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apatrick@chromium.org144f2802012-07-12 01:42:34 +00001//
2// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Context.cpp: Implements the gl::Context class, managing all GL state and performing
8// rendering operations. It is the GLES2 specific implementation of EGLContext.
9
10#include "libGLESv2/Context.h"
11
12#include <algorithm>
13
14#include "libEGL/Display.h"
15
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
19#include "libGLESv2/Blit.h"
20#include "libGLESv2/ResourceManager.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Fence.h"
23#include "libGLESv2/FrameBuffer.h"
24#include "libGLESv2/Program.h"
25#include "libGLESv2/ProgramBinary.h"
26#include "libGLESv2/Query.h"
27#include "libGLESv2/RenderBuffer.h"
28#include "libGLESv2/Shader.h"
29#include "libGLESv2/Texture.h"
30#include "libGLESv2/VertexDataManager.h"
31#include "libGLESv2/IndexDataManager.h"
32
33#undef near
34#undef far
35
36namespace gl
37{
38Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)
39{
40 ASSERT(robustAccess == false); // Unimplemented
41
42 mDisplay = NULL;
43 mDevice = NULL;
44
45 mFenceHandleAllocator.setBaseHandle(0);
46
47 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
48
49 mState.depthClearValue = 1.0f;
50 mState.stencilClearValue = 0;
51
52 mState.cullFace = false;
53 mState.cullMode = GL_BACK;
54 mState.frontFace = GL_CCW;
55 mState.depthTest = false;
56 mState.depthFunc = GL_LESS;
57 mState.blend = false;
58 mState.sourceBlendRGB = GL_ONE;
59 mState.sourceBlendAlpha = GL_ONE;
60 mState.destBlendRGB = GL_ZERO;
61 mState.destBlendAlpha = GL_ZERO;
62 mState.blendEquationRGB = GL_FUNC_ADD;
63 mState.blendEquationAlpha = GL_FUNC_ADD;
64 mState.blendColor.red = 0;
65 mState.blendColor.green = 0;
66 mState.blendColor.blue = 0;
67 mState.blendColor.alpha = 0;
68 mState.stencilTest = false;
69 mState.stencilFunc = GL_ALWAYS;
70 mState.stencilRef = 0;
71 mState.stencilMask = -1;
72 mState.stencilWritemask = -1;
73 mState.stencilBackFunc = GL_ALWAYS;
74 mState.stencilBackRef = 0;
75 mState.stencilBackMask = - 1;
76 mState.stencilBackWritemask = -1;
77 mState.stencilFail = GL_KEEP;
78 mState.stencilPassDepthFail = GL_KEEP;
79 mState.stencilPassDepthPass = GL_KEEP;
80 mState.stencilBackFail = GL_KEEP;
81 mState.stencilBackPassDepthFail = GL_KEEP;
82 mState.stencilBackPassDepthPass = GL_KEEP;
83 mState.polygonOffsetFill = false;
84 mState.polygonOffsetFactor = 0.0f;
85 mState.polygonOffsetUnits = 0.0f;
86 mState.sampleAlphaToCoverage = false;
87 mState.sampleCoverage = false;
88 mState.sampleCoverageValue = 1.0f;
89 mState.sampleCoverageInvert = false;
90 mState.scissorTest = false;
91 mState.dither = true;
92 mState.generateMipmapHint = GL_DONT_CARE;
93 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
94
95 mState.lineWidth = 1.0f;
96
97 mState.viewportX = 0;
98 mState.viewportY = 0;
99 mState.viewportWidth = config->mDisplayMode.Width;
100 mState.viewportHeight = config->mDisplayMode.Height;
101 mState.zNear = 0.0f;
102 mState.zFar = 1.0f;
103
104 mState.scissorX = 0;
105 mState.scissorY = 0;
106 mState.scissorWidth = config->mDisplayMode.Width;
107 mState.scissorHeight = config->mDisplayMode.Height;
108
109 mState.colorMaskRed = true;
110 mState.colorMaskGreen = true;
111 mState.colorMaskBlue = true;
112 mState.colorMaskAlpha = true;
113 mState.depthMask = true;
114
115 if (shareContext != NULL)
116 {
117 mResourceManager = shareContext->mResourceManager;
118 mResourceManager->addRef();
119 }
120 else
121 {
122 mResourceManager = new ResourceManager();
123 }
124
125 // [OpenGL ES 2.0.24] section 3.7 page 83:
126 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
127 // and cube map texture state vectors respectively associated with them.
128 // In order that access to these initial textures not be lost, they are treated as texture
129 // objects all of whose names are 0.
130
131 mTexture2DZero.set(new Texture2D(0));
132 mTextureCubeMapZero.set(new TextureCubeMap(0));
133
134 mState.activeSampler = 0;
135 bindArrayBuffer(0);
136 bindElementArrayBuffer(0);
137 bindTextureCubeMap(0);
138 bindTexture2D(0);
139 bindReadFramebuffer(0);
140 bindDrawFramebuffer(0);
141 bindRenderbuffer(0);
142
143 mState.currentProgram = 0;
daniel@transgaming.com834af912012-07-24 18:35:17 +0000144 mCurrentProgramBinary = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000145
146 mState.packAlignment = 4;
147 mState.unpackAlignment = 4;
148 mState.packReverseRowOrder = false;
149
150 mVertexDataManager = NULL;
151 mIndexDataManager = NULL;
152 mBlit = NULL;
153 mLineLoopIB = NULL;
154
155 mInvalidEnum = false;
156 mInvalidValue = false;
157 mInvalidOperation = false;
158 mOutOfMemory = false;
159 mInvalidFramebufferOperation = false;
160
161 mHasBeenCurrent = false;
162 mContextLost = false;
163 mResetStatus = GL_NO_ERROR;
164 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
165 mRobustAccess = robustAccess;
166
167 mSupportsDXT1Textures = false;
168 mSupportsDXT3Textures = false;
169 mSupportsDXT5Textures = false;
170 mSupportsEventQueries = false;
171 mSupportsOcclusionQueries = false;
172 mNumCompressedTextureFormats = 0;
173 mMaxSupportedSamples = 0;
174 mMaskedClearSavedState = NULL;
175 markAllStateDirty();
176}
177
178Context::~Context()
179{
180 if (mState.currentProgram != 0)
181 {
182 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
183 if (programObject)
184 {
185 programObject->release();
186 }
187 mState.currentProgram = 0;
188 }
daniel@transgaming.com834af912012-07-24 18:35:17 +0000189 mCurrentProgramBinary = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000190
191 while (!mFramebufferMap.empty())
192 {
193 deleteFramebuffer(mFramebufferMap.begin()->first);
194 }
195
196 while (!mFenceMap.empty())
197 {
198 deleteFence(mFenceMap.begin()->first);
199 }
200
201 while (!mQueryMap.empty())
202 {
203 deleteQuery(mQueryMap.begin()->first);
204 }
205
206 while (!mMultiSampleSupport.empty())
207 {
208 delete [] mMultiSampleSupport.begin()->second;
209 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
210 }
211
212 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
213 {
214 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
215 {
216 mState.samplerTexture[type][sampler].set(NULL);
217 }
218 }
219
220 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
221 {
222 mIncompleteTextures[type].set(NULL);
223 }
224
225 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
226 {
227 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
228 }
229
230 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
231 {
232 mState.activeQuery[i].set(NULL);
233 }
234
235 mState.arrayBuffer.set(NULL);
236 mState.elementArrayBuffer.set(NULL);
237 mState.renderbuffer.set(NULL);
238
239 mTexture2DZero.set(NULL);
240 mTextureCubeMapZero.set(NULL);
241
242 delete mVertexDataManager;
243 delete mIndexDataManager;
244 delete mBlit;
245 delete mLineLoopIB;
246
247 if (mMaskedClearSavedState)
248 {
249 mMaskedClearSavedState->Release();
250 }
251
252 mResourceManager->release();
253}
254
255void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
256{
257 mDisplay = display;
258 mDevice = mDisplay->getDevice();
259
260 if (!mHasBeenCurrent)
261 {
262 mDeviceCaps = mDisplay->getDeviceCaps();
263
264 mVertexDataManager = new VertexDataManager(this, mDevice);
265 mIndexDataManager = new IndexDataManager(this, mDevice);
266 mBlit = new Blit(this);
267
268 mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
269 mMaximumPointSize = mDeviceCaps.MaxPointSize;
270 mSupportsVertexTexture = mDisplay->getVertexTextureSupport();
271 mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();
272 mSupportsInstancing = mDisplay->getInstancingSupport();
273
274 mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),
275 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
276 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
277 mMaxRenderbufferDimension = mMaxTextureDimension;
278 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000279 mMaxTextureAnisotropy = mDisplay->getTextureFilterAnisotropySupport();
280 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
281 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000282
283 const D3DFORMAT renderBufferFormats[] =
284 {
285 D3DFMT_A8R8G8B8,
286 D3DFMT_X8R8G8B8,
287 D3DFMT_R5G6B5,
288 D3DFMT_D24S8
289 };
290
291 int max = 0;
292 for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)
293 {
294 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
295 mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
296 mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;
297
298 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
299 {
300 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
301 {
302 max = j;
303 }
304 }
305 }
306
307 mMaxSupportedSamples = max;
308
309 mSupportsEventQueries = mDisplay->getEventQuerySupport();
310 mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();
311 mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();
312 mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();
313 mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();
314 mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
315 mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
316 mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();
317 mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();
318 mSupportsDepthTextures = mDisplay->getDepthTextureSupport();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000319 mSupportsTextureFilterAnisotropy = mMaxTextureAnisotropy >= 2.0f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000320
321 mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
322
323 mNumCompressedTextureFormats = 0;
324 if (supportsDXT1Textures())
325 {
326 mNumCompressedTextureFormats += 2;
327 }
328 if (supportsDXT3Textures())
329 {
330 mNumCompressedTextureFormats += 1;
331 }
332 if (supportsDXT5Textures())
333 {
334 mNumCompressedTextureFormats += 1;
335 }
336
337 initExtensionString();
338 initRendererString();
339
340 mState.viewportX = 0;
341 mState.viewportY = 0;
342 mState.viewportWidth = surface->getWidth();
343 mState.viewportHeight = surface->getHeight();
344
345 mState.scissorX = 0;
346 mState.scissorY = 0;
347 mState.scissorWidth = surface->getWidth();
348 mState.scissorHeight = surface->getHeight();
349
350 mHasBeenCurrent = true;
351 }
352
353 // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
354 IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
355 IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
356
357 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
358 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
359 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
360
361 setFramebufferZero(framebufferZero);
362
363 if (defaultRenderTarget)
364 {
365 defaultRenderTarget->Release();
366 }
367
368 if (depthStencil)
369 {
370 depthStencil->Release();
371 }
372
373 markAllStateDirty();
374}
375
376// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
377void Context::markAllStateDirty()
378{
379 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
380 {
381 mAppliedTextureSerialPS[t] = 0;
382 }
383
384 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
385 {
386 mAppliedTextureSerialVS[t] = 0;
387 }
388
daniel@transgaming.come6af4f92012-07-24 18:31:31 +0000389 mAppliedProgramBinarySerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000390 mAppliedRenderTargetSerial = 0;
391 mAppliedDepthbufferSerial = 0;
392 mAppliedStencilbufferSerial = 0;
393 mAppliedIBSerial = 0;
394 mDepthStencilInitialized = false;
395 mViewportInitialized = false;
396 mRenderTargetDescInitialized = false;
397
398 mVertexDeclarationCache.markStateDirty();
399
400 mClearStateDirty = true;
401 mCullStateDirty = true;
402 mDepthStateDirty = true;
403 mMaskStateDirty = true;
404 mBlendStateDirty = true;
405 mStencilStateDirty = true;
406 mPolygonOffsetStateDirty = true;
407 mScissorStateDirty = true;
408 mSampleStateDirty = true;
409 mDitherStateDirty = true;
410 mFrontFaceDirty = true;
411 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000412}
413
414void Context::markDxUniformsDirty()
415{
416 mDxUniformsDirty = true;
417}
418
419void Context::markContextLost()
420{
421 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
422 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
423 mContextLost = true;
424}
425
426bool Context::isContextLost()
427{
428 return mContextLost;
429}
430
431void Context::setClearColor(float red, float green, float blue, float alpha)
432{
433 mState.colorClearValue.red = red;
434 mState.colorClearValue.green = green;
435 mState.colorClearValue.blue = blue;
436 mState.colorClearValue.alpha = alpha;
437}
438
439void Context::setClearDepth(float depth)
440{
441 mState.depthClearValue = depth;
442}
443
444void Context::setClearStencil(int stencil)
445{
446 mState.stencilClearValue = stencil;
447}
448
449void Context::setCullFace(bool enabled)
450{
451 if (mState.cullFace != enabled)
452 {
453 mState.cullFace = enabled;
454 mCullStateDirty = true;
455 }
456}
457
458bool Context::isCullFaceEnabled() const
459{
460 return mState.cullFace;
461}
462
463void Context::setCullMode(GLenum mode)
464{
465 if (mState.cullMode != mode)
466 {
467 mState.cullMode = mode;
468 mCullStateDirty = true;
469 }
470}
471
472void Context::setFrontFace(GLenum front)
473{
474 if (mState.frontFace != front)
475 {
476 mState.frontFace = front;
477 mFrontFaceDirty = true;
478 }
479}
480
481void Context::setDepthTest(bool enabled)
482{
483 if (mState.depthTest != enabled)
484 {
485 mState.depthTest = enabled;
486 mDepthStateDirty = true;
487 }
488}
489
490bool Context::isDepthTestEnabled() const
491{
492 return mState.depthTest;
493}
494
495void Context::setDepthFunc(GLenum depthFunc)
496{
497 if (mState.depthFunc != depthFunc)
498 {
499 mState.depthFunc = depthFunc;
500 mDepthStateDirty = true;
501 }
502}
503
504void Context::setDepthRange(float zNear, float zFar)
505{
506 mState.zNear = zNear;
507 mState.zFar = zFar;
508}
509
510void Context::setBlend(bool enabled)
511{
512 if (mState.blend != enabled)
513 {
514 mState.blend = enabled;
515 mBlendStateDirty = true;
516 }
517}
518
519bool Context::isBlendEnabled() const
520{
521 return mState.blend;
522}
523
524void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
525{
526 if (mState.sourceBlendRGB != sourceRGB ||
527 mState.sourceBlendAlpha != sourceAlpha ||
528 mState.destBlendRGB != destRGB ||
529 mState.destBlendAlpha != destAlpha)
530 {
531 mState.sourceBlendRGB = sourceRGB;
532 mState.destBlendRGB = destRGB;
533 mState.sourceBlendAlpha = sourceAlpha;
534 mState.destBlendAlpha = destAlpha;
535 mBlendStateDirty = true;
536 }
537}
538
539void Context::setBlendColor(float red, float green, float blue, float alpha)
540{
541 if (mState.blendColor.red != red ||
542 mState.blendColor.green != green ||
543 mState.blendColor.blue != blue ||
544 mState.blendColor.alpha != alpha)
545 {
546 mState.blendColor.red = red;
547 mState.blendColor.green = green;
548 mState.blendColor.blue = blue;
549 mState.blendColor.alpha = alpha;
550 mBlendStateDirty = true;
551 }
552}
553
554void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
555{
556 if (mState.blendEquationRGB != rgbEquation ||
557 mState.blendEquationAlpha != alphaEquation)
558 {
559 mState.blendEquationRGB = rgbEquation;
560 mState.blendEquationAlpha = alphaEquation;
561 mBlendStateDirty = true;
562 }
563}
564
565void Context::setStencilTest(bool enabled)
566{
567 if (mState.stencilTest != enabled)
568 {
569 mState.stencilTest = enabled;
570 mStencilStateDirty = true;
571 }
572}
573
574bool Context::isStencilTestEnabled() const
575{
576 return mState.stencilTest;
577}
578
579void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
580{
581 if (mState.stencilFunc != stencilFunc ||
582 mState.stencilRef != stencilRef ||
583 mState.stencilMask != stencilMask)
584 {
585 mState.stencilFunc = stencilFunc;
586 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
587 mState.stencilMask = stencilMask;
588 mStencilStateDirty = true;
589 }
590}
591
592void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
593{
594 if (mState.stencilBackFunc != stencilBackFunc ||
595 mState.stencilBackRef != stencilBackRef ||
596 mState.stencilBackMask != stencilBackMask)
597 {
598 mState.stencilBackFunc = stencilBackFunc;
599 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
600 mState.stencilBackMask = stencilBackMask;
601 mStencilStateDirty = true;
602 }
603}
604
605void Context::setStencilWritemask(GLuint stencilWritemask)
606{
607 if (mState.stencilWritemask != stencilWritemask)
608 {
609 mState.stencilWritemask = stencilWritemask;
610 mStencilStateDirty = true;
611 }
612}
613
614void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
615{
616 if (mState.stencilBackWritemask != stencilBackWritemask)
617 {
618 mState.stencilBackWritemask = stencilBackWritemask;
619 mStencilStateDirty = true;
620 }
621}
622
623void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
624{
625 if (mState.stencilFail != stencilFail ||
626 mState.stencilPassDepthFail != stencilPassDepthFail ||
627 mState.stencilPassDepthPass != stencilPassDepthPass)
628 {
629 mState.stencilFail = stencilFail;
630 mState.stencilPassDepthFail = stencilPassDepthFail;
631 mState.stencilPassDepthPass = stencilPassDepthPass;
632 mStencilStateDirty = true;
633 }
634}
635
636void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
637{
638 if (mState.stencilBackFail != stencilBackFail ||
639 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
640 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
641 {
642 mState.stencilBackFail = stencilBackFail;
643 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
644 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
645 mStencilStateDirty = true;
646 }
647}
648
649void Context::setPolygonOffsetFill(bool enabled)
650{
651 if (mState.polygonOffsetFill != enabled)
652 {
653 mState.polygonOffsetFill = enabled;
654 mPolygonOffsetStateDirty = true;
655 }
656}
657
658bool Context::isPolygonOffsetFillEnabled() const
659{
660 return mState.polygonOffsetFill;
661
662}
663
664void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
665{
666 if (mState.polygonOffsetFactor != factor ||
667 mState.polygonOffsetUnits != units)
668 {
669 mState.polygonOffsetFactor = factor;
670 mState.polygonOffsetUnits = units;
671 mPolygonOffsetStateDirty = true;
672 }
673}
674
675void Context::setSampleAlphaToCoverage(bool enabled)
676{
677 if (mState.sampleAlphaToCoverage != enabled)
678 {
679 mState.sampleAlphaToCoverage = enabled;
680 mSampleStateDirty = true;
681 }
682}
683
684bool Context::isSampleAlphaToCoverageEnabled() const
685{
686 return mState.sampleAlphaToCoverage;
687}
688
689void Context::setSampleCoverage(bool enabled)
690{
691 if (mState.sampleCoverage != enabled)
692 {
693 mState.sampleCoverage = enabled;
694 mSampleStateDirty = true;
695 }
696}
697
698bool Context::isSampleCoverageEnabled() const
699{
700 return mState.sampleCoverage;
701}
702
703void Context::setSampleCoverageParams(GLclampf value, bool invert)
704{
705 if (mState.sampleCoverageValue != value ||
706 mState.sampleCoverageInvert != invert)
707 {
708 mState.sampleCoverageValue = value;
709 mState.sampleCoverageInvert = invert;
710 mSampleStateDirty = true;
711 }
712}
713
714void Context::setScissorTest(bool enabled)
715{
716 if (mState.scissorTest != enabled)
717 {
718 mState.scissorTest = enabled;
719 mScissorStateDirty = true;
720 }
721}
722
723bool Context::isScissorTestEnabled() const
724{
725 return mState.scissorTest;
726}
727
728void Context::setDither(bool enabled)
729{
730 if (mState.dither != enabled)
731 {
732 mState.dither = enabled;
733 mDitherStateDirty = true;
734 }
735}
736
737bool Context::isDitherEnabled() const
738{
739 return mState.dither;
740}
741
742void Context::setLineWidth(GLfloat width)
743{
744 mState.lineWidth = width;
745}
746
747void Context::setGenerateMipmapHint(GLenum hint)
748{
749 mState.generateMipmapHint = hint;
750}
751
752void Context::setFragmentShaderDerivativeHint(GLenum hint)
753{
754 mState.fragmentShaderDerivativeHint = hint;
755 // TODO: Propagate the hint to shader translator so we can write
756 // ddx, ddx_coarse, or ddx_fine depending on the hint.
757 // Ignore for now. It is valid for implementations to ignore hint.
758}
759
760void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
761{
762 mState.viewportX = x;
763 mState.viewportY = y;
764 mState.viewportWidth = width;
765 mState.viewportHeight = height;
766}
767
768void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
769{
770 if (mState.scissorX != x || mState.scissorY != y ||
771 mState.scissorWidth != width || mState.scissorHeight != height)
772 {
773 mState.scissorX = x;
774 mState.scissorY = y;
775 mState.scissorWidth = width;
776 mState.scissorHeight = height;
777 mScissorStateDirty = true;
778 }
779}
780
781void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
782{
783 if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
784 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
785 {
786 mState.colorMaskRed = red;
787 mState.colorMaskGreen = green;
788 mState.colorMaskBlue = blue;
789 mState.colorMaskAlpha = alpha;
790 mMaskStateDirty = true;
791 }
792}
793
794void Context::setDepthMask(bool mask)
795{
796 if (mState.depthMask != mask)
797 {
798 mState.depthMask = mask;
799 mMaskStateDirty = true;
800 }
801}
802
803void Context::setActiveSampler(unsigned int active)
804{
805 mState.activeSampler = active;
806}
807
808GLuint Context::getReadFramebufferHandle() const
809{
810 return mState.readFramebuffer;
811}
812
813GLuint Context::getDrawFramebufferHandle() const
814{
815 return mState.drawFramebuffer;
816}
817
818GLuint Context::getRenderbufferHandle() const
819{
820 return mState.renderbuffer.id();
821}
822
823GLuint Context::getArrayBufferHandle() const
824{
825 return mState.arrayBuffer.id();
826}
827
828GLuint Context::getActiveQuery(GLenum target) const
829{
830 Query *queryObject = NULL;
831
832 switch (target)
833 {
834 case GL_ANY_SAMPLES_PASSED_EXT:
835 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
836 break;
837 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
838 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
839 break;
840 default:
841 ASSERT(false);
842 }
843
844 if (queryObject)
845 {
846 return queryObject->id();
847 }
848 else
849 {
850 return 0;
851 }
852}
853
854void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
855{
856 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
857}
858
859const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
860{
861 return mState.vertexAttribute[attribNum];
862}
863
864void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
865 GLsizei stride, const void *pointer)
866{
867 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
868 mState.vertexAttribute[attribNum].mSize = size;
869 mState.vertexAttribute[attribNum].mType = type;
870 mState.vertexAttribute[attribNum].mNormalized = normalized;
871 mState.vertexAttribute[attribNum].mStride = stride;
872 mState.vertexAttribute[attribNum].mPointer = pointer;
873}
874
875const void *Context::getVertexAttribPointer(unsigned int attribNum) const
876{
877 return mState.vertexAttribute[attribNum].mPointer;
878}
879
880const VertexAttributeArray &Context::getVertexAttributes()
881{
882 return mState.vertexAttribute;
883}
884
885void Context::setPackAlignment(GLint alignment)
886{
887 mState.packAlignment = alignment;
888}
889
890GLint Context::getPackAlignment() const
891{
892 return mState.packAlignment;
893}
894
895void Context::setUnpackAlignment(GLint alignment)
896{
897 mState.unpackAlignment = alignment;
898}
899
900GLint Context::getUnpackAlignment() const
901{
902 return mState.unpackAlignment;
903}
904
905void Context::setPackReverseRowOrder(bool reverseRowOrder)
906{
907 mState.packReverseRowOrder = reverseRowOrder;
908}
909
910bool Context::getPackReverseRowOrder() const
911{
912 return mState.packReverseRowOrder;
913}
914
915GLuint Context::createBuffer()
916{
917 return mResourceManager->createBuffer();
918}
919
920GLuint Context::createProgram()
921{
922 return mResourceManager->createProgram();
923}
924
925GLuint Context::createShader(GLenum type)
926{
927 return mResourceManager->createShader(type);
928}
929
930GLuint Context::createTexture()
931{
932 return mResourceManager->createTexture();
933}
934
935GLuint Context::createRenderbuffer()
936{
937 return mResourceManager->createRenderbuffer();
938}
939
940// Returns an unused framebuffer name
941GLuint Context::createFramebuffer()
942{
943 GLuint handle = mFramebufferHandleAllocator.allocate();
944
945 mFramebufferMap[handle] = NULL;
946
947 return handle;
948}
949
950GLuint Context::createFence()
951{
952 GLuint handle = mFenceHandleAllocator.allocate();
953
954 mFenceMap[handle] = new Fence(mDisplay);
955
956 return handle;
957}
958
959// Returns an unused query name
960GLuint Context::createQuery()
961{
962 GLuint handle = mQueryHandleAllocator.allocate();
963
964 mQueryMap[handle] = NULL;
965
966 return handle;
967}
968
969void Context::deleteBuffer(GLuint buffer)
970{
971 if (mResourceManager->getBuffer(buffer))
972 {
973 detachBuffer(buffer);
974 }
975
976 mResourceManager->deleteBuffer(buffer);
977}
978
979void Context::deleteShader(GLuint shader)
980{
981 mResourceManager->deleteShader(shader);
982}
983
984void Context::deleteProgram(GLuint program)
985{
986 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000987}
988
989void Context::deleteTexture(GLuint texture)
990{
991 if (mResourceManager->getTexture(texture))
992 {
993 detachTexture(texture);
994 }
995
996 mResourceManager->deleteTexture(texture);
997}
998
999void Context::deleteRenderbuffer(GLuint renderbuffer)
1000{
1001 if (mResourceManager->getRenderbuffer(renderbuffer))
1002 {
1003 detachRenderbuffer(renderbuffer);
1004 }
1005
1006 mResourceManager->deleteRenderbuffer(renderbuffer);
1007}
1008
1009void Context::deleteFramebuffer(GLuint framebuffer)
1010{
1011 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
1012
1013 if (framebufferObject != mFramebufferMap.end())
1014 {
1015 detachFramebuffer(framebuffer);
1016
1017 mFramebufferHandleAllocator.release(framebufferObject->first);
1018 delete framebufferObject->second;
1019 mFramebufferMap.erase(framebufferObject);
1020 }
1021}
1022
1023void Context::deleteFence(GLuint fence)
1024{
1025 FenceMap::iterator fenceObject = mFenceMap.find(fence);
1026
1027 if (fenceObject != mFenceMap.end())
1028 {
1029 mFenceHandleAllocator.release(fenceObject->first);
1030 delete fenceObject->second;
1031 mFenceMap.erase(fenceObject);
1032 }
1033}
1034
1035void Context::deleteQuery(GLuint query)
1036{
1037 QueryMap::iterator queryObject = mQueryMap.find(query);
1038 if (queryObject != mQueryMap.end())
1039 {
1040 mQueryHandleAllocator.release(queryObject->first);
1041 if (queryObject->second)
1042 {
1043 queryObject->second->release();
1044 }
1045 mQueryMap.erase(queryObject);
1046 }
1047}
1048
1049Buffer *Context::getBuffer(GLuint handle)
1050{
1051 return mResourceManager->getBuffer(handle);
1052}
1053
1054Shader *Context::getShader(GLuint handle)
1055{
1056 return mResourceManager->getShader(handle);
1057}
1058
1059Program *Context::getProgram(GLuint handle)
1060{
1061 return mResourceManager->getProgram(handle);
1062}
1063
1064Texture *Context::getTexture(GLuint handle)
1065{
1066 return mResourceManager->getTexture(handle);
1067}
1068
1069Renderbuffer *Context::getRenderbuffer(GLuint handle)
1070{
1071 return mResourceManager->getRenderbuffer(handle);
1072}
1073
1074Framebuffer *Context::getReadFramebuffer()
1075{
1076 return getFramebuffer(mState.readFramebuffer);
1077}
1078
1079Framebuffer *Context::getDrawFramebuffer()
1080{
1081 return mBoundDrawFramebuffer;
1082}
1083
1084void Context::bindArrayBuffer(unsigned int buffer)
1085{
1086 mResourceManager->checkBufferAllocation(buffer);
1087
1088 mState.arrayBuffer.set(getBuffer(buffer));
1089}
1090
1091void Context::bindElementArrayBuffer(unsigned int buffer)
1092{
1093 mResourceManager->checkBufferAllocation(buffer);
1094
1095 mState.elementArrayBuffer.set(getBuffer(buffer));
1096}
1097
1098void Context::bindTexture2D(GLuint texture)
1099{
1100 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1101
1102 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
1103}
1104
1105void Context::bindTextureCubeMap(GLuint texture)
1106{
1107 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1108
1109 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
1110}
1111
1112void Context::bindReadFramebuffer(GLuint framebuffer)
1113{
1114 if (!getFramebuffer(framebuffer))
1115 {
1116 mFramebufferMap[framebuffer] = new Framebuffer();
1117 }
1118
1119 mState.readFramebuffer = framebuffer;
1120}
1121
1122void Context::bindDrawFramebuffer(GLuint framebuffer)
1123{
1124 if (!getFramebuffer(framebuffer))
1125 {
1126 mFramebufferMap[framebuffer] = new Framebuffer();
1127 }
1128
1129 mState.drawFramebuffer = framebuffer;
1130
1131 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
1132}
1133
1134void Context::bindRenderbuffer(GLuint renderbuffer)
1135{
1136 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1137
1138 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
1139}
1140
1141void Context::useProgram(GLuint program)
1142{
1143 GLuint priorProgram = mState.currentProgram;
1144 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1145
1146 if (priorProgram != program)
1147 {
1148 Program *newProgram = mResourceManager->getProgram(program);
1149 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com834af912012-07-24 18:35:17 +00001150 mCurrentProgramBinary = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001151 mDxUniformsDirty = true;
1152
1153 if (newProgram)
1154 {
1155 newProgram->addRef();
daniel@transgaming.com834af912012-07-24 18:35:17 +00001156 mCurrentProgramBinary = newProgram->getProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001157 }
1158
1159 if (oldProgram)
1160 {
1161 oldProgram->release();
1162 }
1163 }
1164}
1165
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001166void Context::linkProgram(GLuint program)
1167{
1168 Program *programObject = mResourceManager->getProgram(program);
1169
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001170 bool linked = programObject->link();
1171
1172 // if the current program was relinked successfully we
1173 // need to install the new executables
1174 if (linked && program == mState.currentProgram)
1175 {
1176 mCurrentProgramBinary = programObject->getProgramBinary();
1177 mDxUniformsDirty = true;
1178 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001179}
1180
1181void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
1182{
1183 Program *programObject = mResourceManager->getProgram(program);
1184
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001185 bool loaded = programObject->setProgramBinary(binary, length);
1186
1187 // if the current program was reloaded successfully we
1188 // need to install the new executables
1189 if (loaded && program == mState.currentProgram)
1190 {
1191 mCurrentProgramBinary = programObject->getProgramBinary();
1192 mDxUniformsDirty = true;
1193 }
1194
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001195}
1196
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001197void Context::beginQuery(GLenum target, GLuint query)
1198{
1199 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1200 // of zero, if the active query object name for <target> is non-zero (for the
1201 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1202 // the active query for either target is non-zero), if <id> is the name of an
1203 // existing query object whose type does not match <target>, or if <id> is the
1204 // active query object name for any query type, the error INVALID_OPERATION is
1205 // generated.
1206
1207 // Ensure no other queries are active
1208 // NOTE: If other queries than occlusion are supported, we will need to check
1209 // separately that:
1210 // a) The query ID passed is not the current active query for any target/type
1211 // b) There are no active queries for the requested target (and in the case
1212 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1213 // no query may be active for either if glBeginQuery targets either.
1214 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1215 {
1216 if (mState.activeQuery[i].get() != NULL)
1217 {
1218 return error(GL_INVALID_OPERATION);
1219 }
1220 }
1221
1222 QueryType qType;
1223 switch (target)
1224 {
1225 case GL_ANY_SAMPLES_PASSED_EXT:
1226 qType = QUERY_ANY_SAMPLES_PASSED;
1227 break;
1228 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1229 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1230 break;
1231 default:
1232 ASSERT(false);
1233 return;
1234 }
1235
1236 Query *queryObject = getQuery(query, true, target);
1237
1238 // check that name was obtained with glGenQueries
1239 if (!queryObject)
1240 {
1241 return error(GL_INVALID_OPERATION);
1242 }
1243
1244 // check for type mismatch
1245 if (queryObject->getType() != target)
1246 {
1247 return error(GL_INVALID_OPERATION);
1248 }
1249
1250 // set query as active for specified target
1251 mState.activeQuery[qType].set(queryObject);
1252
1253 // begin query
1254 queryObject->begin();
1255}
1256
1257void Context::endQuery(GLenum target)
1258{
1259 QueryType qType;
1260
1261 switch (target)
1262 {
1263 case GL_ANY_SAMPLES_PASSED_EXT:
1264 qType = QUERY_ANY_SAMPLES_PASSED;
1265 break;
1266 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1267 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1268 break;
1269 default:
1270 ASSERT(false);
1271 return;
1272 }
1273
1274 Query *queryObject = mState.activeQuery[qType].get();
1275
1276 if (queryObject == NULL)
1277 {
1278 return error(GL_INVALID_OPERATION);
1279 }
1280
1281 queryObject->end();
1282
1283 mState.activeQuery[qType].set(NULL);
1284}
1285
1286void Context::setFramebufferZero(Framebuffer *buffer)
1287{
1288 delete mFramebufferMap[0];
1289 mFramebufferMap[0] = buffer;
1290 if (mState.drawFramebuffer == 0)
1291 {
1292 mBoundDrawFramebuffer = buffer;
1293 }
1294}
1295
1296void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1297{
1298 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1299 renderbufferObject->setStorage(renderbuffer);
1300}
1301
1302Framebuffer *Context::getFramebuffer(unsigned int handle)
1303{
1304 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1305
1306 if (framebuffer == mFramebufferMap.end())
1307 {
1308 return NULL;
1309 }
1310 else
1311 {
1312 return framebuffer->second;
1313 }
1314}
1315
1316Fence *Context::getFence(unsigned int handle)
1317{
1318 FenceMap::iterator fence = mFenceMap.find(handle);
1319
1320 if (fence == mFenceMap.end())
1321 {
1322 return NULL;
1323 }
1324 else
1325 {
1326 return fence->second;
1327 }
1328}
1329
1330Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1331{
1332 QueryMap::iterator query = mQueryMap.find(handle);
1333
1334 if (query == mQueryMap.end())
1335 {
1336 return NULL;
1337 }
1338 else
1339 {
1340 if (!query->second && create)
1341 {
1342 query->second = new Query(handle, type);
1343 query->second->addRef();
1344 }
1345 return query->second;
1346 }
1347}
1348
1349Buffer *Context::getArrayBuffer()
1350{
1351 return mState.arrayBuffer.get();
1352}
1353
1354Buffer *Context::getElementArrayBuffer()
1355{
1356 return mState.elementArrayBuffer.get();
1357}
1358
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001359ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001360{
daniel@transgaming.com834af912012-07-24 18:35:17 +00001361 return mCurrentProgramBinary;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001362}
1363
1364Texture2D *Context::getTexture2D()
1365{
1366 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1367}
1368
1369TextureCubeMap *Context::getTextureCubeMap()
1370{
1371 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1372}
1373
1374Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1375{
1376 GLuint texid = mState.samplerTexture[type][sampler].id();
1377
1378 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1379 {
1380 switch (type)
1381 {
1382 default: UNREACHABLE();
1383 case TEXTURE_2D: return mTexture2DZero.get();
1384 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1385 }
1386 }
1387
1388 return mState.samplerTexture[type][sampler].get();
1389}
1390
1391bool Context::getBooleanv(GLenum pname, GLboolean *params)
1392{
1393 switch (pname)
1394 {
1395 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1396 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1397 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1398 case GL_COLOR_WRITEMASK:
1399 params[0] = mState.colorMaskRed;
1400 params[1] = mState.colorMaskGreen;
1401 params[2] = mState.colorMaskBlue;
1402 params[3] = mState.colorMaskAlpha;
1403 break;
1404 case GL_CULL_FACE: *params = mState.cullFace; break;
1405 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
1406 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
1407 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1408 case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
1409 case GL_STENCIL_TEST: *params = mState.stencilTest; break;
1410 case GL_DEPTH_TEST: *params = mState.depthTest; break;
1411 case GL_BLEND: *params = mState.blend; break;
1412 case GL_DITHER: *params = mState.dither; break;
1413 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
1414 default:
1415 return false;
1416 }
1417
1418 return true;
1419}
1420
1421bool Context::getFloatv(GLenum pname, GLfloat *params)
1422{
1423 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1424 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1425 // GetIntegerv as its native query function. As it would require conversion in any
1426 // case, this should make no difference to the calling application.
1427 switch (pname)
1428 {
1429 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1430 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1431 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1432 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1433 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1434 case GL_ALIASED_LINE_WIDTH_RANGE:
1435 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1436 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1437 break;
1438 case GL_ALIASED_POINT_SIZE_RANGE:
1439 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1440 params[1] = getMaximumPointSize();
1441 break;
1442 case GL_DEPTH_RANGE:
1443 params[0] = mState.zNear;
1444 params[1] = mState.zFar;
1445 break;
1446 case GL_COLOR_CLEAR_VALUE:
1447 params[0] = mState.colorClearValue.red;
1448 params[1] = mState.colorClearValue.green;
1449 params[2] = mState.colorClearValue.blue;
1450 params[3] = mState.colorClearValue.alpha;
1451 break;
1452 case GL_BLEND_COLOR:
1453 params[0] = mState.blendColor.red;
1454 params[1] = mState.blendColor.green;
1455 params[2] = mState.blendColor.blue;
1456 params[3] = mState.blendColor.alpha;
1457 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001458 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1459 if (!supportsTextureFilterAnisotropy())
1460 {
1461 return false;
1462 }
1463 *params = mMaxTextureAnisotropy;
1464 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001465 default:
1466 return false;
1467 }
1468
1469 return true;
1470}
1471
1472bool Context::getIntegerv(GLenum pname, GLint *params)
1473{
1474 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1475 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1476 // GetIntegerv as its native query function. As it would require conversion in any
1477 // case, this should make no difference to the calling application. You may find it in
1478 // Context::getFloatv.
1479 switch (pname)
1480 {
1481 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1482 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1483 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1484 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1485 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1486 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1487 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1488 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1489 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1490 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1491 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1492 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1493 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1494 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1495 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1496 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1497 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1498 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1499 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1500 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1501 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1502 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1503 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
1504 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
1505 case GL_STENCIL_REF: *params = mState.stencilRef; break;
1506 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
1507 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
1508 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
1509 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
1510 case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
1511 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
1512 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
1513 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
1514 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
1515 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
1516 case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
1517 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
1518 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
1519 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
1520 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
1521 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
1522 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
1523 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
1524 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
1525 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1526 case GL_SUBPIXEL_BITS: *params = 4; break;
1527 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1528 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1529 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1530 params[0] = mNumCompressedTextureFormats;
1531 break;
1532 case GL_MAX_SAMPLES_ANGLE:
1533 {
1534 GLsizei maxSamples = getMaxSupportedSamples();
1535 if (maxSamples != 0)
1536 {
1537 *params = maxSamples;
1538 }
1539 else
1540 {
1541 return false;
1542 }
1543
1544 break;
1545 }
1546 case GL_SAMPLE_BUFFERS:
1547 case GL_SAMPLES:
1548 {
1549 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1550 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1551 {
1552 switch (pname)
1553 {
1554 case GL_SAMPLE_BUFFERS:
1555 if (framebuffer->getSamples() != 0)
1556 {
1557 *params = 1;
1558 }
1559 else
1560 {
1561 *params = 0;
1562 }
1563 break;
1564 case GL_SAMPLES:
1565 *params = framebuffer->getSamples();
1566 break;
1567 }
1568 }
1569 else
1570 {
1571 *params = 0;
1572 }
1573 }
1574 break;
1575 case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break;
1576 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
1577 case GL_MAX_VIEWPORT_DIMS:
1578 {
1579 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1580 params[0] = maxDimension;
1581 params[1] = maxDimension;
1582 }
1583 break;
1584 case GL_COMPRESSED_TEXTURE_FORMATS:
1585 {
1586 if (supportsDXT1Textures())
1587 {
1588 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1589 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1590 }
1591 if (supportsDXT3Textures())
1592 {
1593 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1594 }
1595 if (supportsDXT5Textures())
1596 {
1597 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1598 }
1599 }
1600 break;
1601 case GL_VIEWPORT:
1602 params[0] = mState.viewportX;
1603 params[1] = mState.viewportY;
1604 params[2] = mState.viewportWidth;
1605 params[3] = mState.viewportHeight;
1606 break;
1607 case GL_SCISSOR_BOX:
1608 params[0] = mState.scissorX;
1609 params[1] = mState.scissorY;
1610 params[2] = mState.scissorWidth;
1611 params[3] = mState.scissorHeight;
1612 break;
1613 case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
1614 case GL_FRONT_FACE: *params = mState.frontFace; break;
1615 case GL_RED_BITS:
1616 case GL_GREEN_BITS:
1617 case GL_BLUE_BITS:
1618 case GL_ALPHA_BITS:
1619 {
1620 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1621 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1622
1623 if (colorbuffer)
1624 {
1625 switch (pname)
1626 {
1627 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1628 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1629 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1630 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1631 }
1632 }
1633 else
1634 {
1635 *params = 0;
1636 }
1637 }
1638 break;
1639 case GL_DEPTH_BITS:
1640 {
1641 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1642 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1643
1644 if (depthbuffer)
1645 {
1646 *params = depthbuffer->getDepthSize();
1647 }
1648 else
1649 {
1650 *params = 0;
1651 }
1652 }
1653 break;
1654 case GL_STENCIL_BITS:
1655 {
1656 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1657 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1658
1659 if (stencilbuffer)
1660 {
1661 *params = stencilbuffer->getStencilSize();
1662 }
1663 else
1664 {
1665 *params = 0;
1666 }
1667 }
1668 break;
1669 case GL_TEXTURE_BINDING_2D:
1670 {
1671 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1672 {
1673 error(GL_INVALID_OPERATION);
1674 return false;
1675 }
1676
1677 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1678 }
1679 break;
1680 case GL_TEXTURE_BINDING_CUBE_MAP:
1681 {
1682 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1683 {
1684 error(GL_INVALID_OPERATION);
1685 return false;
1686 }
1687
1688 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1689 }
1690 break;
1691 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1692 *params = mResetStrategy;
1693 break;
1694 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1695 *params = 1;
1696 break;
1697 case GL_PROGRAM_BINARY_FORMATS_OES:
1698 *params = GL_PROGRAM_BINARY_ANGLE;
1699 break;
1700 default:
1701 return false;
1702 }
1703
1704 return true;
1705}
1706
1707bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1708{
1709 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1710 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1711 // to the fact that it is stored internally as a float, and so would require conversion
1712 // if returned from Context::getIntegerv. Since this conversion is already implemented
1713 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1714 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1715 // application.
1716 switch (pname)
1717 {
1718 case GL_COMPRESSED_TEXTURE_FORMATS:
1719 {
1720 *type = GL_INT;
1721 *numParams = mNumCompressedTextureFormats;
1722 }
1723 break;
1724 case GL_SHADER_BINARY_FORMATS:
1725 {
1726 *type = GL_INT;
1727 *numParams = 0;
1728 }
1729 break;
1730 case GL_MAX_VERTEX_ATTRIBS:
1731 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1732 case GL_MAX_VARYING_VECTORS:
1733 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1734 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1735 case GL_MAX_TEXTURE_IMAGE_UNITS:
1736 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1737 case GL_MAX_RENDERBUFFER_SIZE:
1738 case GL_NUM_SHADER_BINARY_FORMATS:
1739 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1740 case GL_ARRAY_BUFFER_BINDING:
1741 case GL_FRAMEBUFFER_BINDING:
1742 case GL_RENDERBUFFER_BINDING:
1743 case GL_CURRENT_PROGRAM:
1744 case GL_PACK_ALIGNMENT:
1745 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1746 case GL_UNPACK_ALIGNMENT:
1747 case GL_GENERATE_MIPMAP_HINT:
1748 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1749 case GL_RED_BITS:
1750 case GL_GREEN_BITS:
1751 case GL_BLUE_BITS:
1752 case GL_ALPHA_BITS:
1753 case GL_DEPTH_BITS:
1754 case GL_STENCIL_BITS:
1755 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1756 case GL_CULL_FACE_MODE:
1757 case GL_FRONT_FACE:
1758 case GL_ACTIVE_TEXTURE:
1759 case GL_STENCIL_FUNC:
1760 case GL_STENCIL_VALUE_MASK:
1761 case GL_STENCIL_REF:
1762 case GL_STENCIL_FAIL:
1763 case GL_STENCIL_PASS_DEPTH_FAIL:
1764 case GL_STENCIL_PASS_DEPTH_PASS:
1765 case GL_STENCIL_BACK_FUNC:
1766 case GL_STENCIL_BACK_VALUE_MASK:
1767 case GL_STENCIL_BACK_REF:
1768 case GL_STENCIL_BACK_FAIL:
1769 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1770 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1771 case GL_DEPTH_FUNC:
1772 case GL_BLEND_SRC_RGB:
1773 case GL_BLEND_SRC_ALPHA:
1774 case GL_BLEND_DST_RGB:
1775 case GL_BLEND_DST_ALPHA:
1776 case GL_BLEND_EQUATION_RGB:
1777 case GL_BLEND_EQUATION_ALPHA:
1778 case GL_STENCIL_WRITEMASK:
1779 case GL_STENCIL_BACK_WRITEMASK:
1780 case GL_STENCIL_CLEAR_VALUE:
1781 case GL_SUBPIXEL_BITS:
1782 case GL_MAX_TEXTURE_SIZE:
1783 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1784 case GL_SAMPLE_BUFFERS:
1785 case GL_SAMPLES:
1786 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1787 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1788 case GL_TEXTURE_BINDING_2D:
1789 case GL_TEXTURE_BINDING_CUBE_MAP:
1790 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1791 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1792 case GL_PROGRAM_BINARY_FORMATS_OES:
1793 {
1794 *type = GL_INT;
1795 *numParams = 1;
1796 }
1797 break;
1798 case GL_MAX_SAMPLES_ANGLE:
1799 {
1800 if (getMaxSupportedSamples() != 0)
1801 {
1802 *type = GL_INT;
1803 *numParams = 1;
1804 }
1805 else
1806 {
1807 return false;
1808 }
1809 }
1810 break;
1811 case GL_MAX_VIEWPORT_DIMS:
1812 {
1813 *type = GL_INT;
1814 *numParams = 2;
1815 }
1816 break;
1817 case GL_VIEWPORT:
1818 case GL_SCISSOR_BOX:
1819 {
1820 *type = GL_INT;
1821 *numParams = 4;
1822 }
1823 break;
1824 case GL_SHADER_COMPILER:
1825 case GL_SAMPLE_COVERAGE_INVERT:
1826 case GL_DEPTH_WRITEMASK:
1827 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1828 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1829 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1830 case GL_SAMPLE_COVERAGE:
1831 case GL_SCISSOR_TEST:
1832 case GL_STENCIL_TEST:
1833 case GL_DEPTH_TEST:
1834 case GL_BLEND:
1835 case GL_DITHER:
1836 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1837 {
1838 *type = GL_BOOL;
1839 *numParams = 1;
1840 }
1841 break;
1842 case GL_COLOR_WRITEMASK:
1843 {
1844 *type = GL_BOOL;
1845 *numParams = 4;
1846 }
1847 break;
1848 case GL_POLYGON_OFFSET_FACTOR:
1849 case GL_POLYGON_OFFSET_UNITS:
1850 case GL_SAMPLE_COVERAGE_VALUE:
1851 case GL_DEPTH_CLEAR_VALUE:
1852 case GL_LINE_WIDTH:
1853 {
1854 *type = GL_FLOAT;
1855 *numParams = 1;
1856 }
1857 break;
1858 case GL_ALIASED_LINE_WIDTH_RANGE:
1859 case GL_ALIASED_POINT_SIZE_RANGE:
1860 case GL_DEPTH_RANGE:
1861 {
1862 *type = GL_FLOAT;
1863 *numParams = 2;
1864 }
1865 break;
1866 case GL_COLOR_CLEAR_VALUE:
1867 case GL_BLEND_COLOR:
1868 {
1869 *type = GL_FLOAT;
1870 *numParams = 4;
1871 }
1872 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001873 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1874 if (!supportsTextureFilterAnisotropy())
1875 {
1876 return false;
1877 }
1878 *type = GL_FLOAT;
1879 *numParams = 1;
1880 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001881 default:
1882 return false;
1883 }
1884
1885 return true;
1886}
1887
1888// Applies the render target surface, depth stencil surface, viewport rectangle and
1889// scissor rectangle to the Direct3D 9 device
1890bool Context::applyRenderTarget(bool ignoreViewport)
1891{
1892 Framebuffer *framebufferObject = getDrawFramebuffer();
1893
1894 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1895 {
1896 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1897 }
1898
1899 // if there is no color attachment we must synthesize a NULL colorattachment
1900 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1901 Renderbuffer *renderbufferObject = NULL;
1902 if (framebufferObject->getColorbufferType() != GL_NONE)
1903 {
1904 renderbufferObject = framebufferObject->getColorbuffer();
1905 }
1906 else
1907 {
1908 renderbufferObject = framebufferObject->getNullColorbuffer();
1909 }
1910 if (!renderbufferObject)
1911 {
1912 ERR("unable to locate renderbuffer for FBO.");
1913 return false;
1914 }
1915
1916 bool renderTargetChanged = false;
1917 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1918 if (renderTargetSerial != mAppliedRenderTargetSerial)
1919 {
1920 IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();
1921 if (!renderTarget)
1922 {
1923 ERR("render target pointer unexpectedly null.");
1924 return false; // Context must be lost
1925 }
1926 mDevice->SetRenderTarget(0, renderTarget);
1927 mAppliedRenderTargetSerial = renderTargetSerial;
1928 mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
1929 renderTargetChanged = true;
1930 renderTarget->Release();
1931 }
1932
1933 IDirect3DSurface9 *depthStencil = NULL;
1934 unsigned int depthbufferSerial = 0;
1935 unsigned int stencilbufferSerial = 0;
1936 if (framebufferObject->getDepthbufferType() != GL_NONE)
1937 {
1938 Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
1939 depthStencil = depthbuffer->getDepthStencil();
1940 if (!depthStencil)
1941 {
1942 ERR("Depth stencil pointer unexpectedly null.");
1943 return false;
1944 }
1945
1946 depthbufferSerial = depthbuffer->getSerial();
1947 }
1948 else if (framebufferObject->getStencilbufferType() != GL_NONE)
1949 {
1950 Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
1951 depthStencil = stencilbuffer->getDepthStencil();
1952 if (!depthStencil)
1953 {
1954 ERR("Depth stencil pointer unexpectedly null.");
1955 return false;
1956 }
1957
1958 stencilbufferSerial = stencilbuffer->getSerial();
1959 }
1960
1961 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1962 stencilbufferSerial != mAppliedStencilbufferSerial ||
1963 !mDepthStencilInitialized)
1964 {
1965 mDevice->SetDepthStencilSurface(depthStencil);
1966 mAppliedDepthbufferSerial = depthbufferSerial;
1967 mAppliedStencilbufferSerial = stencilbufferSerial;
1968 mDepthStencilInitialized = true;
1969 }
1970
1971 if (depthStencil)
1972 {
1973 depthStencil->Release();
1974 }
1975
1976 if (!mRenderTargetDescInitialized || renderTargetChanged)
1977 {
1978 IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();
1979 if (!renderTarget)
1980 {
1981 return false; // Context must be lost
1982 }
1983 renderTarget->GetDesc(&mRenderTargetDesc);
1984 mRenderTargetDescInitialized = true;
1985 renderTarget->Release();
1986 }
1987
1988 D3DVIEWPORT9 viewport;
1989
1990 float zNear = clamp01(mState.zNear);
1991 float zFar = clamp01(mState.zFar);
1992
1993 if (ignoreViewport)
1994 {
1995 viewport.X = 0;
1996 viewport.Y = 0;
1997 viewport.Width = mRenderTargetDesc.Width;
1998 viewport.Height = mRenderTargetDesc.Height;
1999 viewport.MinZ = 0.0f;
2000 viewport.MaxZ = 1.0f;
2001 }
2002 else
2003 {
2004 viewport.X = clamp(mState.viewportX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2005 viewport.Y = clamp(mState.viewportY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2006 viewport.Width = clamp(mState.viewportWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
2007 viewport.Height = clamp(mState.viewportHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));
2008 viewport.MinZ = zNear;
2009 viewport.MaxZ = zFar;
2010 }
2011
2012 if (viewport.Width <= 0 || viewport.Height <= 0)
2013 {
2014 return false; // Nothing to render
2015 }
2016
2017 if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
2018 {
2019 mDevice->SetViewport(&viewport);
2020 mSetViewport = viewport;
2021 mViewportInitialized = true;
2022 mDxUniformsDirty = true;
2023 }
2024
2025 if (mScissorStateDirty)
2026 {
2027 if (mState.scissorTest)
2028 {
2029 RECT rect;
2030 rect.left = clamp(mState.scissorX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2031 rect.top = clamp(mState.scissorY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2032 rect.right = clamp(mState.scissorX + mState.scissorWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
2033 rect.bottom = clamp(mState.scissorY + mState.scissorHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
2034 mDevice->SetScissorRect(&rect);
2035 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
2036 }
2037 else
2038 {
2039 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
2040 }
2041
2042 mScissorStateDirty = false;
2043 }
2044
2045 if (mState.currentProgram && mDxUniformsDirty)
2046 {
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002047 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002048
2049 GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation();
2050 GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
2051 programBinary->setUniform2fv(halfPixelSize, 1, xy);
2052
2053 // These values are used for computing gl_FragCoord in Program::linkVaryings().
2054 GLint coord = programBinary->getDxCoordLocation();
2055 GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
2056 (float)mState.viewportX + mState.viewportWidth / 2.0f,
2057 (float)mState.viewportY + mState.viewportHeight / 2.0f};
2058 programBinary->setUniform4fv(coord, 1, whxy);
2059
2060 GLint depth = programBinary->getDxDepthLocation();
2061 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
2062 programBinary->setUniform2fv(depth, 1, dz);
2063
2064 GLint depthRange = programBinary->getDxDepthRangeLocation();
2065 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2066 programBinary->setUniform3fv(depthRange, 1, nearFarDiff);
2067 mDxUniformsDirty = false;
2068 }
2069
2070 return true;
2071}
2072
2073// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
2074void Context::applyState(GLenum drawMode)
2075{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002076 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002077
2078 Framebuffer *framebufferObject = getDrawFramebuffer();
2079
2080 GLint frontCCW = programBinary->getDxFrontCCWLocation();
2081 GLint ccw = (mState.frontFace == GL_CCW);
2082 programBinary->setUniform1iv(frontCCW, 1, &ccw);
2083
2084 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
2085 GLint alwaysFront = !isTriangleMode(drawMode);
2086 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
2087
2088 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
2089 bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;
2090 // Apparently some ATI cards have a bug where a draw with a zero color
2091 // write mask can cause later draws to have incorrect results. Instead,
2092 // set a nonzero color write mask but modify the blend state so that no
2093 // drawing is done.
2094 // http://code.google.com/p/angleproject/issues/detail?id=169
2095
2096 if (mCullStateDirty || mFrontFaceDirty)
2097 {
2098 if (mState.cullFace)
2099 {
2100 mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
2101 }
2102 else
2103 {
2104 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2105 }
2106
2107 mCullStateDirty = false;
2108 }
2109
2110 if (mDepthStateDirty)
2111 {
2112 if (mState.depthTest)
2113 {
2114 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
2115 mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
2116 }
2117 else
2118 {
2119 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
2120 }
2121
2122 mDepthStateDirty = false;
2123 }
2124
2125 if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
2126 {
2127 mBlendStateDirty = true;
2128 mMaskStateDirty = true;
2129 }
2130
2131 if (mBlendStateDirty)
2132 {
2133 if (mState.blend)
2134 {
2135 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2136
2137 if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
2138 mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
2139 {
2140 mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
2141 }
2142 else
2143 {
2144 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
2145 unorm<8>(mState.blendColor.alpha),
2146 unorm<8>(mState.blendColor.alpha),
2147 unorm<8>(mState.blendColor.alpha)));
2148 }
2149
2150 mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
2151 mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
2152 mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
2153
2154 if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
2155 mState.destBlendRGB != mState.destBlendAlpha ||
2156 mState.blendEquationRGB != mState.blendEquationAlpha)
2157 {
2158 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2159
2160 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
2161 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
2162 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
2163 }
2164 else
2165 {
2166 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
2167 }
2168 }
2169 else
2170 {
2171 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2172 }
2173
2174 mBlendStateDirty = false;
2175 }
2176
2177 if (mStencilStateDirty || mFrontFaceDirty)
2178 {
2179 if (mState.stencilTest && framebufferObject->hasStencil())
2180 {
2181 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2182 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
2183
2184 // FIXME: Unsupported by D3D9
2185 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
2186 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
2187 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
2188 if (mState.stencilWritemask != mState.stencilBackWritemask ||
2189 mState.stencilRef != mState.stencilBackRef ||
2190 mState.stencilMask != mState.stencilBackMask)
2191 {
2192 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
2193 return error(GL_INVALID_OPERATION);
2194 }
2195
2196 // get the maximum size of the stencil ref
2197 gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
2198 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2199
2200 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
2201 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
2202 es2dx::ConvertComparison(mState.stencilFunc));
2203
2204 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2205 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
2206
2207 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
2208 es2dx::ConvertStencilOp(mState.stencilFail));
2209 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
2210 es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
2211 mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
2212 es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
2213
2214 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
2215 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
2216 es2dx::ConvertComparison(mState.stencilBackFunc));
2217
2218 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2219 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
2220
2221 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
2222 es2dx::ConvertStencilOp(mState.stencilBackFail));
2223 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
2224 es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
2225 mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
2226 es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
2227 }
2228 else
2229 {
2230 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2231 }
2232
2233 mStencilStateDirty = false;
2234 mFrontFaceDirty = false;
2235 }
2236
2237 if (mMaskStateDirty)
2238 {
2239 int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
2240 mState.colorMaskBlue, mState.colorMaskAlpha);
2241 if (colorMask == 0 && !zeroColorMaskAllowed)
2242 {
2243 // Enable green channel, but set blending so nothing will be drawn.
2244 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
2245 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2246
2247 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
2248 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
2249 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
2250 }
2251 else
2252 {
2253 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
2254 }
2255 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
2256
2257 mMaskStateDirty = false;
2258 }
2259
2260 if (mPolygonOffsetStateDirty)
2261 {
2262 if (mState.polygonOffsetFill)
2263 {
2264 gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
2265 if (depthbuffer)
2266 {
2267 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
2268 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2269 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
2270 }
2271 }
2272 else
2273 {
2274 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
2275 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
2276 }
2277
2278 mPolygonOffsetStateDirty = false;
2279 }
2280
2281 if (mSampleStateDirty)
2282 {
2283 if (mState.sampleAlphaToCoverage)
2284 {
2285 FIXME("Sample alpha to coverage is unimplemented.");
2286 }
2287
2288 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
2289 if (mState.sampleCoverage)
2290 {
2291 unsigned int mask = 0;
2292 if (mState.sampleCoverageValue != 0)
2293 {
2294 float threshold = 0.5f;
2295
2296 for (int i = 0; i < framebufferObject->getSamples(); ++i)
2297 {
2298 mask <<= 1;
2299
2300 if ((i + 1) * mState.sampleCoverageValue >= threshold)
2301 {
2302 threshold += 1.0f;
2303 mask |= 1;
2304 }
2305 }
2306 }
2307
2308 if (mState.sampleCoverageInvert)
2309 {
2310 mask = ~mask;
2311 }
2312
2313 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
2314 }
2315 else
2316 {
2317 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2318 }
2319
2320 mSampleStateDirty = false;
2321 }
2322
2323 if (mDitherStateDirty)
2324 {
2325 mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
2326
2327 mDitherStateDirty = false;
2328 }
2329}
2330
2331GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
2332{
2333 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2334
2335 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances);
2336 if (err != GL_NO_ERROR)
2337 {
2338 return err;
2339 }
2340
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002341 ProgramBinary *programBinary = getCurrentProgramBinary();
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00002342 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002343}
2344
2345// Applies the indices and element array bindings to the Direct3D 9 device
2346GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2347{
2348 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
2349
2350 if (err == GL_NO_ERROR)
2351 {
2352 if (indexInfo->serial != mAppliedIBSerial)
2353 {
2354 mDevice->SetIndices(indexInfo->indexBuffer);
2355 mAppliedIBSerial = indexInfo->serial;
2356 }
2357 }
2358
2359 return err;
2360}
2361
2362// Applies the shaders and shader constants to the Direct3D 9 device
2363void Context::applyShaders()
2364{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002365 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002366
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00002367 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002368 {
2369 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
2370 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
2371
2372 mDevice->SetPixelShader(pixelShader);
2373 mDevice->SetVertexShader(vertexShader);
2374 programBinary->dirtyAllUniforms();
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00002375 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002376 }
2377
2378 programBinary->applyUniforms();
2379}
2380
2381// Applies the textures and sampler states to the Direct3D 9 device
2382void Context::applyTextures()
2383{
2384 applyTextures(SAMPLER_PIXEL);
2385
2386 if (mSupportsVertexTexture)
2387 {
2388 applyTextures(SAMPLER_VERTEX);
2389 }
2390}
2391
2392// For each Direct3D 9 sampler of either the pixel or vertex stage,
2393// looks up the corresponding OpenGL texture image unit and texture type,
2394// and sets the texture and its addressing/filtering state (or NULL when inactive).
2395void Context::applyTextures(SamplerType type)
2396{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002397 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002398
2399 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
2400 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
2401 int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
2402 int samplerRange = programBinary->getUsedSamplerRange(type);
2403
2404 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
2405 {
2406 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
2407 int d3dSampler = samplerIndex + d3dSamplerOffset;
2408
2409 if (textureUnit != -1)
2410 {
2411 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
2412
2413 Texture *texture = getSamplerTexture(textureUnit, textureType);
2414 unsigned int texSerial = texture->getTextureSerial();
2415
2416 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
2417 {
2418 IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();
2419
2420 if (d3dTexture)
2421 {
2422 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
2423 {
2424 GLenum wrapS = texture->getWrapS();
2425 GLenum wrapT = texture->getWrapT();
2426 GLenum minFilter = texture->getMinFilter();
2427 GLenum magFilter = texture->getMagFilter();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002428 float maxAnisotropy = texture->getMaxAnisotropy();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002429
2430 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
2431 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
2432
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002433 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter, maxAnisotropy));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002434 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002435 es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter, maxAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002436 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
2437 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
jbauman@chromium.org68715282012-07-12 23:28:41 +00002438 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, texture->getLodOffset());
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002439
2440 if (supportsTextureFilterAnisotropy())
2441 {
2442 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)maxAnisotropy);
2443 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002444 }
2445
2446 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
2447 {
2448 mDevice->SetTexture(d3dSampler, d3dTexture);
2449 }
2450 }
2451 else
2452 {
2453 mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());
2454 }
2455
2456 appliedTextureSerial[samplerIndex] = texSerial;
2457 texture->resetDirty();
2458 }
2459 }
2460 else
2461 {
2462 if (appliedTextureSerial[samplerIndex] != 0)
2463 {
2464 mDevice->SetTexture(d3dSampler, NULL);
2465 appliedTextureSerial[samplerIndex] = 0;
2466 }
2467 }
2468 }
2469
2470 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2471 {
2472 if (appliedTextureSerial[samplerIndex] != 0)
2473 {
2474 mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);
2475 appliedTextureSerial[samplerIndex] = 0;
2476 }
2477 }
2478}
2479
2480void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2481 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2482{
2483 Framebuffer *framebuffer = getReadFramebuffer();
2484
2485 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2486 {
2487 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2488 }
2489
2490 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2491 {
2492 return error(GL_INVALID_OPERATION);
2493 }
2494
2495 GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
2496 // sized query sanity check
2497 if (bufSize)
2498 {
2499 int requiredSize = outputPitch * height;
2500 if (requiredSize > *bufSize)
2501 {
2502 return error(GL_INVALID_OPERATION);
2503 }
2504 }
2505
2506 IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
2507 if (!renderTarget)
2508 {
2509 return; // Context must be lost, return silently
2510 }
2511
2512 D3DSURFACE_DESC desc;
2513 renderTarget->GetDesc(&desc);
2514
2515 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2516 {
2517 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
2518 renderTarget->Release();
2519 return error(GL_OUT_OF_MEMORY);
2520 }
2521
2522 HRESULT result;
2523 IDirect3DSurface9 *systemSurface = NULL;
2524 bool directToPixels = !getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&
2525 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2526 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2527 if (directToPixels)
2528 {
2529 // Use the pixels ptr as a shared handle to write directly into client's memory
2530 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2531 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2532 if (FAILED(result))
2533 {
2534 // Try again without the shared handle
2535 directToPixels = false;
2536 }
2537 }
2538
2539 if (!directToPixels)
2540 {
2541 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2542 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2543 if (FAILED(result))
2544 {
2545 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2546 renderTarget->Release();
2547 return error(GL_OUT_OF_MEMORY);
2548 }
2549 }
2550
2551 result = mDevice->GetRenderTargetData(renderTarget, systemSurface);
2552 renderTarget->Release();
2553 renderTarget = NULL;
2554
2555 if (FAILED(result))
2556 {
2557 systemSurface->Release();
2558
2559 // It turns out that D3D will sometimes produce more error
2560 // codes than those documented.
2561 if (checkDeviceLost(result))
2562 return error(GL_OUT_OF_MEMORY);
2563 else
2564 {
2565 UNREACHABLE();
2566 return;
2567 }
2568
2569 }
2570
2571 if (directToPixels)
2572 {
2573 systemSurface->Release();
2574 return;
2575 }
2576
2577 RECT rect;
2578 rect.left = clamp(x, 0L, static_cast<LONG>(desc.Width));
2579 rect.top = clamp(y, 0L, static_cast<LONG>(desc.Height));
2580 rect.right = clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2581 rect.bottom = clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2582
2583 D3DLOCKED_RECT lock;
2584 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2585
2586 if (FAILED(result))
2587 {
2588 UNREACHABLE();
2589 systemSurface->Release();
2590
2591 return; // No sensible error to generate
2592 }
2593
2594 unsigned char *dest = (unsigned char*)pixels;
2595 unsigned short *dest16 = (unsigned short*)pixels;
2596
2597 unsigned char *source;
2598 int inputPitch;
2599 if (getPackReverseRowOrder())
2600 {
2601 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2602 inputPitch = -lock.Pitch;
2603 }
2604 else
2605 {
2606 source = (unsigned char*)lock.pBits;
2607 inputPitch = lock.Pitch;
2608 }
2609
2610 for (int j = 0; j < rect.bottom - rect.top; j++)
2611 {
2612 if (desc.Format == D3DFMT_A8R8G8B8 &&
2613 format == GL_BGRA_EXT &&
2614 type == GL_UNSIGNED_BYTE)
2615 {
2616 // Fast path for EXT_read_format_bgra, given
2617 // an RGBA source buffer. Note that buffers with no
2618 // alpha go through the slow path below.
2619 memcpy(dest + j * outputPitch,
2620 source + j * inputPitch,
2621 (rect.right - rect.left) * 4);
2622 continue;
2623 }
2624
2625 for (int i = 0; i < rect.right - rect.left; i++)
2626 {
2627 float r;
2628 float g;
2629 float b;
2630 float a;
2631
2632 switch (desc.Format)
2633 {
2634 case D3DFMT_R5G6B5:
2635 {
2636 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2637
2638 a = 1.0f;
2639 b = (rgb & 0x001F) * (1.0f / 0x001F);
2640 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2641 r = (rgb & 0xF800) * (1.0f / 0xF800);
2642 }
2643 break;
2644 case D3DFMT_A1R5G5B5:
2645 {
2646 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2647
2648 a = (argb & 0x8000) ? 1.0f : 0.0f;
2649 b = (argb & 0x001F) * (1.0f / 0x001F);
2650 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2651 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2652 }
2653 break;
2654 case D3DFMT_A8R8G8B8:
2655 {
2656 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2657
2658 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2659 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2660 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2661 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2662 }
2663 break;
2664 case D3DFMT_X8R8G8B8:
2665 {
2666 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2667
2668 a = 1.0f;
2669 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2670 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2671 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2672 }
2673 break;
2674 case D3DFMT_A2R10G10B10:
2675 {
2676 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2677
2678 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2679 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2680 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2681 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2682 }
2683 break;
2684 case D3DFMT_A32B32G32R32F:
2685 {
2686 // float formats in D3D are stored rgba, rather than the other way round
2687 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2688 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2689 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2690 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2691 }
2692 break;
2693 case D3DFMT_A16B16G16R16F:
2694 {
2695 // float formats in D3D are stored rgba, rather than the other way round
2696 float abgr[4];
2697
2698 D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4);
2699
2700 a = abgr[3];
2701 b = abgr[2];
2702 g = abgr[1];
2703 r = abgr[0];
2704 }
2705 break;
2706 default:
2707 UNIMPLEMENTED(); // FIXME
2708 UNREACHABLE();
2709 return;
2710 }
2711
2712 switch (format)
2713 {
2714 case GL_RGBA:
2715 switch (type)
2716 {
2717 case GL_UNSIGNED_BYTE:
2718 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2719 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2720 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2721 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2722 break;
2723 default: UNREACHABLE();
2724 }
2725 break;
2726 case GL_BGRA_EXT:
2727 switch (type)
2728 {
2729 case GL_UNSIGNED_BYTE:
2730 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2731 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2732 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2733 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2734 break;
2735 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2736 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2737 // this type is packed as follows:
2738 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2739 // --------------------------------------------------------------------------------
2740 // | 4th | 3rd | 2nd | 1st component |
2741 // --------------------------------------------------------------------------------
2742 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2743 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2744 ((unsigned short)(15 * a + 0.5f) << 12)|
2745 ((unsigned short)(15 * r + 0.5f) << 8) |
2746 ((unsigned short)(15 * g + 0.5f) << 4) |
2747 ((unsigned short)(15 * b + 0.5f) << 0);
2748 break;
2749 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2750 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2751 // this type is packed as follows:
2752 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2753 // --------------------------------------------------------------------------------
2754 // | 4th | 3rd | 2nd | 1st component |
2755 // --------------------------------------------------------------------------------
2756 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2757 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2758 ((unsigned short)( a + 0.5f) << 15) |
2759 ((unsigned short)(31 * r + 0.5f) << 10) |
2760 ((unsigned short)(31 * g + 0.5f) << 5) |
2761 ((unsigned short)(31 * b + 0.5f) << 0);
2762 break;
2763 default: UNREACHABLE();
2764 }
2765 break;
2766 case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT
2767 switch (type)
2768 {
2769 case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE
2770 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2771 ((unsigned short)(31 * b + 0.5f) << 0) |
2772 ((unsigned short)(63 * g + 0.5f) << 5) |
2773 ((unsigned short)(31 * r + 0.5f) << 11);
2774 break;
2775 default: UNREACHABLE();
2776 }
2777 break;
2778 default: UNREACHABLE();
2779 }
2780 }
2781 }
2782
2783 systemSurface->UnlockRect();
2784
2785 systemSurface->Release();
2786}
2787
2788void Context::clear(GLbitfield mask)
2789{
2790 Framebuffer *framebufferObject = getDrawFramebuffer();
2791
2792 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2793 {
2794 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2795 }
2796
2797 DWORD flags = 0;
2798
2799 if (mask & GL_COLOR_BUFFER_BIT)
2800 {
2801 mask &= ~GL_COLOR_BUFFER_BIT;
2802
2803 if (framebufferObject->getColorbufferType() != GL_NONE)
2804 {
2805 flags |= D3DCLEAR_TARGET;
2806 }
2807 }
2808
2809 if (mask & GL_DEPTH_BUFFER_BIT)
2810 {
2811 mask &= ~GL_DEPTH_BUFFER_BIT;
2812 if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
2813 {
2814 flags |= D3DCLEAR_ZBUFFER;
2815 }
2816 }
2817
2818 GLuint stencilUnmasked = 0x0;
2819
2820 if (mask & GL_STENCIL_BUFFER_BIT)
2821 {
2822 mask &= ~GL_STENCIL_BUFFER_BIT;
2823 if (framebufferObject->getStencilbufferType() != GL_NONE)
2824 {
2825 IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
2826 if (!depthStencil)
2827 {
2828 ERR("Depth stencil pointer unexpectedly null.");
2829 return;
2830 }
2831
2832 D3DSURFACE_DESC desc;
2833 depthStencil->GetDesc(&desc);
2834 depthStencil->Release();
2835
2836 unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
2837 stencilUnmasked = (0x1 << stencilSize) - 1;
2838
2839 if (stencilUnmasked != 0x0)
2840 {
2841 flags |= D3DCLEAR_STENCIL;
2842 }
2843 }
2844 }
2845
2846 if (mask != 0)
2847 {
2848 return error(GL_INVALID_VALUE);
2849 }
2850
2851 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2852 {
2853 return;
2854 }
2855
2856 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2857 unorm<8>(mState.colorClearValue.red),
2858 unorm<8>(mState.colorClearValue.green),
2859 unorm<8>(mState.colorClearValue.blue));
2860 float depth = clamp01(mState.depthClearValue);
2861 int stencil = mState.stencilClearValue & 0x000000FF;
2862
2863 bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
2864
2865 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
2866 (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
2867 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
2868 !(mState.colorMaskRed && mState.colorMaskGreen &&
2869 mState.colorMaskBlue && alphaUnmasked);
2870
2871 if (needMaskedColorClear || needMaskedStencilClear)
2872 {
2873 // State which is altered in all paths from this point to the clear call is saved.
2874 // State which is altered in only some paths will be flagged dirty in the case that
2875 // that path is taken.
2876 HRESULT hr;
2877 if (mMaskedClearSavedState == NULL)
2878 {
2879 hr = mDevice->BeginStateBlock();
2880 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2881
2882 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2883 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2884 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2885 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2886 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2887 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2888 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2889 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2890 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2891 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2892 mDevice->SetPixelShader(NULL);
2893 mDevice->SetVertexShader(NULL);
2894 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2895 mDevice->SetStreamSource(0, NULL, 0, 0);
2896 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2897 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2898 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2899 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2900 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2901 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2902 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2903
2904 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2905 {
2906 mDevice->SetStreamSourceFreq(i, 1);
2907 }
2908
2909 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2910 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2911 }
2912
2913 ASSERT(mMaskedClearSavedState != NULL);
2914
2915 if (mMaskedClearSavedState != NULL)
2916 {
2917 hr = mMaskedClearSavedState->Capture();
2918 ASSERT(SUCCEEDED(hr));
2919 }
2920
2921 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2922 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2923 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2924 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2925 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2926 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2927 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2928 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2929
2930 if (flags & D3DCLEAR_TARGET)
2931 {
2932 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2933 }
2934 else
2935 {
2936 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2937 }
2938
2939 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2940 {
2941 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2942 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2943 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2944 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2945 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
2946 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2947 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2948 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
2949 mStencilStateDirty = true;
2950 }
2951 else
2952 {
2953 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2954 }
2955
2956 mDevice->SetPixelShader(NULL);
2957 mDevice->SetVertexShader(NULL);
2958 mDevice->SetFVF(D3DFVF_XYZRHW);
2959 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2960 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2961 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2962 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2963 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2964 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2965 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2966
2967 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2968 {
2969 mDevice->SetStreamSourceFreq(i, 1);
2970 }
2971
2972 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2973 quad[0][0] = -0.5f;
2974 quad[0][1] = mRenderTargetDesc.Height - 0.5f;
2975 quad[0][2] = 0.0f;
2976 quad[0][3] = 1.0f;
2977
2978 quad[1][0] = mRenderTargetDesc.Width - 0.5f;
2979 quad[1][1] = mRenderTargetDesc.Height - 0.5f;
2980 quad[1][2] = 0.0f;
2981 quad[1][3] = 1.0f;
2982
2983 quad[2][0] = -0.5f;
2984 quad[2][1] = -0.5f;
2985 quad[2][2] = 0.0f;
2986 quad[2][3] = 1.0f;
2987
2988 quad[3][0] = mRenderTargetDesc.Width - 0.5f;
2989 quad[3][1] = -0.5f;
2990 quad[3][2] = 0.0f;
2991 quad[3][3] = 1.0f;
2992
2993 mDisplay->startScene();
2994 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2995
2996 if (flags & D3DCLEAR_ZBUFFER)
2997 {
2998 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2999 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
3000 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
3001 }
3002
3003 if (mMaskedClearSavedState != NULL)
3004 {
3005 mMaskedClearSavedState->Apply();
3006 }
3007 }
3008 else if (flags)
3009 {
3010 mDevice->Clear(0, NULL, flags, color, depth, stencil);
3011 }
3012}
3013
3014void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
3015{
3016 if (!mState.currentProgram)
3017 {
3018 return error(GL_INVALID_OPERATION);
3019 }
3020
3021 D3DPRIMITIVETYPE primitiveType;
3022 int primitiveCount;
3023
3024 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
3025 return error(GL_INVALID_ENUM);
3026
3027 if (primitiveCount <= 0)
3028 {
3029 return;
3030 }
3031
3032 if (!applyRenderTarget(false))
3033 {
3034 return;
3035 }
3036
3037 applyState(mode);
3038
3039 GLsizei repeatDraw = 1;
3040 GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
3041 if (err != GL_NO_ERROR)
3042 {
3043 return error(err);
3044 }
3045
3046 applyShaders();
3047 applyTextures();
3048
daniel@transgaming.com62a28462012-07-24 18:33:59 +00003049 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003050 {
3051 return error(GL_INVALID_OPERATION);
3052 }
3053
3054 if (!cullSkipsDraw(mode))
3055 {
3056 mDisplay->startScene();
3057
3058 if (mode == GL_LINE_LOOP)
3059 {
3060 drawLineLoop(count, GL_NONE, NULL, 0);
3061 }
3062 else if (instances > 0)
3063 {
3064 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
3065 if (countingIB)
3066 {
3067 if (mAppliedIBSerial != countingIB->getSerial())
3068 {
3069 mDevice->SetIndices(countingIB->getBuffer());
3070 mAppliedIBSerial = countingIB->getSerial();
3071 }
3072
3073 for (int i = 0; i < repeatDraw; i++)
3074 {
3075 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
3076 }
3077 }
3078 else
3079 {
3080 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
3081 return error(GL_OUT_OF_MEMORY);
3082 }
3083 }
3084 else // Regular case
3085 {
3086 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
3087 }
3088 }
3089}
3090
3091void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
3092{
3093 if (!mState.currentProgram)
3094 {
3095 return error(GL_INVALID_OPERATION);
3096 }
3097
3098 if (!indices && !mState.elementArrayBuffer)
3099 {
3100 return error(GL_INVALID_OPERATION);
3101 }
3102
3103 D3DPRIMITIVETYPE primitiveType;
3104 int primitiveCount;
3105
3106 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
3107 return error(GL_INVALID_ENUM);
3108
3109 if (primitiveCount <= 0)
3110 {
3111 return;
3112 }
3113
3114 if (!applyRenderTarget(false))
3115 {
3116 return;
3117 }
3118
3119 applyState(mode);
3120
3121 TranslatedIndexData indexInfo;
3122 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
3123 if (err != GL_NO_ERROR)
3124 {
3125 return error(err);
3126 }
3127
3128 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3129 GLsizei repeatDraw = 1;
3130 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
3131 if (err != GL_NO_ERROR)
3132 {
3133 return error(err);
3134 }
3135
3136 applyShaders();
3137 applyTextures();
3138
daniel@transgaming.com62a28462012-07-24 18:33:59 +00003139 if (!getCurrentProgramBinary()->validateSamplers(false))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003140 {
3141 return error(GL_INVALID_OPERATION);
3142 }
3143
3144 if (!cullSkipsDraw(mode))
3145 {
3146 mDisplay->startScene();
3147
3148 if (mode == GL_LINE_LOOP)
3149 {
3150 drawLineLoop(count, type, indices, indexInfo.minIndex);
3151 }
3152 else
3153 {
3154 for (int i = 0; i < repeatDraw; i++)
3155 {
3156 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
3157 }
3158 }
3159 }
3160}
3161
3162// Implements glFlush when block is false, glFinish when block is true
3163void Context::sync(bool block)
3164{
3165 mDisplay->sync(block);
3166}
3167
3168void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
3169{
3170 // Get the raw indices for an indexed draw
3171 if (type != GL_NONE && mState.elementArrayBuffer.get())
3172 {
3173 Buffer *indexBuffer = mState.elementArrayBuffer.get();
3174 intptr_t offset = reinterpret_cast<intptr_t>(indices);
3175 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
3176 }
3177
3178 UINT startIndex = 0;
3179 bool succeeded = false;
3180
3181 if (supports32bitIndices())
3182 {
3183 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
3184
3185 if (!mLineLoopIB)
3186 {
3187 mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
3188 }
3189
3190 if (mLineLoopIB)
3191 {
3192 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
3193
3194 UINT offset = 0;
3195 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
3196 startIndex = offset / 4;
3197
3198 if (data)
3199 {
3200 switch (type)
3201 {
3202 case GL_NONE: // Non-indexed draw
3203 for (int i = 0; i < count; i++)
3204 {
3205 data[i] = i;
3206 }
3207 data[count] = 0;
3208 break;
3209 case GL_UNSIGNED_BYTE:
3210 for (int i = 0; i < count; i++)
3211 {
3212 data[i] = static_cast<const GLubyte*>(indices)[i];
3213 }
3214 data[count] = static_cast<const GLubyte*>(indices)[0];
3215 break;
3216 case GL_UNSIGNED_SHORT:
3217 for (int i = 0; i < count; i++)
3218 {
3219 data[i] = static_cast<const GLushort*>(indices)[i];
3220 }
3221 data[count] = static_cast<const GLushort*>(indices)[0];
3222 break;
3223 case GL_UNSIGNED_INT:
3224 for (int i = 0; i < count; i++)
3225 {
3226 data[i] = static_cast<const GLuint*>(indices)[i];
3227 }
3228 data[count] = static_cast<const GLuint*>(indices)[0];
3229 break;
3230 default: UNREACHABLE();
3231 }
3232
3233 mLineLoopIB->unmap();
3234 succeeded = true;
3235 }
3236 }
3237 }
3238 else
3239 {
3240 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
3241
3242 if (!mLineLoopIB)
3243 {
3244 mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
3245 }
3246
3247 if (mLineLoopIB)
3248 {
3249 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
3250
3251 UINT offset = 0;
3252 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
3253 startIndex = offset / 2;
3254
3255 if (data)
3256 {
3257 switch (type)
3258 {
3259 case GL_NONE: // Non-indexed draw
3260 for (int i = 0; i < count; i++)
3261 {
3262 data[i] = i;
3263 }
3264 data[count] = 0;
3265 break;
3266 case GL_UNSIGNED_BYTE:
3267 for (int i = 0; i < count; i++)
3268 {
3269 data[i] = static_cast<const GLubyte*>(indices)[i];
3270 }
3271 data[count] = static_cast<const GLubyte*>(indices)[0];
3272 break;
3273 case GL_UNSIGNED_SHORT:
3274 for (int i = 0; i < count; i++)
3275 {
3276 data[i] = static_cast<const GLushort*>(indices)[i];
3277 }
3278 data[count] = static_cast<const GLushort*>(indices)[0];
3279 break;
3280 case GL_UNSIGNED_INT:
3281 for (int i = 0; i < count; i++)
3282 {
3283 data[i] = static_cast<const GLuint*>(indices)[i];
3284 }
3285 data[count] = static_cast<const GLuint*>(indices)[0];
3286 break;
3287 default: UNREACHABLE();
3288 }
3289
3290 mLineLoopIB->unmap();
3291 succeeded = true;
3292 }
3293 }
3294 }
3295
3296 if (succeeded)
3297 {
3298 if (mAppliedIBSerial != mLineLoopIB->getSerial())
3299 {
3300 mDevice->SetIndices(mLineLoopIB->getBuffer());
3301 mAppliedIBSerial = mLineLoopIB->getSerial();
3302 }
3303
3304 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
3305 }
3306 else
3307 {
3308 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
3309 return error(GL_OUT_OF_MEMORY);
3310 }
3311}
3312
3313void Context::recordInvalidEnum()
3314{
3315 mInvalidEnum = true;
3316}
3317
3318void Context::recordInvalidValue()
3319{
3320 mInvalidValue = true;
3321}
3322
3323void Context::recordInvalidOperation()
3324{
3325 mInvalidOperation = true;
3326}
3327
3328void Context::recordOutOfMemory()
3329{
3330 mOutOfMemory = true;
3331}
3332
3333void Context::recordInvalidFramebufferOperation()
3334{
3335 mInvalidFramebufferOperation = true;
3336}
3337
3338// Get one of the recorded errors and clear its flag, if any.
3339// [OpenGL ES 2.0.24] section 2.5 page 13.
3340GLenum Context::getError()
3341{
3342 if (mInvalidEnum)
3343 {
3344 mInvalidEnum = false;
3345
3346 return GL_INVALID_ENUM;
3347 }
3348
3349 if (mInvalidValue)
3350 {
3351 mInvalidValue = false;
3352
3353 return GL_INVALID_VALUE;
3354 }
3355
3356 if (mInvalidOperation)
3357 {
3358 mInvalidOperation = false;
3359
3360 return GL_INVALID_OPERATION;
3361 }
3362
3363 if (mOutOfMemory)
3364 {
3365 mOutOfMemory = false;
3366
3367 return GL_OUT_OF_MEMORY;
3368 }
3369
3370 if (mInvalidFramebufferOperation)
3371 {
3372 mInvalidFramebufferOperation = false;
3373
3374 return GL_INVALID_FRAMEBUFFER_OPERATION;
3375 }
3376
3377 return GL_NO_ERROR;
3378}
3379
3380GLenum Context::getResetStatus()
3381{
3382 if (mResetStatus == GL_NO_ERROR)
3383 {
3384 bool lost = mDisplay->testDeviceLost();
3385
3386 if (lost)
3387 {
3388 mDisplay->notifyDeviceLost(); // Sets mResetStatus
3389 }
3390 }
3391
3392 GLenum status = mResetStatus;
3393
3394 if (mResetStatus != GL_NO_ERROR)
3395 {
3396 if (mDisplay->testDeviceResettable())
3397 {
3398 mResetStatus = GL_NO_ERROR;
3399 }
3400 }
3401
3402 return status;
3403}
3404
3405bool Context::isResetNotificationEnabled()
3406{
3407 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
3408}
3409
3410bool Context::supportsShaderModel3() const
3411{
3412 return mSupportsShaderModel3;
3413}
3414
3415float Context::getMaximumPointSize() const
3416{
3417 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
3418}
3419
3420int Context::getMaximumVaryingVectors() const
3421{
3422 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
3423}
3424
3425unsigned int Context::getMaximumVertexTextureImageUnits() const
3426{
3427 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
3428}
3429
3430unsigned int Context::getMaximumCombinedTextureImageUnits() const
3431{
3432 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
3433}
3434
3435int Context::getMaximumFragmentUniformVectors() const
3436{
3437 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
3438}
3439
3440int Context::getMaxSupportedSamples() const
3441{
3442 return mMaxSupportedSamples;
3443}
3444
3445int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const
3446{
3447 if (requested == 0)
3448 {
3449 return requested;
3450 }
3451
3452 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
3453 if (itr == mMultiSampleSupport.end())
3454 {
3455 return -1;
3456 }
3457
3458 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
3459 {
3460 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
3461 {
3462 return i;
3463 }
3464 }
3465
3466 return -1;
3467}
3468
3469bool Context::supportsEventQueries() const
3470{
3471 return mSupportsEventQueries;
3472}
3473
3474bool Context::supportsOcclusionQueries() const
3475{
3476 return mSupportsOcclusionQueries;
3477}
3478
3479bool Context::supportsDXT1Textures() const
3480{
3481 return mSupportsDXT1Textures;
3482}
3483
3484bool Context::supportsDXT3Textures() const
3485{
3486 return mSupportsDXT3Textures;
3487}
3488
3489bool Context::supportsDXT5Textures() const
3490{
3491 return mSupportsDXT5Textures;
3492}
3493
3494bool Context::supportsFloat32Textures() const
3495{
3496 return mSupportsFloat32Textures;
3497}
3498
3499bool Context::supportsFloat32LinearFilter() const
3500{
3501 return mSupportsFloat32LinearFilter;
3502}
3503
3504bool Context::supportsFloat32RenderableTextures() const
3505{
3506 return mSupportsFloat32RenderableTextures;
3507}
3508
3509bool Context::supportsFloat16Textures() const
3510{
3511 return mSupportsFloat16Textures;
3512}
3513
3514bool Context::supportsFloat16LinearFilter() const
3515{
3516 return mSupportsFloat16LinearFilter;
3517}
3518
3519bool Context::supportsFloat16RenderableTextures() const
3520{
3521 return mSupportsFloat16RenderableTextures;
3522}
3523
3524int Context::getMaximumRenderbufferDimension() const
3525{
3526 return mMaxRenderbufferDimension;
3527}
3528
3529int Context::getMaximumTextureDimension() const
3530{
3531 return mMaxTextureDimension;
3532}
3533
3534int Context::getMaximumCubeTextureDimension() const
3535{
3536 return mMaxCubeTextureDimension;
3537}
3538
3539int Context::getMaximumTextureLevel() const
3540{
3541 return mMaxTextureLevel;
3542}
3543
3544bool Context::supportsLuminanceTextures() const
3545{
3546 return mSupportsLuminanceTextures;
3547}
3548
3549bool Context::supportsLuminanceAlphaTextures() const
3550{
3551 return mSupportsLuminanceAlphaTextures;
3552}
3553
3554bool Context::supportsDepthTextures() const
3555{
3556 return mSupportsDepthTextures;
3557}
3558
3559bool Context::supports32bitIndices() const
3560{
3561 return mSupports32bitIndices;
3562}
3563
3564bool Context::supportsNonPower2Texture() const
3565{
3566 return mSupportsNonPower2Texture;
3567}
3568
3569bool Context::supportsInstancing() const
3570{
3571 return mSupportsInstancing;
3572}
3573
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003574bool Context::supportsTextureFilterAnisotropy() const
3575{
3576 return mSupportsTextureFilterAnisotropy;
3577}
3578
3579float Context::getTextureMaxAnisotropy() const
3580{
3581 return mMaxTextureAnisotropy;
3582}
3583
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003584void Context::detachBuffer(GLuint buffer)
3585{
3586 // [OpenGL ES 2.0.24] section 2.9 page 22:
3587 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3588 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3589
3590 if (mState.arrayBuffer.id() == buffer)
3591 {
3592 mState.arrayBuffer.set(NULL);
3593 }
3594
3595 if (mState.elementArrayBuffer.id() == buffer)
3596 {
3597 mState.elementArrayBuffer.set(NULL);
3598 }
3599
3600 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3601 {
3602 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
3603 {
3604 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
3605 }
3606 }
3607}
3608
3609void Context::detachTexture(GLuint texture)
3610{
3611 // [OpenGL ES 2.0.24] section 3.8 page 84:
3612 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3613 // rebound to texture object zero
3614
3615 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3616 {
3617 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
3618 {
3619 if (mState.samplerTexture[type][sampler].id() == texture)
3620 {
3621 mState.samplerTexture[type][sampler].set(NULL);
3622 }
3623 }
3624 }
3625
3626 // [OpenGL ES 2.0.24] section 4.4 page 112:
3627 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3628 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3629 // image was attached in the currently bound framebuffer.
3630
3631 Framebuffer *readFramebuffer = getReadFramebuffer();
3632 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3633
3634 if (readFramebuffer)
3635 {
3636 readFramebuffer->detachTexture(texture);
3637 }
3638
3639 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3640 {
3641 drawFramebuffer->detachTexture(texture);
3642 }
3643}
3644
3645void Context::detachFramebuffer(GLuint framebuffer)
3646{
3647 // [OpenGL ES 2.0.24] section 4.4 page 107:
3648 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3649 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3650
3651 if (mState.readFramebuffer == framebuffer)
3652 {
3653 bindReadFramebuffer(0);
3654 }
3655
3656 if (mState.drawFramebuffer == framebuffer)
3657 {
3658 bindDrawFramebuffer(0);
3659 }
3660}
3661
3662void Context::detachRenderbuffer(GLuint renderbuffer)
3663{
3664 // [OpenGL ES 2.0.24] section 4.4 page 109:
3665 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3666 // had been executed with the target RENDERBUFFER and name of zero.
3667
3668 if (mState.renderbuffer.id() == renderbuffer)
3669 {
3670 bindRenderbuffer(0);
3671 }
3672
3673 // [OpenGL ES 2.0.24] section 4.4 page 111:
3674 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3675 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3676 // point to which this image was attached in the currently bound framebuffer.
3677
3678 Framebuffer *readFramebuffer = getReadFramebuffer();
3679 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3680
3681 if (readFramebuffer)
3682 {
3683 readFramebuffer->detachRenderbuffer(renderbuffer);
3684 }
3685
3686 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3687 {
3688 drawFramebuffer->detachRenderbuffer(renderbuffer);
3689 }
3690}
3691
3692Texture *Context::getIncompleteTexture(TextureType type)
3693{
3694 Texture *t = mIncompleteTextures[type].get();
3695
3696 if (t == NULL)
3697 {
3698 static const GLubyte color[] = { 0, 0, 0, 255 };
3699
3700 switch (type)
3701 {
3702 default:
3703 UNREACHABLE();
3704 // default falls through to TEXTURE_2D
3705
3706 case TEXTURE_2D:
3707 {
3708 Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);
3709 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3710 t = incomplete2d;
3711 }
3712 break;
3713
3714 case TEXTURE_CUBE:
3715 {
3716 TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);
3717
3718 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3719 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3720 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3721 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3722 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3723 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3724
3725 t = incompleteCube;
3726 }
3727 break;
3728 }
3729
3730 mIncompleteTextures[type].set(t);
3731 }
3732
3733 return t;
3734}
3735
3736bool Context::cullSkipsDraw(GLenum drawMode)
3737{
3738 return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3739}
3740
3741bool Context::isTriangleMode(GLenum drawMode)
3742{
3743 switch (drawMode)
3744 {
3745 case GL_TRIANGLES:
3746 case GL_TRIANGLE_FAN:
3747 case GL_TRIANGLE_STRIP:
3748 return true;
3749 case GL_POINTS:
3750 case GL_LINES:
3751 case GL_LINE_LOOP:
3752 case GL_LINE_STRIP:
3753 return false;
3754 default: UNREACHABLE();
3755 }
3756
3757 return false;
3758}
3759
3760void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3761{
3762 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3763
3764 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3765 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3766 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3767 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
3768
3769 mVertexDataManager->dirtyCurrentValue(index);
3770}
3771
3772void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3773{
3774 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3775
3776 mState.vertexAttribute[index].mDivisor = divisor;
3777}
3778
3779// keep list sorted in following order
3780// OES extensions
3781// EXT extensions
3782// Vendor extensions
3783void Context::initExtensionString()
3784{
3785 mExtensionString = "";
3786
3787 // OES extensions
3788 if (supports32bitIndices())
3789 {
3790 mExtensionString += "GL_OES_element_index_uint ";
3791 }
3792
3793 mExtensionString += "GL_OES_packed_depth_stencil ";
3794 mExtensionString += "GL_OES_get_program_binary ";
3795 mExtensionString += "GL_OES_rgb8_rgba8 ";
3796 mExtensionString += "GL_OES_standard_derivatives ";
3797
3798 if (supportsFloat16Textures())
3799 {
3800 mExtensionString += "GL_OES_texture_half_float ";
3801 }
3802 if (supportsFloat16LinearFilter())
3803 {
3804 mExtensionString += "GL_OES_texture_half_float_linear ";
3805 }
3806 if (supportsFloat32Textures())
3807 {
3808 mExtensionString += "GL_OES_texture_float ";
3809 }
3810 if (supportsFloat32LinearFilter())
3811 {
3812 mExtensionString += "GL_OES_texture_float_linear ";
3813 }
3814
3815 if (supportsNonPower2Texture())
3816 {
3817 mExtensionString += "GL_OES_texture_npot ";
3818 }
3819
3820 // Multi-vendor (EXT) extensions
3821 if (supportsOcclusionQueries())
3822 {
3823 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3824 }
3825
3826 mExtensionString += "GL_EXT_read_format_bgra ";
3827 mExtensionString += "GL_EXT_robustness ";
3828
3829 if (supportsDXT1Textures())
3830 {
3831 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3832 }
3833
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003834 if (supportsTextureFilterAnisotropy())
3835 {
3836 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3837 }
3838
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003839 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3840 mExtensionString += "GL_EXT_texture_storage ";
3841
3842 // ANGLE-specific extensions
3843 if (supportsDepthTextures())
3844 {
3845 mExtensionString += "GL_ANGLE_depth_texture ";
3846 }
3847
3848 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3849 if (getMaxSupportedSamples() != 0)
3850 {
3851 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3852 }
3853
3854 if (supportsInstancing())
3855 {
3856 mExtensionString += "GL_ANGLE_instanced_arrays ";
3857 }
3858
3859 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3860
3861 if (supportsDXT3Textures())
3862 {
3863 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3864 }
3865 if (supportsDXT5Textures())
3866 {
3867 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3868 }
3869
3870 mExtensionString += "GL_ANGLE_texture_usage ";
3871 mExtensionString += "GL_ANGLE_translated_shader_source ";
3872
3873 // Other vendor-specific extensions
3874 if (supportsEventQueries())
3875 {
3876 mExtensionString += "GL_NV_fence ";
3877 }
3878
3879 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3880 if (end != std::string::npos)
3881 {
3882 mExtensionString.resize(end+1);
3883 }
3884}
3885
3886const char *Context::getExtensionString() const
3887{
3888 return mExtensionString.c_str();
3889}
3890
3891void Context::initRendererString()
3892{
3893 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
3894
3895 mRendererString = "ANGLE (";
3896 mRendererString += identifier->Description;
3897 mRendererString += ")";
3898}
3899
3900const char *Context::getRendererString() const
3901{
3902 return mRendererString.c_str();
3903}
3904
3905void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3906 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3907 GLbitfield mask)
3908{
3909 Framebuffer *readFramebuffer = getReadFramebuffer();
3910 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3911
3912 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3913 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3914 {
3915 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3916 }
3917
3918 if (drawFramebuffer->getSamples() != 0)
3919 {
3920 return error(GL_INVALID_OPERATION);
3921 }
3922
3923 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3924 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3925 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3926 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3927
3928 RECT sourceRect;
3929 RECT destRect;
3930
3931 if (srcX0 < srcX1)
3932 {
3933 sourceRect.left = srcX0;
3934 sourceRect.right = srcX1;
3935 destRect.left = dstX0;
3936 destRect.right = dstX1;
3937 }
3938 else
3939 {
3940 sourceRect.left = srcX1;
3941 destRect.left = dstX1;
3942 sourceRect.right = srcX0;
3943 destRect.right = dstX0;
3944 }
3945
3946 if (srcY0 < srcY1)
3947 {
3948 sourceRect.bottom = srcY1;
3949 destRect.bottom = dstY1;
3950 sourceRect.top = srcY0;
3951 destRect.top = dstY0;
3952 }
3953 else
3954 {
3955 sourceRect.bottom = srcY0;
3956 destRect.bottom = dstY0;
3957 sourceRect.top = srcY1;
3958 destRect.top = dstY1;
3959 }
3960
3961 RECT sourceScissoredRect = sourceRect;
3962 RECT destScissoredRect = destRect;
3963
3964 if (mState.scissorTest)
3965 {
3966 // Only write to parts of the destination framebuffer which pass the scissor test
3967 // Please note: the destRect is now in D3D-style coordinates, so the *top* of the
3968 // rect will be checked against scissorY, rather than the bottom.
3969 if (destRect.left < mState.scissorX)
3970 {
3971 int xDiff = mState.scissorX - destRect.left;
3972 destScissoredRect.left = mState.scissorX;
3973 sourceScissoredRect.left += xDiff;
3974 }
3975
3976 if (destRect.right > mState.scissorX + mState.scissorWidth)
3977 {
3978 int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
3979 destScissoredRect.right = mState.scissorX + mState.scissorWidth;
3980 sourceScissoredRect.right -= xDiff;
3981 }
3982
3983 if (destRect.top < mState.scissorY)
3984 {
3985 int yDiff = mState.scissorY - destRect.top;
3986 destScissoredRect.top = mState.scissorY;
3987 sourceScissoredRect.top += yDiff;
3988 }
3989
3990 if (destRect.bottom > mState.scissorY + mState.scissorHeight)
3991 {
3992 int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
3993 destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
3994 sourceScissoredRect.bottom -= yDiff;
3995 }
3996 }
3997
3998 bool blitRenderTarget = false;
3999 bool blitDepthStencil = false;
4000
4001 RECT sourceTrimmedRect = sourceScissoredRect;
4002 RECT destTrimmedRect = destScissoredRect;
4003
4004 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
4005 // the actual draw and read surfaces.
4006 if (sourceTrimmedRect.left < 0)
4007 {
4008 int xDiff = 0 - sourceTrimmedRect.left;
4009 sourceTrimmedRect.left = 0;
4010 destTrimmedRect.left += xDiff;
4011 }
4012
4013 if (sourceTrimmedRect.right > readBufferWidth)
4014 {
4015 int xDiff = sourceTrimmedRect.right - readBufferWidth;
4016 sourceTrimmedRect.right = readBufferWidth;
4017 destTrimmedRect.right -= xDiff;
4018 }
4019
4020 if (sourceTrimmedRect.top < 0)
4021 {
4022 int yDiff = 0 - sourceTrimmedRect.top;
4023 sourceTrimmedRect.top = 0;
4024 destTrimmedRect.top += yDiff;
4025 }
4026
4027 if (sourceTrimmedRect.bottom > readBufferHeight)
4028 {
4029 int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
4030 sourceTrimmedRect.bottom = readBufferHeight;
4031 destTrimmedRect.bottom -= yDiff;
4032 }
4033
4034 if (destTrimmedRect.left < 0)
4035 {
4036 int xDiff = 0 - destTrimmedRect.left;
4037 destTrimmedRect.left = 0;
4038 sourceTrimmedRect.left += xDiff;
4039 }
4040
4041 if (destTrimmedRect.right > drawBufferWidth)
4042 {
4043 int xDiff = destTrimmedRect.right - drawBufferWidth;
4044 destTrimmedRect.right = drawBufferWidth;
4045 sourceTrimmedRect.right -= xDiff;
4046 }
4047
4048 if (destTrimmedRect.top < 0)
4049 {
4050 int yDiff = 0 - destTrimmedRect.top;
4051 destTrimmedRect.top = 0;
4052 sourceTrimmedRect.top += yDiff;
4053 }
4054
4055 if (destTrimmedRect.bottom > drawBufferHeight)
4056 {
4057 int yDiff = destTrimmedRect.bottom - drawBufferHeight;
4058 destTrimmedRect.bottom = drawBufferHeight;
4059 sourceTrimmedRect.bottom -= yDiff;
4060 }
4061
4062 bool partialBufferCopy = false;
4063 if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
4064 sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth ||
4065 destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
4066 destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
4067 sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
4068 {
4069 partialBufferCopy = true;
4070 }
4071
4072 if (mask & GL_COLOR_BUFFER_BIT)
4073 {
4074 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
4075 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
4076 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
4077 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
4078 if (!validReadType || !validDrawType ||
4079 readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat())
4080 {
4081 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
4082 return error(GL_INVALID_OPERATION);
4083 }
4084
4085 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
4086 {
4087 return error(GL_INVALID_OPERATION);
4088 }
4089
4090 blitRenderTarget = true;
4091
4092 }
4093
4094 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4095 {
4096 Renderbuffer *readDSBuffer = NULL;
4097 Renderbuffer *drawDSBuffer = NULL;
4098
4099 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
4100 // both a depth and stencil buffer, it will be the same buffer.
4101
4102 if (mask & GL_DEPTH_BUFFER_BIT)
4103 {
4104 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4105 {
4106 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
4107 readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat())
4108 {
4109 return error(GL_INVALID_OPERATION);
4110 }
4111
4112 blitDepthStencil = true;
4113 readDSBuffer = readFramebuffer->getDepthbuffer();
4114 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4115 }
4116 }
4117
4118 if (mask & GL_STENCIL_BUFFER_BIT)
4119 {
4120 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4121 {
4122 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
4123 readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat())
4124 {
4125 return error(GL_INVALID_OPERATION);
4126 }
4127
4128 blitDepthStencil = true;
4129 readDSBuffer = readFramebuffer->getStencilbuffer();
4130 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4131 }
4132 }
4133
4134 if (partialBufferCopy)
4135 {
4136 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4137 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
4138 }
4139
4140 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
4141 (readDSBuffer && readDSBuffer->getSamples() != 0))
4142 {
4143 return error(GL_INVALID_OPERATION);
4144 }
4145 }
4146
4147 if (blitRenderTarget || blitDepthStencil)
4148 {
4149 mDisplay->endScene();
4150
4151 if (blitRenderTarget)
4152 {
4153 IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();
4154 IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();
4155
4156 HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect,
4157 drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);
4158
4159 readRenderTarget->Release();
4160 drawRenderTarget->Release();
4161
4162 if (FAILED(result))
4163 {
4164 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
4165 return;
4166 }
4167 }
4168
4169 if (blitDepthStencil)
4170 {
4171 IDirect3DSurface9* readDepthStencil = readFramebuffer->getDepthStencil();
4172 IDirect3DSurface9* drawDepthStencil = drawFramebuffer->getDepthStencil();
4173
4174 HRESULT result = mDevice->StretchRect(readDepthStencil, NULL, drawDepthStencil, NULL, D3DTEXF_NONE);
4175
4176 readDepthStencil->Release();
4177 drawDepthStencil->Release();
4178
4179 if (FAILED(result))
4180 {
4181 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
4182 return;
4183 }
4184 }
4185 }
4186}
4187
4188VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
4189{
4190 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4191 {
4192 mVertexDeclCache[i].vertexDeclaration = NULL;
4193 mVertexDeclCache[i].lruCount = 0;
4194 }
4195}
4196
4197VertexDeclarationCache::~VertexDeclarationCache()
4198{
4199 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4200 {
4201 if (mVertexDeclCache[i].vertexDeclaration)
4202 {
4203 mVertexDeclCache[i].vertexDeclaration->Release();
4204 }
4205 }
4206}
4207
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00004208GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00004209{
4210 *repeatDraw = 1;
4211
4212 int indexedAttribute = MAX_VERTEX_ATTRIBS;
4213 int instancedAttribute = MAX_VERTEX_ATTRIBS;
4214
4215 if (instances > 0)
4216 {
4217 // Find an indexed attribute to be mapped to D3D stream 0
4218 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4219 {
4220 if (attributes[i].active)
4221 {
4222 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
4223 {
4224 if (attributes[i].divisor == 0)
4225 {
4226 indexedAttribute = i;
4227 }
4228 }
4229 else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
4230 {
4231 if (attributes[i].divisor != 0)
4232 {
4233 instancedAttribute = i;
4234 }
4235 }
4236 else break; // Found both an indexed and instanced attribute
4237 }
4238 }
4239
4240 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
4241 {
4242 return GL_INVALID_OPERATION;
4243 }
4244 }
4245
4246 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
4247 D3DVERTEXELEMENT9 *element = &elements[0];
4248
apatrick@chromium.org144f2802012-07-12 01:42:34 +00004249 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4250 {
4251 if (attributes[i].active)
4252 {
4253 int stream = i;
4254
4255 if (instances > 0)
4256 {
4257 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
4258 if (instancedAttribute == MAX_VERTEX_ATTRIBS)
4259 {
4260 *repeatDraw = instances;
4261 }
4262 else
4263 {
4264 if (i == indexedAttribute)
4265 {
4266 stream = 0;
4267 }
4268 else if (i == 0)
4269 {
4270 stream = indexedAttribute;
4271 }
4272
4273 UINT frequency = 1;
4274
4275 if (attributes[i].divisor == 0)
4276 {
4277 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
4278 }
4279 else
4280 {
4281 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
4282 }
4283
4284 device->SetStreamSourceFreq(stream, frequency);
4285 mInstancingEnabled = true;
4286 }
4287 }
4288
4289 if (mAppliedVBs[stream].serial != attributes[i].serial ||
4290 mAppliedVBs[stream].stride != attributes[i].stride ||
4291 mAppliedVBs[stream].offset != attributes[i].offset)
4292 {
4293 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
4294 mAppliedVBs[stream].serial = attributes[i].serial;
4295 mAppliedVBs[stream].stride = attributes[i].stride;
4296 mAppliedVBs[stream].offset = attributes[i].offset;
4297 }
4298
4299 element->Stream = stream;
4300 element->Offset = 0;
4301 element->Type = attributes[i].type;
4302 element->Method = D3DDECLMETHOD_DEFAULT;
4303 element->Usage = D3DDECLUSAGE_TEXCOORD;
4304 element->UsageIndex = programBinary->getSemanticIndex(i);
4305 element++;
4306 }
4307 }
4308
4309 if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
4310 {
4311 if (mInstancingEnabled)
4312 {
4313 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4314 {
4315 device->SetStreamSourceFreq(i, 1);
4316 }
4317
4318 mInstancingEnabled = false;
4319 }
4320 }
4321
4322 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
4323 *(element++) = end;
4324
4325 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4326 {
4327 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
4328 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
4329 {
4330 entry->lruCount = ++mMaxLru;
4331 if(entry->vertexDeclaration != mLastSetVDecl)
4332 {
4333 device->SetVertexDeclaration(entry->vertexDeclaration);
4334 mLastSetVDecl = entry->vertexDeclaration;
4335 }
4336
4337 return GL_NO_ERROR;
4338 }
4339 }
4340
4341 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
4342
4343 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4344 {
4345 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
4346 {
4347 lastCache = &mVertexDeclCache[i];
4348 }
4349 }
4350
4351 if (lastCache->vertexDeclaration != NULL)
4352 {
4353 lastCache->vertexDeclaration->Release();
4354 lastCache->vertexDeclaration = NULL;
4355 // mLastSetVDecl is set to the replacement, so we don't have to worry
4356 // about it.
4357 }
4358
4359 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
4360 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
4361 device->SetVertexDeclaration(lastCache->vertexDeclaration);
4362 mLastSetVDecl = lastCache->vertexDeclaration;
4363 lastCache->lruCount = ++mMaxLru;
4364
4365 return GL_NO_ERROR;
4366}
4367
4368void VertexDeclarationCache::markStateDirty()
4369{
4370 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4371 {
4372 mAppliedVBs[i].serial = 0;
4373 }
4374
4375 mLastSetVDecl = NULL;
4376 mInstancingEnabled = true; // Forces it to be disabled when not used
4377}
4378
4379}
4380
4381extern "C"
4382{
4383gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)
4384{
4385 return new gl::Context(config, shareContext, notifyResets, robustAccess);
4386}
4387
4388void glDestroyContext(gl::Context *context)
4389{
4390 delete context;
4391
4392 if (context == gl::getContext())
4393 {
4394 gl::makeCurrent(NULL, NULL, NULL);
4395 }
4396}
4397
4398void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
4399{
4400 gl::makeCurrent(context, display, surface);
4401}
4402
4403gl::Context *glGetCurrentContext()
4404{
4405 return gl::getContext();
4406}
4407}