GL_BGRA_EXT:
2635 switch (type)
2636 {
2637 case GL_UNSIGNED_BYTE:
2638 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2639 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2640 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2641 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2642 break;
2643 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2644 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2645 // this type is packed as follows:
2646 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2647 // --------------------------------------------------------------------------------
2648 // | 4th | 3rd | 2nd | 1st component |
2649 // --------------------------------------------------------------------------------
2650 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2651 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2652 ((unsigned short)(15 * a + 0.5f) << 12)|
2653 ((unsigned short)(15 * r + 0.5f) << 8) |
2654 ((unsigned short)(15 * g + 0.5f) << 4) |
2655 ((unsigned short)(15 * b + 0.5f) << 0);
2656 break;
2657 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2658 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2659 // this type is packed as follows:
2660 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2661 // --------------------------------------------------------------------------------
2662 // | 4th | 3rd | 2nd | 1st component |
2663 // --------------------------------------------------------------------------------
2664 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2665 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2666 ((unsigned short)( a + 0.5f) << 15) |
2667 ((unsigned short)(31 * r + 0.5f) << 10) |
2668 ((unsigned short)(31 * g + 0.5f) << 5) |
2669 ((unsigned short)(31 * b + 0.5f) << 0);
2670 break;
2671 default: UNREACHABLE();
2672 }
2673 break;
daniel@transgaming.comafb23952010-04-13 03:25:54 +00002674 case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002675 switch (type)
2676 {
daniel@transgaming.comafb23952010-04-13 03:25:54 +00002677 case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE
daniel@transgaming.com713914b2010-05-04 03:35:17 +00002678 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2679 ((unsigned short)(31 * b + 0.5f) << 0) |
2680 ((unsigned short)(63 * g + 0.5f) << 5) |
2681 ((unsigned short)(31 * r + 0.5f) << 11);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002682 break;
2683 default: UNREACHABLE();
2684 }
2685 break;
2686 default: UNREACHABLE();
2687 }
2688 }
2689 }
2690
2691 systemSurface->UnlockRect();
2692
2693 systemSurface->Release();
2694}
2695
2696void Context::clear(GLbitfield mask)
2697{
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002698 Framebuffer *framebufferObject = getDrawFramebuffer();
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002699
2700 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2701 {
daniel@transgaming.comb5a3a6b2011-03-21 16:38:46 +00002702 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002703 }
2704
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002705 DWORD flags = 0;
2706
2707 if (mask & GL_COLOR_BUFFER_BIT)
2708 {
2709 mask &= ~GL_COLOR_BUFFER_BIT;
daniel@transgaming.comc6f53402010-06-24 13:02:19 +00002710
2711 if (framebufferObject->getColorbufferType() != GL_NONE)
2712 {
2713 flags |= D3DCLEAR_TARGET;
2714 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002715 }
2716
2717 if (mask & GL_DEPTH_BUFFER_BIT)
2718 {
2719 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comc6f53402010-06-24 13:02:19 +00002720 if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002721 {
2722 flags |= D3DCLEAR_ZBUFFER;
2723 }
2724 }
2725
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002726 GLuint stencilUnmasked = 0x0;
2727
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002728 if (mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002729 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002730 mask &= ~GL_STENCIL_BUFFER_BIT;
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002731 if (framebufferObject->getStencilbufferType() != GL_NONE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002732 {
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002733 IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.orgb2bdd062010-10-05 02:24:30 +00002734 if (!depthStencil)
2735 {
2736 ERR("Depth stencil pointer unexpectedly null.");
2737 return;
2738 }
2739
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002740 D3DSURFACE_DESC desc;
2741 depthStencil->GetDesc(&desc);
2742
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00002743 unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002744 stencilUnmasked = (0x1 << stencilSize) - 1;
2745
2746 if (stencilUnmasked != 0x0)
2747 {
2748 flags |= D3DCLEAR_STENCIL;
2749 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002750 }
2751 }
2752
2753 if (mask != 0)
2754 {
2755 return error(GL_INVALID_VALUE);
2756 }
2757
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002758 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2759 {
2760 return;
2761 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002762
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002763 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002764 unorm<8>(mState.colorClearValue.red),
2765 unorm<8>(mState.colorClearValue.green),
2766 unorm<8>(mState.colorClearValue.blue));
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002767 float depth = clamp01(mState.depthClearValue);
2768 int stencil = mState.stencilClearValue & 0x000000FF;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002769
daniel@transgaming.com56397df2011-12-22 19:39:18 +00002770 bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002771
2772 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002773 (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002774 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002775 !(mState.colorMaskRed && mState.colorMaskGreen &&
2776 mState.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002777
2778 if (needMaskedColorClear || needMaskedStencilClear)
2779 {
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002780 // State which is altered in all paths from this point to the clear call is saved.
2781 // State which is altered in only some paths will be flagged dirty in the case that
2782 // that path is taken.
2783 HRESULT hr;
2784 if (mMaskedClearSavedState == NULL)
2785 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002786 hr = mDevice->BeginStateBlock();
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002787 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2788
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002789 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2790 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2791 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2792 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2793 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2794 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2795 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2796 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2797 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2798 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2799 mDevice->SetPixelShader(NULL);
2800 mDevice->SetVertexShader(NULL);
2801 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2802 mDevice->SetStreamSource(0, NULL, 0, 0);
2803 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2804 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2805 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2806 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2807 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2808 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2809 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002810
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002811 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002812 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2813 }
2814
2815 ASSERT(mMaskedClearSavedState != NULL);
2816
2817 if (mMaskedClearSavedState != NULL)
2818 {
2819 hr = mMaskedClearSavedState->Capture();
2820 ASSERT(SUCCEEDED(hr));
2821 }
2822
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002823 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2824 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2825 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2826 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2827 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2828 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2829 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2830 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002831
2832 if (flags & D3DCLEAR_TARGET)
2833 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002834 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002835 }
2836 else
2837 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002838 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002839 }
2840
2841 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2842 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002843 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2844 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2845 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2846 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2847 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
2848 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2849 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2850 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002851 mStencilStateDirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002852 }
2853 else
2854 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002855 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002856 }
2857
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002858 mDevice->SetPixelShader(NULL);
2859 mDevice->SetVertexShader(NULL);
2860 mDevice->SetFVF(D3DFVF_XYZRHW);
2861 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2862 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2863 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2864 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2865 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2866 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2867 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002868
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002869 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2870 quad[0][0] = -0.5f;
daniel@transgaming.com56397df2011-12-22 19:39:18 +00002871 quad[0][1] = mRenderTargetDesc.Height - 0.5f;
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002872 quad[0][2] = 0.0f;
2873 quad[0][3] = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002874
daniel@transgaming.com56397df2011-12-22 19:39:18 +00002875 quad[1][0] = mRenderTargetDesc.Width - 0.5f;
2876 quad[1][1] = mRenderTargetDesc.Height - 0.5f;
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002877 quad[1][2] = 0.0f;
2878 quad[1][3] = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002879
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002880 quad[2][0] = -0.5f;
2881 quad[2][1] = -0.5f;
2882 quad[2][2] = 0.0f;
2883 quad[2][3] = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002884
daniel@transgaming.com56397df2011-12-22 19:39:18 +00002885 quad[3][0] = mRenderTargetDesc.Width - 0.5f;
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002886 quad[3][1] = -0.5f;
2887 quad[3][2] = 0.0f;
2888 quad[3][3] = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002889
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002890 mDisplay->startScene();
2891 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002892
2893 if (flags & D3DCLEAR_ZBUFFER)
2894 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002895 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2896 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2897 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002898 }
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002899
2900 if (mMaskedClearSavedState != NULL)
2901 {
2902 mMaskedClearSavedState->Apply();
2903 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002904 }
daniel@transgaming.com8ede24f2010-05-05 18:47:58 +00002905 else if (flags)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002906 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002907 mDevice->Clear(0, NULL, flags, color, depth, stencil);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002908 }
2909}
2910
2911void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
2912{
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002913 if (!mState.currentProgram)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002914 {
2915 return error(GL_INVALID_OPERATION);
2916 }
2917
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002918 D3DPRIMITIVETYPE primitiveType;
2919 int primitiveCount;
2920
2921 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
2922 return error(GL_INVALID_ENUM);
2923
2924 if (primitiveCount <= 0)
2925 {
2926 return;
2927 }
2928
2929 if (!applyRenderTarget(false))
2930 {
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002931 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002932 }
2933
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002934 applyState(mode);
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00002935
daniel@transgaming.com83921382011-01-08 05:46:00 +00002936 GLenum err = applyVertexBuffer(first, count);
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00002937 if (err != GL_NO_ERROR)
2938 {
2939 return error(err);
2940 }
2941
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002942 applyShaders();
2943 applyTextures();
2944
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002945 if (!getCurrentProgram()->validateSamplers(false))
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002946 {
2947 return error(GL_INVALID_OPERATION);
2948 }
2949
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002950 if (!cullSkipsDraw(mode))
2951 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002952 mDisplay->startScene();
daniel@transgaming.com83921382011-01-08 05:46:00 +00002953
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002954 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00002955
2956 if (mode == GL_LINE_LOOP) // Draw the last segment separately
2957 {
daniel@transgaming.com102ca742011-11-24 22:34:14 +00002958 drawClosingLine(0, count - 1, 0);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00002959 }
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002960 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002961}
2962
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00002963void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002964{
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002965 if (!mState.currentProgram)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002966 {
2967 return error(GL_INVALID_OPERATION);
2968 }
2969
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002970 if (!indices && !mState.elementArrayBuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002971 {
2972 return error(GL_INVALID_OPERATION);
2973 }
2974
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002975 D3DPRIMITIVETYPE primitiveType;
2976 int primitiveCount;
2977
2978 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
2979 return error(GL_INVALID_ENUM);
2980
2981 if (primitiveCount <= 0)
2982 {
2983 return;
2984 }
2985
2986 if (!applyRenderTarget(false))
2987 {
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002988 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002989 }
2990
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002991 applyState(mode);
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00002992
2993 TranslatedIndexData indexInfo;
2994 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2995 if (err != GL_NO_ERROR)
2996 {
2997 return error(err);
2998 }
2999
daniel@transgaming.com83921382011-01-08 05:46:00 +00003000 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3001 err = applyVertexBuffer(indexInfo.minIndex, vertexCount);
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00003002 if (err != GL_NO_ERROR)
3003 {
3004 return error(err);
3005 }
3006
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003007 applyShaders();
3008 applyTextures();
3009
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00003010 if (!getCurrentProgram()->validateSamplers(false))
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00003011 {
3012 return error(GL_INVALID_OPERATION);
3013 }
3014
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003015 if (!cullSkipsDraw(mode))
3016 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003017 mDisplay->startScene();
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003018
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003019 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003020
3021 if (mode == GL_LINE_LOOP) // Draw the last segment separately
3022 {
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003023 drawClosingLine(count, type, indices, indexInfo.minIndex);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003024 }
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003025 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003026}
3027
daniel@transgaming.com0d86aa72011-10-26 02:35:10 +00003028// Implements glFlush when block is false, glFinish when block is true
3029void Context::sync(bool block)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003030{
apatrick@chromium.orga5ddde92012-01-10 23:00:07 +00003031 mDisplay->sync(block);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003032}
3033
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003034void Context::drawClosingLine(unsigned int first, unsigned int last, int minIndex)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003035{
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003036 IDirect3DIndexBuffer9 *indexBuffer = NULL;
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003037 bool succeeded = false;
3038 UINT offset;
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003039
3040 if (supports32bitIndices())
3041 {
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003042 const int spaceNeeded = 2 * sizeof(unsigned int);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003043
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003044 if (!mClosingIB)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003045 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003046 mClosingIB = new StreamingIndexBuffer(mDevice, CLOSING_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003047 }
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003048
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003049 mClosingIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
3050
3051 unsigned int *data = static_cast<unsigned int*>(mClosingIB->map(spaceNeeded, &offset));
3052 if (data)
3053 {
3054 data[0] = last;
3055 data[1] = first;
3056 mClosingIB->unmap();
3057 offset /= 4;
3058 succeeded = true;
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003059 }
3060 }
3061 else
3062 {
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003063 const int spaceNeeded = 2 * sizeof(unsigned short);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003064
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003065 if (!mClosingIB)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003066 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003067 mClosingIB = new StreamingIndexBuffer(mDevice, CLOSING_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003068 }
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003069
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003070 mClosingIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
3071
3072 unsigned short *data = static_cast<unsigned short*>(mClosingIB->map(spaceNeeded, &offset));
3073 if (data)
3074 {
3075 data[0] = last;
3076 data[1] = first;
3077 mClosingIB->unmap();
3078 offset /= 2;
3079 succeeded = true;
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003080 }
3081 }
3082
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003083 if (succeeded)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003084 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003085 mDevice->SetIndices(mClosingIB->getBuffer());
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00003086 mAppliedIBSerial = mClosingIB->getSerial();
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003087
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003088 mDevice->DrawIndexedPrimitive(D3DPT_LINELIST, -minIndex, minIndex, last, offset, 1);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003089 }
3090 else
3091 {
3092 ERR("Could not create an index buffer for closing a line loop.");
3093 error(GL_OUT_OF_MEMORY);
3094 }
3095}
3096
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003097void Context::drawClosingLine(GLsizei count, GLenum type, const void *indices, int minIndex)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003098{
3099 unsigned int first = 0;
3100 unsigned int last = 0;
3101
3102 if (mState.elementArrayBuffer.get())
3103 {
3104 Buffer *indexBuffer = mState.elementArrayBuffer.get();
3105 intptr_t offset = reinterpret_cast<intptr_t>(indices);
3106 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
3107 }
3108
3109 switch (type)
3110 {
3111 case GL_UNSIGNED_BYTE:
3112 first = static_cast<const GLubyte*>(indices)[0];
3113 last = static_cast<const GLubyte*>(indices)[count - 1];
3114 break;
3115 case GL_UNSIGNED_SHORT:
3116 first = static_cast<const GLushort*>(indices)[0];
3117 last = static_cast<const GLushort*>(indices)[count - 1];
3118 break;
3119 case GL_UNSIGNED_INT:
3120 first = static_cast<const GLuint*>(indices)[0];
3121 last = static_cast<const GLuint*>(indices)[count - 1];
3122 break;
3123 default: UNREACHABLE();
3124 }
3125
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003126 drawClosingLine(first, last, minIndex);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003127}
3128
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003129void Context::recordInvalidEnum()
3130{
3131 mInvalidEnum = true;
3132}
3133
3134void Context::recordInvalidValue()
3135{
3136 mInvalidValue = true;
3137}
3138
3139void Context::recordInvalidOperation()
3140{
3141 mInvalidOperation = true;
3142}
3143
3144void Context::recordOutOfMemory()
3145{
3146 mOutOfMemory = true;
3147}
3148
3149void Context::recordInvalidFramebufferOperation()
3150{
3151 mInvalidFramebufferOperation = true;
3152}
3153
3154// Get one of the recorded errors and clear its flag, if any.
3155// [OpenGL ES 2.0.24] section 2.5 page 13.
3156GLenum Context::getError()
3157{
3158 if (mInvalidEnum)
3159 {
3160 mInvalidEnum = false;
3161
3162 return GL_INVALID_ENUM;
3163 }
3164
3165 if (mInvalidValue)
3166 {
3167 mInvalidValue = false;
3168
3169 return GL_INVALID_VALUE;
3170 }
3171
3172 if (mInvalidOperation)
3173 {
3174 mInvalidOperation = false;
3175
3176 return GL_INVALID_OPERATION;
3177 }
3178
3179 if (mOutOfMemory)
3180 {
3181 mOutOfMemory = false;
3182
3183 return GL_OUT_OF_MEMORY;
3184 }
3185
3186 if (mInvalidFramebufferOperation)
3187 {
3188 mInvalidFramebufferOperation = false;
3189
3190 return GL_INVALID_FRAMEBUFFER_OPERATION;
3191 }
3192
3193 return GL_NO_ERROR;
3194}
3195
daniel@transgaming.com17f548c2011-11-09 17:47:02 +00003196GLenum Context::getResetStatus()
3197{
3198 if (mResetStatus == GL_NO_ERROR)
3199 {
3200 bool lost = mDisplay->testDeviceLost();
3201
3202 if (lost)
3203 {
3204 mDisplay->notifyDeviceLost(); // Sets mResetStatus
3205 }
3206 }
3207
3208 GLenum status = mResetStatus;
3209
3210 if (mResetStatus != GL_NO_ERROR)
3211 {
3212 if (mDisplay->testDeviceResettable())
3213 {
3214 mResetStatus = GL_NO_ERROR;
3215 }
3216 }
3217
3218 return status;
3219}
3220
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00003221bool Context::isResetNotificationEnabled()
3222{
3223 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
3224}
3225
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00003226bool Context::supportsShaderModel3() const
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00003227{
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00003228 return mSupportsShaderModel3;
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00003229}
3230
daniel@transgaming.com396c6432010-11-26 16:26:12 +00003231int Context::getMaximumVaryingVectors() const
3232{
3233 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
3234}
3235
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00003236unsigned int Context::getMaximumVertexTextureImageUnits() const
daniel@transgaming.comaf29cac2011-05-11 15:36:31 +00003237{
3238 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
3239}
3240
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00003241unsigned int Context::getMaximumCombinedTextureImageUnits() const
daniel@transgaming.comaf29cac2011-05-11 15:36:31 +00003242{
3243 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
3244}
3245
daniel@transgaming.com458da142010-11-28 02:03:02 +00003246int Context::getMaximumFragmentUniformVectors() const
3247{
3248 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
3249}
3250
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003251int Context::getMaxSupportedSamples() const
3252{
3253 return mMaxSupportedSamples;
3254}
3255
3256int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const
3257{
3258 if (requested == 0)
3259 {
3260 return requested;
3261 }
3262
3263 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
3264 if (itr == mMultiSampleSupport.end())
3265 {
3266 return -1;
3267 }
3268
3269 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
3270 {
3271 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
3272 {
3273 return i;
3274 }
3275 }
3276
3277 return -1;
3278}
3279
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003280bool Context::supportsEventQueries() const
3281{
3282 return mSupportsEventQueries;
3283}
3284
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00003285bool Context::supportsOcclusionQueries() const
3286{
3287 return mSupportsOcclusionQueries;
3288}
3289
gman@chromium.org50c526d2011-08-10 05:19:44 +00003290bool Context::supportsDXT1Textures() const
daniel@transgaming.com01868132010-08-24 19:21:17 +00003291{
gman@chromium.org50c526d2011-08-10 05:19:44 +00003292 return mSupportsDXT1Textures;
3293}
3294
3295bool Context::supportsDXT3Textures() const
3296{
3297 return mSupportsDXT3Textures;
3298}
3299
3300bool Context::supportsDXT5Textures() const
3301{
3302 return mSupportsDXT5Textures;
daniel@transgaming.com01868132010-08-24 19:21:17 +00003303}
3304
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003305bool Context::supportsFloat32Textures() const
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003306{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003307 return mSupportsFloat32Textures;
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003308}
3309
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003310bool Context::supportsFloat32LinearFilter() const
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003311{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003312 return mSupportsFloat32LinearFilter;
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003313}
3314
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003315bool Context::supportsFloat32RenderableTextures() const
daniel@transgaming.com1297d922010-09-01 15:47:47 +00003316{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003317 return mSupportsFloat32RenderableTextures;
daniel@transgaming.com1297d922010-09-01 15:47:47 +00003318}
3319
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003320bool Context::supportsFloat16Textures() const
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003321{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003322 return mSupportsFloat16Textures;
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003323}
3324
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003325bool Context::supportsFloat16LinearFilter() const
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003326{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003327 return mSupportsFloat16LinearFilter;
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003328}
3329
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003330bool Context::supportsFloat16RenderableTextures() const
daniel@transgaming.com1297d922010-09-01 15:47:47 +00003331{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003332 return mSupportsFloat16RenderableTextures;
daniel@transgaming.com1297d922010-09-01 15:47:47 +00003333}
3334
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00003335int Context::getMaximumRenderbufferDimension() const
3336{
3337 return mMaxRenderbufferDimension;
3338}
3339
3340int Context::getMaximumTextureDimension() const
3341{
3342 return mMaxTextureDimension;
3343}
3344
3345int Context::getMaximumCubeTextureDimension() const
3346{
3347 return mMaxCubeTextureDimension;
3348}
3349
3350int Context::getMaximumTextureLevel() const
3351{
3352 return mMaxTextureLevel;
3353}
3354
daniel@transgaming.comed828e52010-10-15 17:57:30 +00003355bool Context::supportsLuminanceTextures() const
3356{
3357 return mSupportsLuminanceTextures;
3358}
3359
3360bool Context::supportsLuminanceAlphaTextures() const
3361{
3362 return mSupportsLuminanceAlphaTextures;
3363}
3364
daniel@transgaming.com83921382011-01-08 05:46:00 +00003365bool Context::supports32bitIndices() const
3366{
3367 return mSupports32bitIndices;
3368}
3369
daniel@transgaming.com4f9ef0d2011-05-30 23:51:19 +00003370bool Context::supportsNonPower2Texture() const
3371{
3372 return mSupportsNonPower2Texture;
3373}
3374
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003375void Context::detachBuffer(GLuint buffer)
3376{
3377 // [OpenGL ES 2.0.24] section 2.9 page 22:
3378 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3379 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3380
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003381 if (mState.arrayBuffer.id() == buffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003382 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003383 mState.arrayBuffer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003384 }
3385
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003386 if (mState.elementArrayBuffer.id() == buffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003387 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003388 mState.elementArrayBuffer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003389 }
3390
3391 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3392 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003393 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003394 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003395 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003396 }
3397 }
3398}
3399
3400void Context::detachTexture(GLuint texture)
3401{
3402 // [OpenGL ES 2.0.24] section 3.8 page 84:
3403 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3404 // rebound to texture object zero
3405
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003406 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003407 {
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +00003408 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003409 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003410 if (mState.samplerTexture[type][sampler].id() == texture)
daniel@transgaming.com416485f2010-03-16 06:23:23 +00003411 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003412 mState.samplerTexture[type][sampler].set(NULL);
daniel@transgaming.com416485f2010-03-16 06:23:23 +00003413 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003414 }
3415 }
3416
3417 // [OpenGL ES 2.0.24] section 4.4 page 112:
3418 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3419 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3420 // image was attached in the currently bound framebuffer.
3421
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003422 Framebuffer *readFramebuffer = getReadFramebuffer();
3423 Framebuffer *drawFramebuffer = getDrawFramebuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003424
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003425 if (readFramebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003426 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003427 readFramebuffer->detachTexture(texture);
3428 }
3429
3430 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3431 {
3432 drawFramebuffer->detachTexture(texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003433 }
3434}
3435
3436void Context::detachFramebuffer(GLuint framebuffer)
3437{
3438 // [OpenGL ES 2.0.24] section 4.4 page 107:
3439 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3440 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3441
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00003442 if (mState.readFramebuffer == framebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003443 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003444 bindReadFramebuffer(0);
3445 }
3446
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00003447 if (mState.drawFramebuffer == framebuffer)
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003448 {
3449 bindDrawFramebuffer(0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003450 }
3451}
3452
3453void Context::detachRenderbuffer(GLuint renderbuffer)
3454{
3455 // [OpenGL ES 2.0.24] section 4.4 page 109:
3456 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3457 // had been executed with the target RENDERBUFFER and name of zero.
3458
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003459 if (mState.renderbuffer.id() == renderbuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003460 {
3461 bindRenderbuffer(0);
3462 }
3463
3464 // [OpenGL ES 2.0.24] section 4.4 page 111:
3465 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3466 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3467 // point to which this image was attached in the currently bound framebuffer.
3468
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003469 Framebuffer *readFramebuffer = getReadFramebuffer();
3470 Framebuffer *drawFramebuffer = getDrawFramebuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003471
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003472 if (readFramebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003473 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003474 readFramebuffer->detachRenderbuffer(renderbuffer);
3475 }
3476
3477 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3478 {
3479 drawFramebuffer->detachRenderbuffer(renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003480 }
3481}
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003482
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003483Texture *Context::getIncompleteTexture(TextureType type)
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003484{
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +00003485 Texture *t = mIncompleteTextures[type].get();
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003486
3487 if (t == NULL)
3488 {
3489 static const GLubyte color[] = { 0, 0, 0, 255 };
3490
3491 switch (type)
3492 {
3493 default:
3494 UNREACHABLE();
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003495 // default falls through to TEXTURE_2D
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003496
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003497 case TEXTURE_2D:
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003498 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003499 Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);
daniel@transgaming.com8a0a2db2011-03-21 16:38:20 +00003500 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003501 t = incomplete2d;
3502 }
3503 break;
3504
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003505 case TEXTURE_CUBE:
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003506 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003507 TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003508
daniel@transgaming.com8a0a2db2011-03-21 16:38:20 +00003509 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3510 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3511 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3512 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3513 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3514 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003515
3516 t = incompleteCube;
3517 }
3518 break;
3519 }
3520
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +00003521 mIncompleteTextures[type].set(t);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003522 }
3523
3524 return t;
3525}
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003526
daniel@transgaming.com5af64272010-04-15 20:45:12 +00003527bool Context::cullSkipsDraw(GLenum drawMode)
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003528{
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003529 return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003530}
3531
daniel@transgaming.com5af64272010-04-15 20:45:12 +00003532bool Context::isTriangleMode(GLenum drawMode)
3533{
3534 switch (drawMode)
3535 {
3536 case GL_TRIANGLES:
3537 case GL_TRIANGLE_FAN:
3538 case GL_TRIANGLE_STRIP:
3539 return true;
3540 case GL_POINTS:
3541 case GL_LINES:
3542 case GL_LINE_LOOP:
3543 case GL_LINE_STRIP:
3544 return false;
3545 default: UNREACHABLE();
3546 }
3547
3548 return false;
3549}
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00003550
3551void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3552{
3553 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3554
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003555 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3556 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3557 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3558 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00003559
daniel@transgaming.com83921382011-01-08 05:46:00 +00003560 mVertexDataManager->dirtyCurrentValue(index);
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00003561}
3562
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003563// keep list sorted in following order
3564// OES extensions
3565// EXT extensions
3566// Vendor extensions
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003567void Context::initExtensionString()
3568{
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003569 mExtensionString = "";
3570
3571 // OES extensions
3572 if (supports32bitIndices())
3573 {
3574 mExtensionString += "GL_OES_element_index_uint ";
3575 }
3576
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00003577 mExtensionString += "GL_OES_packed_depth_stencil ";
daniel@transgaming.comd36c2972010-08-24 19:21:07 +00003578 mExtensionString += "GL_OES_rgb8_rgba8 ";
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00003579 mExtensionString += "GL_OES_standard_derivatives ";
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00003580
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003581 if (supportsFloat16Textures())
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003582 {
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003583 mExtensionString += "GL_OES_texture_half_float ";
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003584 }
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003585 if (supportsFloat16LinearFilter())
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003586 {
3587 mExtensionString += "GL_OES_texture_half_float_linear ";
3588 }
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003589 if (supportsFloat32Textures())
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003590 {
3591 mExtensionString += "GL_OES_texture_float ";
3592 }
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003593 if (supportsFloat32LinearFilter())
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003594 {
3595 mExtensionString += "GL_OES_texture_float_linear ";
3596 }
3597
3598 if (supportsNonPower2Texture())
3599 {
3600 mExtensionString += "GL_OES_texture_npot ";
3601 }
3602
3603 // Multi-vendor (EXT) extensions
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00003604 if (supportsOcclusionQueries())
3605 {
3606 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3607 }
3608
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003609 mExtensionString += "GL_EXT_read_format_bgra ";
daniel@transgaming.com8747f182011-11-09 17:50:38 +00003610 mExtensionString += "GL_EXT_robustness ";
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003611
gman@chromium.org50c526d2011-08-10 05:19:44 +00003612 if (supportsDXT1Textures())
daniel@transgaming.com01868132010-08-24 19:21:17 +00003613 {
3614 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3615 }
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00003616
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003617 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
daniel@transgaming.comdf363722011-12-16 23:29:53 +00003618 mExtensionString += "GL_EXT_texture_storage ";
gman@chromium.org50c526d2011-08-10 05:19:44 +00003619
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003620 // ANGLE-specific extensions
3621 mExtensionString += "GL_ANGLE_framebuffer_blit ";
daniel@transgaming.com3ea20e72010-08-24 19:20:58 +00003622 if (getMaxSupportedSamples() != 0)
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003623 {
3624 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3625 }
3626
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00003627 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3628
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003629 if (supportsDXT3Textures())
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003630 {
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003631 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3632 }
3633 if (supportsDXT5Textures())
3634 {
3635 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003636 }
daniel@transgaming.com97412f72011-11-11 04:19:07 +00003637
3638 mExtensionString += "GL_ANGLE_texture_usage ";
zmo@google.coma574f782011-10-03 21:45:23 +00003639 mExtensionString += "GL_ANGLE_translated_shader_source ";
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003640
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003641 // Other vendor-specific extensions
3642 if (supportsEventQueries())
daniel@transgaming.com4f9ef0d2011-05-30 23:51:19 +00003643 {
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003644 mExtensionString += "GL_NV_fence ";
daniel@transgaming.com4f9ef0d2011-05-30 23:51:19 +00003645 }
3646
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003647 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3648 if (end != std::string::npos)
3649 {
3650 mExtensionString.resize(end+1);
3651 }
3652}
3653
3654const char *Context::getExtensionString() const
3655{
3656 return mExtensionString.c_str();
3657}
3658
daniel@transgaming.comc23ff642011-08-16 20:28:45 +00003659void Context::initRendererString()
3660{
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003661 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
daniel@transgaming.comc23ff642011-08-16 20:28:45 +00003662
3663 mRendererString = "ANGLE (";
3664 mRendererString += identifier->Description;
3665 mRendererString += ")";
3666}
3667
3668const char *Context::getRendererString() const
3669{
3670 return mRendererString.c_str();
3671}
3672
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003673void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3674 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3675 GLbitfield mask)
3676{
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003677 Framebuffer *readFramebuffer = getReadFramebuffer();
3678 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3679
3680 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3681 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3682 {
3683 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3684 }
3685
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003686 if (drawFramebuffer->getSamples() != 0)
3687 {
3688 return error(GL_INVALID_OPERATION);
3689 }
3690
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00003691 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3692 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3693 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3694 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3695
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003696 RECT sourceRect;
3697 RECT destRect;
3698
3699 if (srcX0 < srcX1)
3700 {
3701 sourceRect.left = srcX0;
3702 sourceRect.right = srcX1;
3703 destRect.left = dstX0;
3704 destRect.right = dstX1;
3705 }
3706 else
3707 {
3708 sourceRect.left = srcX1;
3709 destRect.left = dstX1;
3710 sourceRect.right = srcX0;
3711 destRect.right = dstX0;
3712 }
3713
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003714 if (srcY0 < srcY1)
3715 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00003716 sourceRect.top = readBufferHeight - srcY1;
3717 destRect.top = drawBufferHeight - dstY1;
3718 sourceRect.bottom = readBufferHeight - srcY0;
3719 destRect.bottom = drawBufferHeight - dstY0;
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003720 }
3721 else
3722 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00003723 sourceRect.top = readBufferHeight - srcY0;
3724 destRect.top = drawBufferHeight - dstY0;
3725 sourceRect.bottom = readBufferHeight - srcY1;
3726 destRect.bottom = drawBufferHeight - dstY1;
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003727 }
3728
3729 RECT sourceScissoredRect = sourceRect;
3730 RECT destScissoredRect = destRect;
3731
3732 if (mState.scissorTest)
3733 {
3734 // Only write to parts of the destination framebuffer which pass the scissor test
3735 // Please note: the destRect is now in D3D-style coordinates, so the *top* of the
3736 // rect will be checked against scissorY, rather than the bottom.
3737 if (destRect.left < mState.scissorX)
3738 {
3739 int xDiff = mState.scissorX - destRect.left;
3740 destScissoredRect.left = mState.scissorX;
3741 sourceScissoredRect.left += xDiff;
3742 }
3743
3744 if (destRect.right > mState.scissorX + mState.scissorWidth)
3745 {
3746 int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
3747 destScissoredRect.right = mState.scissorX + mState.scissorWidth;
3748 sourceScissoredRect.right -= xDiff;
3749 }
3750
3751 if (destRect.top < mState.scissorY)
3752 {
3753 int yDiff = mState.scissorY - destRect.top;
3754 destScissoredRect.top = mState.scissorY;
3755 sourceScissoredRect.top += yDiff;
3756 }
3757
3758 if (destRect.bottom > mState.scissorY + mState.scissorHeight)
3759 {
3760 int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
3761 destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
3762 sourceScissoredRect.bottom -= yDiff;
3763 }
3764 }
3765
3766 bool blitRenderTarget = false;
3767 bool blitDepthStencil = false;
3768
3769 RECT sourceTrimmedRect = sourceScissoredRect;
3770 RECT destTrimmedRect = destScissoredRect;
3771
3772 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3773 // the actual draw and read surfaces.
3774 if (sourceTrimmedRect.left < 0)
3775 {
3776 int xDiff = 0 - sourceTrimmedRect.left;
3777 sourceTrimmedRect.left = 0;
3778 destTrimmedRect.left += xDiff;
3779 }
3780
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003781 if (sourceTrimmedRect.right > readBufferWidth)
3782 {
3783 int xDiff = sourceTrimmedRect.right - readBufferWidth;
3784 sourceTrimmedRect.right = readBufferWidth;
3785 destTrimmedRect.right -= xDiff;
3786 }
3787
3788 if (sourceTrimmedRect.top < 0)
3789 {
3790 int yDiff = 0 - sourceTrimmedRect.top;
3791 sourceTrimmedRect.top = 0;
3792 destTrimmedRect.top += yDiff;
3793 }
3794
3795 if (sourceTrimmedRect.bottom > readBufferHeight)
3796 {
3797 int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
3798 sourceTrimmedRect.bottom = readBufferHeight;
3799 destTrimmedRect.bottom -= yDiff;
3800 }
3801
3802 if (destTrimmedRect.left < 0)
3803 {
3804 int xDiff = 0 - destTrimmedRect.left;
3805 destTrimmedRect.left = 0;
3806 sourceTrimmedRect.left += xDiff;
3807 }
3808
3809 if (destTrimmedRect.right > drawBufferWidth)
3810 {
3811 int xDiff = destTrimmedRect.right - drawBufferWidth;
3812 destTrimmedRect.right = drawBufferWidth;
3813 sourceTrimmedRect.right -= xDiff;
3814 }
3815
3816 if (destTrimmedRect.top < 0)
3817 {
3818 int yDiff = 0 - destTrimmedRect.top;
3819 destTrimmedRect.top = 0;
3820 sourceTrimmedRect.top += yDiff;
3821 }
3822
3823 if (destTrimmedRect.bottom > drawBufferHeight)
3824 {
3825 int yDiff = destTrimmedRect.bottom - drawBufferHeight;
3826 destTrimmedRect.bottom = drawBufferHeight;
3827 sourceTrimmedRect.bottom -= yDiff;
3828 }
3829
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003830 bool partialBufferCopy = false;
daniel@transgaming.com3aba7332011-01-14 15:08:35 +00003831 if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
3832 sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth ||
3833 destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
3834 destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003835 sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
3836 {
3837 partialBufferCopy = true;
3838 }
3839
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003840 if (mask & GL_COLOR_BUFFER_BIT)
3841 {
enne@chromium.org0fa74632010-09-21 16:18:52 +00003842 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3843 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3844 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3845 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3846 if (!validReadType || !validDrawType ||
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003847 readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat())
3848 {
3849 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3850 return error(GL_INVALID_OPERATION);
3851 }
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003852
3853 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3854 {
3855 return error(GL_INVALID_OPERATION);
3856 }
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003857
3858 blitRenderTarget = true;
3859
3860 }
3861
3862 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3863 {
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00003864 Renderbuffer *readDSBuffer = NULL;
3865 Renderbuffer *drawDSBuffer = NULL;
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003866
3867 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3868 // both a depth and stencil buffer, it will be the same buffer.
3869
3870 if (mask & GL_DEPTH_BUFFER_BIT)
3871 {
3872 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3873 {
3874 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
3875 readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat())
3876 {
3877 return error(GL_INVALID_OPERATION);
3878 }
3879
3880 blitDepthStencil = true;
3881 readDSBuffer = readFramebuffer->getDepthbuffer();
3882 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3883 }
3884 }
3885
3886 if (mask & GL_STENCIL_BUFFER_BIT)
3887 {
3888 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3889 {
3890 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
3891 readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat())
3892 {
3893 return error(GL_INVALID_OPERATION);
3894 }
3895
3896 blitDepthStencil = true;
3897 readDSBuffer = readFramebuffer->getStencilbuffer();
3898 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3899 }
3900 }
3901
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003902 if (partialBufferCopy)
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003903 {
3904 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3905 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3906 }
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003907
daniel@transgaming.com97446d22010-08-24 19:20:54 +00003908 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3909 (readDSBuffer && readDSBuffer->getSamples() != 0))
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003910 {
3911 return error(GL_INVALID_OPERATION);
3912 }
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003913 }
3914
3915 if (blitRenderTarget || blitDepthStencil)
3916 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003917 mDisplay->endScene();
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003918
3919 if (blitRenderTarget)
3920 {
apatrick@chromium.orgfebbea82011-12-07 19:10:16 +00003921 IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();
3922 IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();
3923
3924 HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect,
3925 drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);
3926
3927 readRenderTarget->Release();
3928 drawRenderTarget->Release();
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003929
3930 if (FAILED(result))
3931 {
3932 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
3933 return;
3934 }
3935 }
3936
3937 if (blitDepthStencil)
3938 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003939 HRESULT result = mDevice->StretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, D3DTEXF_NONE);
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003940
3941 if (FAILED(result))
3942 {
3943 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
3944 return;
3945 }
3946 }
3947 }
3948}
3949
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00003950VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
3951{
3952 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3953 {
3954 mVertexDeclCache[i].vertexDeclaration = NULL;
3955 mVertexDeclCache[i].lruCount = 0;
3956 }
3957}
3958
3959VertexDeclarationCache::~VertexDeclarationCache()
3960{
3961 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3962 {
3963 if (mVertexDeclCache[i].vertexDeclaration)
3964 {
3965 mVertexDeclCache[i].vertexDeclaration->Release();
3966 }
3967 }
3968}
3969
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003970GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], Program *program)
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00003971{
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00003972 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
3973 D3DVERTEXELEMENT9 *element = &elements[0];
3974
3975 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3976 {
3977 if (attributes[i].active)
3978 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00003979 if (mAppliedVBs[i].serial != attributes[i].serial ||
3980 mAppliedVBs[i].stride != attributes[i].stride ||
3981 mAppliedVBs[i].offset != attributes[i].offset)
3982 {
3983 device->SetStreamSource(i, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
3984 mAppliedVBs[i].serial = attributes[i].serial;
3985 mAppliedVBs[i].stride = attributes[i].stride;
3986 mAppliedVBs[i].offset = attributes[i].offset;
3987 }
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00003988
3989 element->Stream = i;
3990 element->Offset = 0;
3991 element->Type = attributes[i].type;
3992 element->Method = D3DDECLMETHOD_DEFAULT;
3993 element->Usage = D3DDECLUSAGE_TEXCOORD;
3994 element->UsageIndex = program->getSemanticIndex(i);
3995 element++;
3996 }
3997 }
3998
3999 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
4000 *(element++) = end;
4001
4002 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4003 {
4004 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
4005 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
4006 {
4007 entry->lruCount = ++mMaxLru;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004008 if(entry->vertexDeclaration != mLastSetVDecl)
4009 {
4010 device->SetVertexDeclaration(entry->vertexDeclaration);
4011 mLastSetVDecl = entry->vertexDeclaration;
4012 }
4013
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004014 return GL_NO_ERROR;
4015 }
4016 }
4017
4018 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
4019
4020 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4021 {
4022 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
4023 {
4024 lastCache = &mVertexDeclCache[i];
4025 }
4026 }
4027
4028 if (lastCache->vertexDeclaration != NULL)
4029 {
4030 lastCache->vertexDeclaration->Release();
4031 lastCache->vertexDeclaration = NULL;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004032 // mLastSetVDecl is set to the replacement, so we don't have to worry
4033 // about it.
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004034 }
4035
4036 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
4037 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
4038 device->SetVertexDeclaration(lastCache->vertexDeclaration);
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004039 mLastSetVDecl = lastCache->vertexDeclaration;
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004040 lastCache->lruCount = ++mMaxLru;
4041
4042 return GL_NO_ERROR;
4043}
4044
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004045void VertexDeclarationCache::markStateDirty()
4046{
4047 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4048 {
4049 mAppliedVBs[i].serial = 0;
4050 }
4051
4052 mLastSetVDecl = NULL;
4053}
4054
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004055}
4056
4057extern "C"
4058{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00004059gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004060{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00004061 return new gl::Context(config, shareContext, notifyResets, robustAccess);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004062}
4063
4064void glDestroyContext(gl::Context *context)
4065{
4066 delete context;
4067
4068 if (context == gl::getContext())
4069 {
4070 gl::makeCurrent(NULL, NULL, NULL);
4071 }
4072}
4073
4074void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
4075{
4076 gl::makeCurrent(context, display, surface);
4077}
4078
4079gl::Context *glGetCurrentContext()
4080{
4081 return gl::getContext();
4082}
4083}