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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Context.cpp: Implements the gl::Context class, managing all GL state and performing
8// rendering operations. It is the GLES2 specific implementation of EGLContext.
9
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000010#include "libGLESv2/Context.h"
daniel@transgaming.com16973022010-03-11 19:22:19 +000011
12#include <algorithm>
13
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000014#include "libEGL/Display.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000015
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
19#include "libGLESv2/Blit.h"
20#include "libGLESv2/Buffer.h"
21#include "libGLESv2/FrameBuffer.h"
22#include "libGLESv2/Program.h"
23#include "libGLESv2/RenderBuffer.h"
24#include "libGLESv2/Shader.h"
25#include "libGLESv2/Texture.h"
26#include "libGLESv2/geometry/backend.h"
27#include "libGLESv2/geometry/VertexDataManager.h"
28#include "libGLESv2/geometry/IndexDataManager.h"
29#include "libGLESv2/geometry/dx9.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030
daniel@transgaming.com86487c22010-03-11 19:41:43 +000031#undef near
32#undef far
33
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034namespace gl
35{
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +000036Context::Context(const egl::Config *config)
37 : mConfig(config)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000038{
39 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
40 depthClearValue = 1.0f;
41 stencilClearValue = 0;
42
43 cullFace = false;
44 cullMode = GL_BACK;
45 frontFace = GL_CCW;
46 depthTest = false;
47 depthFunc = GL_LESS;
48 blend = false;
49 sourceBlendRGB = GL_ONE;
50 sourceBlendAlpha = GL_ONE;
51 destBlendRGB = GL_ZERO;
52 destBlendAlpha = GL_ZERO;
53 blendEquationRGB = GL_FUNC_ADD;
54 blendEquationAlpha = GL_FUNC_ADD;
55 blendColor.red = 0;
56 blendColor.green = 0;
57 blendColor.blue = 0;
58 blendColor.alpha = 0;
59 stencilTest = false;
60 stencilFunc = GL_ALWAYS;
61 stencilRef = 0;
62 stencilMask = -1;
63 stencilWritemask = -1;
64 stencilBackFunc = GL_ALWAYS;
65 stencilBackRef = 0;
66 stencilBackMask = - 1;
67 stencilBackWritemask = -1;
68 stencilFail = GL_KEEP;
69 stencilPassDepthFail = GL_KEEP;
70 stencilPassDepthPass = GL_KEEP;
71 stencilBackFail = GL_KEEP;
72 stencilBackPassDepthFail = GL_KEEP;
73 stencilBackPassDepthPass = GL_KEEP;
74 polygonOffsetFill = false;
daniel@transgaming.com777f2672010-04-07 03:25:16 +000075 polygonOffsetFactor = 0.0f;
76 polygonOffsetUnits = 0.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000077 sampleAlphaToCoverage = false;
78 sampleCoverage = false;
79 sampleCoverageValue = 1.0f;
80 sampleCoverageInvert = GL_FALSE;
81 scissorTest = false;
82 dither = true;
daniel@transgaming.com5949aa12010-03-21 04:31:15 +000083 generateMipmapHint = GL_DONT_CARE;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000084
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +000085 lineWidth = 1.0f;
86
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000087 viewportX = 0;
88 viewportY = 0;
89 viewportWidth = config->mDisplayMode.Width;
90 viewportHeight = config->mDisplayMode.Height;
91 zNear = 0.0f;
92 zFar = 1.0f;
93
94 scissorX = 0;
95 scissorY = 0;
96 scissorWidth = config->mDisplayMode.Width;
97 scissorHeight = config->mDisplayMode.Height;
98
99 colorMaskRed = true;
100 colorMaskGreen = true;
101 colorMaskBlue = true;
102 colorMaskAlpha = true;
103 depthMask = true;
104
105 // [OpenGL ES 2.0.24] section 3.7 page 83:
106 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
107 // and cube map texture state vectors respectively associated with them.
108 // In order that access to these initial textures not be lost, they are treated as texture
109 // objects all of whose names are 0.
110
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000111 mTexture2DZero = new Texture2D(this);
112 mTextureCubeMapZero = new TextureCubeMap(this);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000113
114 mColorbufferZero = NULL;
115 mDepthbufferZero = NULL;
116 mStencilbufferZero = NULL;
117
118 activeSampler = 0;
119 arrayBuffer = 0;
120 elementArrayBuffer = 0;
121 bindTextureCubeMap(0);
122 bindTexture2D(0);
123 bindFramebuffer(0);
124 bindRenderbuffer(0);
125
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000126 for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000127 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000128 for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
129 {
130 samplerTexture[type][sampler] = 0;
131 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000132 }
133
daniel@transgaming.com12d54072010-03-16 06:23:26 +0000134 for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
135 {
136 mIncompleteTextures[type] = NULL;
137 }
138
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000139 currentProgram = 0;
140
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +0000141 packAlignment = 4;
142 unpackAlignment = 4;
143
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000144 mBufferBackEnd = NULL;
145 mVertexDataManager = NULL;
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000146 mIndexDataManager = NULL;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000147 mBlit = NULL;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000148
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000149 mInvalidEnum = false;
150 mInvalidValue = false;
151 mInvalidOperation = false;
152 mOutOfMemory = false;
153 mInvalidFramebufferOperation = false;
daniel@transgaming.com159acdf2010-03-21 04:31:24 +0000154
155 mHasBeenCurrent = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000156}
157
158Context::~Context()
159{
160 currentProgram = 0;
161
daniel@transgaming.com12d54072010-03-16 06:23:26 +0000162 for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
163 {
164 delete mIncompleteTextures[type];
165 }
166
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000167 delete mTexture2DZero;
168 delete mTextureCubeMapZero;
169
170 delete mColorbufferZero;
171 delete mDepthbufferZero;
172 delete mStencilbufferZero;
173
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000174 delete mBufferBackEnd;
175 delete mVertexDataManager;
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000176 delete mIndexDataManager;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000177 delete mBlit;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000178
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000179 while (!mBufferMap.empty())
180 {
181 deleteBuffer(mBufferMap.begin()->first);
182 }
183
184 while (!mProgramMap.empty())
185 {
186 deleteProgram(mProgramMap.begin()->first);
187 }
188
189 while (!mShaderMap.empty())
190 {
191 deleteShader(mShaderMap.begin()->first);
192 }
193
194 while (!mFramebufferMap.empty())
195 {
196 deleteFramebuffer(mFramebufferMap.begin()->first);
197 }
198
199 while (!mRenderbufferMap.empty())
200 {
201 deleteRenderbuffer(mRenderbufferMap.begin()->first);
202 }
203
204 while (!mTextureMap.empty())
205 {
206 deleteTexture(mTextureMap.begin()->first);
207 }
208}
209
210void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
211{
212 IDirect3DDevice9 *device = display->getDevice();
213
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000214 if (!mBufferBackEnd)
215 {
216 mBufferBackEnd = new Dx9BackEnd(device);
217 mVertexDataManager = new VertexDataManager(this, mBufferBackEnd);
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000218 mIndexDataManager = new IndexDataManager(this, mBufferBackEnd);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000219 mBlit = new Blit(this);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000220 }
221
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000222 // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
223 IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000224 IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000225
226 Framebuffer *framebufferZero = new Framebuffer();
227 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000228 Depthbuffer *depthbufferZero = new Depthbuffer(depthStencil);
229 Stencilbuffer *stencilbufferZero = new Stencilbuffer(depthStencil);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000230
231 setFramebufferZero(framebufferZero);
232 setColorbufferZero(colorbufferZero);
233 setDepthbufferZero(depthbufferZero);
234 setStencilbufferZero(stencilbufferZero);
235
236 framebufferZero->setColorbuffer(GL_RENDERBUFFER, 0);
237 framebufferZero->setDepthbuffer(GL_RENDERBUFFER, 0);
238 framebufferZero->setStencilbuffer(GL_RENDERBUFFER, 0);
239
daniel@transgaming.com159acdf2010-03-21 04:31:24 +0000240 if(!mHasBeenCurrent)
241 {
242 viewportX = 0;
243 viewportY = 0;
244 viewportWidth = surface->getWidth();
245 viewportHeight = surface->getHeight();
246
247 scissorX = 0;
248 scissorY = 0;
249 scissorWidth = surface->getWidth();
250 scissorHeight = surface->getHeight();
251
252 mHasBeenCurrent = true;
253 }
254
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000255 defaultRenderTarget->Release();
256
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000257 if (depthStencil)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000258 {
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000259 depthStencil->Release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000260 }
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +0000261
262 D3DCAPS9 capabilities;
263 device->GetDeviceCaps(&capabilities);
264
265 if (capabilities.PixelShaderVersion == D3DPS_VERSION(3, 0))
266 {
267 mPsProfile = "ps_3_0";
268 mVsProfile = "vs_3_0";
269 }
270 else // egl::Display guarantees support for at least 2.0
271 {
272 mPsProfile = "ps_2_0";
273 mVsProfile = "vs_2_0";
274 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000275}
276
277void Context::setClearColor(float red, float green, float blue, float alpha)
278{
279 colorClearValue.red = red;
280 colorClearValue.green = green;
281 colorClearValue.blue = blue;
282 colorClearValue.alpha = alpha;
283}
284
285void Context::setClearDepth(float depth)
286{
287 depthClearValue = depth;
288}
289
290void Context::setClearStencil(int stencil)
291{
292 stencilClearValue = stencil;
293}
294
295// Returns an unused buffer name
296GLuint Context::createBuffer()
297{
298 unsigned int handle = 1;
299
300 while (mBufferMap.find(handle) != mBufferMap.end())
301 {
302 handle++;
303 }
304
305 mBufferMap[handle] = NULL;
306
307 return handle;
308}
309
310// Returns an unused shader/program name
311GLuint Context::createShader(GLenum type)
312{
313 unsigned int handle = 1;
314
315 while (mShaderMap.find(handle) != mShaderMap.end() || mProgramMap.find(handle) != mProgramMap.end()) // Shared name space
316 {
317 handle++;
318 }
319
320 if (type == GL_VERTEX_SHADER)
321 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +0000322 mShaderMap[handle] = new VertexShader(handle);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000323 }
324 else if (type == GL_FRAGMENT_SHADER)
325 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +0000326 mShaderMap[handle] = new FragmentShader(handle);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000327 }
328 else UNREACHABLE();
329
330 return handle;
331}
332
333// Returns an unused program/shader name
334GLuint Context::createProgram()
335{
336 unsigned int handle = 1;
337
338 while (mProgramMap.find(handle) != mProgramMap.end() || mShaderMap.find(handle) != mShaderMap.end()) // Shared name space
339 {
340 handle++;
341 }
342
343 mProgramMap[handle] = new Program();
344
345 return handle;
346}
347
348// Returns an unused texture name
349GLuint Context::createTexture()
350{
351 unsigned int handle = 1;
352
353 while (mTextureMap.find(handle) != mTextureMap.end())
354 {
355 handle++;
356 }
357
358 mTextureMap[handle] = NULL;
359
360 return handle;
361}
362
363// Returns an unused framebuffer name
364GLuint Context::createFramebuffer()
365{
366 unsigned int handle = 1;
367
368 while (mFramebufferMap.find(handle) != mFramebufferMap.end())
369 {
370 handle++;
371 }
372
373 mFramebufferMap[handle] = NULL;
374
375 return handle;
376}
377
378// Returns an unused renderbuffer name
379GLuint Context::createRenderbuffer()
380{
381 unsigned int handle = 1;
382
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000383 while (mRenderbufferMap.find(handle) != mRenderbufferMap.end())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000384 {
385 handle++;
386 }
387
388 mRenderbufferMap[handle] = NULL;
389
390 return handle;
391}
392
393void Context::deleteBuffer(GLuint buffer)
394{
395 BufferMap::iterator bufferObject = mBufferMap.find(buffer);
396
397 if (bufferObject != mBufferMap.end())
398 {
399 detachBuffer(buffer);
400
401 delete bufferObject->second;
402 mBufferMap.erase(bufferObject);
403 }
404}
405
406void Context::deleteShader(GLuint shader)
407{
408 ShaderMap::iterator shaderObject = mShaderMap.find(shader);
409
410 if (shaderObject != mShaderMap.end())
411 {
412 if (!shaderObject->second->isAttached())
413 {
414 delete shaderObject->second;
415 mShaderMap.erase(shaderObject);
416 }
417 else
418 {
419 shaderObject->second->flagForDeletion();
420 }
421 }
422}
423
424void Context::deleteProgram(GLuint program)
425{
426 ProgramMap::iterator programObject = mProgramMap.find(program);
427
428 if (programObject != mProgramMap.end())
429 {
430 if (program != currentProgram)
431 {
432 delete programObject->second;
433 mProgramMap.erase(programObject);
434 }
435 else
436 {
437 programObject->second->flagForDeletion();
438 }
439 }
440}
441
442void Context::deleteTexture(GLuint texture)
443{
444 TextureMap::iterator textureObject = mTextureMap.find(texture);
445
446 if (textureObject != mTextureMap.end())
447 {
448 detachTexture(texture);
449
450 if (texture != 0)
451 {
452 delete textureObject->second;
453 }
454
455 mTextureMap.erase(textureObject);
456 }
457}
458
459void Context::deleteFramebuffer(GLuint framebuffer)
460{
461 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
462
463 if (framebufferObject != mFramebufferMap.end())
464 {
465 detachFramebuffer(framebuffer);
466
467 delete framebufferObject->second;
468 mFramebufferMap.erase(framebufferObject);
469 }
470}
471
472void Context::deleteRenderbuffer(GLuint renderbuffer)
473{
474 RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer);
475
476 if (renderbufferObject != mRenderbufferMap.end())
477 {
478 detachRenderbuffer(renderbuffer);
479
480 delete renderbufferObject->second;
481 mRenderbufferMap.erase(renderbufferObject);
482 }
483}
484
485void Context::bindArrayBuffer(unsigned int buffer)
486{
487 if (buffer != 0 && !getBuffer(buffer))
488 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000489 mBufferMap[buffer] = new Buffer(mBufferBackEnd);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000490 }
491
492 arrayBuffer = buffer;
493}
494
495void Context::bindElementArrayBuffer(unsigned int buffer)
496{
497 if (buffer != 0 && !getBuffer(buffer))
498 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000499 mBufferMap[buffer] = new Buffer(mBufferBackEnd);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000500 }
501
502 elementArrayBuffer = buffer;
503}
504
505void Context::bindTexture2D(GLuint texture)
506{
daniel@transgaming.com4195fc42010-04-08 03:51:09 +0000507 if (!getTexture(texture) && texture != 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000508 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000509 mTextureMap[texture] = new Texture2D(this);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510 }
511
512 texture2D = texture;
513
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000514 samplerTexture[SAMPLER_2D][activeSampler] = texture;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000515}
516
517void Context::bindTextureCubeMap(GLuint texture)
518{
daniel@transgaming.com4195fc42010-04-08 03:51:09 +0000519 if (!getTexture(texture) && texture != 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000520 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000521 mTextureMap[texture] = new TextureCubeMap(this);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000522 }
523
524 textureCubeMap = texture;
525
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000526 samplerTexture[SAMPLER_CUBE][activeSampler] = texture;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000527}
528
529void Context::bindFramebuffer(GLuint framebuffer)
530{
531 if (!getFramebuffer(framebuffer))
532 {
533 mFramebufferMap[framebuffer] = new Framebuffer();
534 }
535
536 this->framebuffer = framebuffer;
537}
538
539void Context::bindRenderbuffer(GLuint renderbuffer)
540{
541 if (renderbuffer != 0 && !getRenderbuffer(renderbuffer))
542 {
543 mRenderbufferMap[renderbuffer] = new Renderbuffer();
544 }
545
546 this->renderbuffer = renderbuffer;
547}
548
549void Context::useProgram(GLuint program)
550{
551 Program *programObject = getCurrentProgram();
552
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000553 GLuint priorProgram = currentProgram;
554 currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
555
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556 if (programObject && programObject->isFlaggedForDeletion())
557 {
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000558 deleteProgram(priorProgram);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000559 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000560}
561
562void Context::setFramebufferZero(Framebuffer *buffer)
563{
564 delete mFramebufferMap[0];
565 mFramebufferMap[0] = buffer;
566}
567
568void Context::setColorbufferZero(Colorbuffer *buffer)
569{
570 delete mColorbufferZero;
571 mColorbufferZero = buffer;
572}
573
574void Context::setDepthbufferZero(Depthbuffer *buffer)
575{
576 delete mDepthbufferZero;
577 mDepthbufferZero = buffer;
578}
579
580void Context::setStencilbufferZero(Stencilbuffer *buffer)
581{
582 delete mStencilbufferZero;
583 mStencilbufferZero = buffer;
584}
585
586void Context::setRenderbuffer(Renderbuffer *buffer)
587{
588 delete mRenderbufferMap[renderbuffer];
589 mRenderbufferMap[renderbuffer] = buffer;
590}
591
592Buffer *Context::getBuffer(unsigned int handle)
593{
594 BufferMap::iterator buffer = mBufferMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000595
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000596 if (buffer == mBufferMap.end())
597 {
598 return NULL;
599 }
600 else
601 {
602 return buffer->second;
603 }
604}
605
606Shader *Context::getShader(unsigned int handle)
607{
608 ShaderMap::iterator shader = mShaderMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000609
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000610 if (shader == mShaderMap.end())
611 {
612 return NULL;
613 }
614 else
615 {
616 return shader->second;
617 }
618}
619
620Program *Context::getProgram(unsigned int handle)
621{
622 ProgramMap::iterator program = mProgramMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000623
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000624 if (program == mProgramMap.end())
625 {
626 return NULL;
627 }
628 else
629 {
630 return program->second;
631 }
632}
633
634Texture *Context::getTexture(unsigned int handle)
635{
daniel@transgaming.com4195fc42010-04-08 03:51:09 +0000636 if (handle == 0) return NULL;
637
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000638 TextureMap::iterator texture = mTextureMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000639
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000640 if (texture == mTextureMap.end())
641 {
642 return NULL;
643 }
644 else
645 {
646 return texture->second;
647 }
648}
649
650Framebuffer *Context::getFramebuffer(unsigned int handle)
651{
652 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000653
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000654 if (framebuffer == mFramebufferMap.end())
655 {
656 return NULL;
657 }
658 else
659 {
660 return framebuffer->second;
661 }
662}
663
664Renderbuffer *Context::getRenderbuffer(unsigned int handle)
665{
666 RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000667
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000668 if (renderbuffer == mRenderbufferMap.end())
669 {
670 return NULL;
671 }
672 else
673 {
674 return renderbuffer->second;
675 }
676}
677
678Colorbuffer *Context::getColorbuffer(GLuint handle)
679{
680 if (handle != 0)
681 {
682 Renderbuffer *renderbuffer = getRenderbuffer(handle);
683
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000684 if (renderbuffer && renderbuffer->isColorbuffer())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000685 {
686 return static_cast<Colorbuffer*>(renderbuffer);
687 }
688 }
689 else // Special case: 0 refers to different initial render targets based on the attachment type
690 {
691 return mColorbufferZero;
692 }
693
694 return NULL;
695}
696
697Depthbuffer *Context::getDepthbuffer(GLuint handle)
698{
699 if (handle != 0)
700 {
701 Renderbuffer *renderbuffer = getRenderbuffer(handle);
702
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000703 if (renderbuffer && renderbuffer->isDepthbuffer())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000704 {
705 return static_cast<Depthbuffer*>(renderbuffer);
706 }
707 }
708 else // Special case: 0 refers to different initial render targets based on the attachment type
709 {
710 return mDepthbufferZero;
711 }
712
713 return NULL;
714}
715
716Stencilbuffer *Context::getStencilbuffer(GLuint handle)
717{
718 if (handle != 0)
719 {
720 Renderbuffer *renderbuffer = getRenderbuffer(handle);
721
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000722 if (renderbuffer && renderbuffer->isStencilbuffer())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000723 {
724 return static_cast<Stencilbuffer*>(renderbuffer);
725 }
726 }
727 else
728 {
729 return mStencilbufferZero;
730 }
731
732 return NULL;
733}
734
735Buffer *Context::getArrayBuffer()
736{
737 return getBuffer(arrayBuffer);
738}
739
740Buffer *Context::getElementArrayBuffer()
741{
742 return getBuffer(elementArrayBuffer);
743}
744
745Program *Context::getCurrentProgram()
746{
747 return getProgram(currentProgram);
748}
749
750Texture2D *Context::getTexture2D()
751{
752 if (texture2D == 0) // Special case: 0 refers to different initial textures based on the target
753 {
754 return mTexture2DZero;
755 }
756
757 return (Texture2D*)getTexture(texture2D);
758}
759
760TextureCubeMap *Context::getTextureCubeMap()
761{
762 if (textureCubeMap == 0) // Special case: 0 refers to different initial textures based on the target
763 {
764 return mTextureCubeMapZero;
765 }
766
767 return (TextureCubeMap*)getTexture(textureCubeMap);
768}
769
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000770Texture *Context::getSamplerTexture(unsigned int sampler, SamplerType type)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000771{
daniel@transgaming.com4195fc42010-04-08 03:51:09 +0000772 GLuint texid = samplerTexture[type][sampler];
773
774 if (texid == 0)
775 {
776 switch (type)
777 {
778 default: UNREACHABLE();
779 case SAMPLER_2D: return mTexture2DZero;
780 case SAMPLER_CUBE: return mTextureCubeMapZero;
781 }
782 }
783
784 return getTexture(texid);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000785}
786
787Framebuffer *Context::getFramebuffer()
788{
789 return getFramebuffer(framebuffer);
790}
791
daniel@transgaming.com777f2672010-04-07 03:25:16 +0000792bool Context::getBooleanv(GLenum pname, GLboolean *params)
793{
794 switch (pname)
795 {
796 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
797 case GL_SAMPLE_COVERAGE_INVERT: *params = sampleCoverageInvert; break;
798 case GL_DEPTH_WRITEMASK: *params = depthMask; break;
799 case GL_COLOR_WRITEMASK:
800 params[0] = colorMaskRed;
801 params[1] = colorMaskGreen;
802 params[2] = colorMaskBlue;
803 params[3] = colorMaskAlpha;
804 break;
daniel@transgaming.com79f66772010-04-13 03:26:09 +0000805 case GL_CULL_FACE: *params = cullFace;
806 case GL_POLYGON_OFFSET_FILL: *params = polygonOffsetFill;
807 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = sampleAlphaToCoverage;
808 case GL_SAMPLE_COVERAGE: *params = sampleCoverage;
809 case GL_SCISSOR_TEST: *params = scissorTest;
810 case GL_STENCIL_TEST: *params = stencilTest;
811 case GL_DEPTH_TEST: *params = depthTest;
812 case GL_BLEND: *params = blend;
813 case GL_DITHER: *params = dither;
daniel@transgaming.com777f2672010-04-07 03:25:16 +0000814 default:
815 return false;
816 }
817
818 return true;
819}
820
821bool Context::getFloatv(GLenum pname, GLfloat *params)
822{
823 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
824 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
825 // GetIntegerv as its native query function. As it would require conversion in any
826 // case, this should make no difference to the calling application.
827 switch (pname)
828 {
829 case GL_LINE_WIDTH: *params = lineWidth; break;
830 case GL_SAMPLE_COVERAGE_VALUE: *params = sampleCoverageValue; break;
831 case GL_DEPTH_CLEAR_VALUE: *params = depthClearValue; break;
832 case GL_POLYGON_OFFSET_FACTOR: *params = polygonOffsetFactor; break;
833 case GL_POLYGON_OFFSET_UNITS: *params = polygonOffsetUnits; break;
834 case GL_ALIASED_LINE_WIDTH_RANGE:
835 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
836 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
837 break;
838 case GL_ALIASED_POINT_SIZE_RANGE:
839 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
840 params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX;
841 break;
842 case GL_DEPTH_RANGE:
843 params[0] = zNear;
844 params[1] = zFar;
845 break;
846 case GL_COLOR_CLEAR_VALUE:
847 params[0] = colorClearValue.red;
848 params[1] = colorClearValue.green;
849 params[2] = colorClearValue.blue;
850 params[3] = colorClearValue.alpha;
851 break;
daniel@transgaming.comc1641352010-04-26 15:33:36 +0000852 case GL_BLEND_COLOR:
853 params[0] = blendColor.red;
854 params[1] = blendColor.green;
855 params[2] = blendColor.blue;
856 params[3] = blendColor.alpha;
857 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +0000858 default:
859 return false;
860 }
861
862 return true;
863}
864
865bool Context::getIntegerv(GLenum pname, GLint *params)
866{
867 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
868 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
869 // GetIntegerv as its native query function. As it would require conversion in any
870 // case, this should make no difference to the calling application. You may find it in
871 // Context::getFloatv.
872 switch (pname)
873 {
874 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
875 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
876 case GL_MAX_VARYING_VECTORS: *params = gl::MAX_VARYING_VECTORS; break;
877 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
878 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
879 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
880 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break;
881 case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break;
882 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
883 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
884 case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break;
885 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
886 case GL_ARRAY_BUFFER_BINDING: *params = arrayBuffer; break;
887 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = elementArrayBuffer; break;
888 case GL_FRAMEBUFFER_BINDING: *params = framebuffer; break;
889 case GL_RENDERBUFFER_BINDING: *params = renderbuffer; break;
890 case GL_CURRENT_PROGRAM: *params = currentProgram; break;
891 case GL_PACK_ALIGNMENT: *params = packAlignment; break;
892 case GL_UNPACK_ALIGNMENT: *params = unpackAlignment; break;
893 case GL_GENERATE_MIPMAP_HINT: *params = generateMipmapHint; break;
894 case GL_ACTIVE_TEXTURE: *params = activeSampler; break;
895 case GL_STENCIL_FUNC: *params = stencilFunc; break;
896 case GL_STENCIL_REF: *params = stencilRef; break;
897 case GL_STENCIL_VALUE_MASK: *params = stencilMask; break;
898 case GL_STENCIL_BACK_FUNC: *params = stencilBackFunc; break;
899 case GL_STENCIL_BACK_REF: *params = stencilBackRef; break;
900 case GL_STENCIL_BACK_VALUE_MASK: *params = stencilBackMask; break;
901 case GL_STENCIL_FAIL: *params = stencilFail; break;
902 case GL_STENCIL_PASS_DEPTH_FAIL: *params = stencilPassDepthFail; break;
903 case GL_STENCIL_PASS_DEPTH_PASS: *params = stencilPassDepthPass; break;
904 case GL_STENCIL_BACK_FAIL: *params = stencilBackFail; break;
905 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = stencilBackPassDepthFail; break;
906 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = stencilBackPassDepthPass; break;
907 case GL_DEPTH_FUNC: *params = depthFunc; break;
908 case GL_BLEND_SRC_RGB: *params = sourceBlendRGB; break;
909 case GL_BLEND_SRC_ALPHA: *params = sourceBlendAlpha; break;
910 case GL_BLEND_DST_RGB: *params = destBlendRGB; break;
911 case GL_BLEND_DST_ALPHA: *params = destBlendAlpha; break;
912 case GL_BLEND_EQUATION_RGB: *params = blendEquationRGB; break;
913 case GL_BLEND_EQUATION_ALPHA: *params = blendEquationAlpha; break;
914 case GL_STENCIL_WRITEMASK: *params = stencilWritemask; break;
915 case GL_STENCIL_BACK_WRITEMASK: *params = stencilBackWritemask; break;
916 case GL_STENCIL_CLEAR_VALUE: *params = stencilClearValue; break;
917 case GL_SUBPIXEL_BITS: *params = 4; break;
918 case GL_MAX_TEXTURE_SIZE: *params = gl::MAX_TEXTURE_SIZE; break;
919 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = gl::MAX_CUBE_MAP_TEXTURE_SIZE; break;
920 case GL_SAMPLE_BUFFERS: *params = 0; break;
921 case GL_SAMPLES: *params = 0; break;
922 case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break;
923 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
924 case GL_MAX_VIEWPORT_DIMS:
925 {
926 int maxDimension = std::max((int)gl::MAX_RENDERBUFFER_SIZE, (int)gl::MAX_TEXTURE_SIZE);
927 params[0] = maxDimension;
928 params[1] = maxDimension;
929 }
930 break;
931 case GL_VIEWPORT:
932 params[0] = viewportX;
933 params[1] = viewportY;
934 params[2] = viewportWidth;
935 params[3] = viewportHeight;
936 break;
937 case GL_SCISSOR_BOX:
938 params[0] = scissorX;
939 params[1] = scissorY;
940 params[2] = scissorWidth;
941 params[3] = scissorHeight;
942 break;
943 case GL_CULL_FACE_MODE: *params = cullMode; break;
944 case GL_FRONT_FACE: *params = frontFace; break;
945 case GL_RED_BITS:
946 case GL_GREEN_BITS:
947 case GL_BLUE_BITS:
948 case GL_ALPHA_BITS:
949 {
950 gl::Framebuffer *framebuffer = getFramebuffer();
951 gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
952
953 if (colorbuffer)
954 {
955 switch (pname)
956 {
957 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
958 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
959 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
960 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
961 }
962 }
963 else
964 {
965 *params = 0;
966 }
967 }
968 break;
969 case GL_DEPTH_BITS:
970 {
971 gl::Framebuffer *framebuffer = getFramebuffer();
972 gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer();
973
974 if (depthbuffer)
975 {
976 *params = depthbuffer->getDepthSize();
977 }
978 else
979 {
980 *params = 0;
981 }
982 }
983 break;
984 case GL_STENCIL_BITS:
985 {
986 gl::Framebuffer *framebuffer = getFramebuffer();
987 gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
988
989 if (stencilbuffer)
990 {
991 *params = stencilbuffer->getStencilSize();
992 }
993 else
994 {
995 *params = 0;
996 }
997 }
998 break;
999 case GL_TEXTURE_BINDING_2D:
1000 {
1001 if (activeSampler < 0 || activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
1002 {
1003 error(GL_INVALID_OPERATION);
1004 return false;
1005 }
1006
1007 *params = samplerTexture[SAMPLER_2D][activeSampler];
1008 }
1009 break;
1010 case GL_TEXTURE_BINDING_CUBE_MAP:
1011 {
1012 if (activeSampler < 0 || activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
1013 {
1014 error(GL_INVALID_OPERATION);
1015 return false;
1016 }
1017
1018 *params = samplerTexture[SAMPLER_CUBE][activeSampler];
1019 }
1020 break;
1021 default:
1022 return false;
1023 }
1024
1025 return true;
1026}
1027
1028bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1029{
1030 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1031 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1032 // to the fact that it is stored internally as a float, and so would require conversion
1033 // if returned from Context::getIntegerv. Since this conversion is already implemented
1034 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1035 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1036 // application.
1037 switch (pname)
1038 {
1039 case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */
1040 case GL_SHADER_BINARY_FORMATS:
1041 {
1042 *type = GL_INT;
1043 *numParams = 0;
1044 }
1045 break;
1046 case GL_MAX_VERTEX_ATTRIBS:
1047 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1048 case GL_MAX_VARYING_VECTORS:
1049 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1050 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1051 case GL_MAX_TEXTURE_IMAGE_UNITS:
1052 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1053 case GL_MAX_RENDERBUFFER_SIZE:
1054 case GL_NUM_SHADER_BINARY_FORMATS:
1055 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1056 case GL_ARRAY_BUFFER_BINDING:
1057 case GL_FRAMEBUFFER_BINDING:
1058 case GL_RENDERBUFFER_BINDING:
1059 case GL_CURRENT_PROGRAM:
1060 case GL_PACK_ALIGNMENT:
1061 case GL_UNPACK_ALIGNMENT:
1062 case GL_GENERATE_MIPMAP_HINT:
1063 case GL_RED_BITS:
1064 case GL_GREEN_BITS:
1065 case GL_BLUE_BITS:
1066 case GL_ALPHA_BITS:
1067 case GL_DEPTH_BITS:
1068 case GL_STENCIL_BITS:
1069 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1070 case GL_CULL_FACE_MODE:
1071 case GL_FRONT_FACE:
1072 case GL_ACTIVE_TEXTURE:
1073 case GL_STENCIL_FUNC:
1074 case GL_STENCIL_VALUE_MASK:
1075 case GL_STENCIL_REF:
1076 case GL_STENCIL_FAIL:
1077 case GL_STENCIL_PASS_DEPTH_FAIL:
1078 case GL_STENCIL_PASS_DEPTH_PASS:
1079 case GL_STENCIL_BACK_FUNC:
1080 case GL_STENCIL_BACK_VALUE_MASK:
1081 case GL_STENCIL_BACK_REF:
1082 case GL_STENCIL_BACK_FAIL:
1083 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1084 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1085 case GL_DEPTH_FUNC:
1086 case GL_BLEND_SRC_RGB:
1087 case GL_BLEND_SRC_ALPHA:
1088 case GL_BLEND_DST_RGB:
1089 case GL_BLEND_DST_ALPHA:
1090 case GL_BLEND_EQUATION_RGB:
1091 case GL_BLEND_EQUATION_ALPHA:
1092 case GL_STENCIL_WRITEMASK:
1093 case GL_STENCIL_BACK_WRITEMASK:
1094 case GL_STENCIL_CLEAR_VALUE:
1095 case GL_SUBPIXEL_BITS:
1096 case GL_MAX_TEXTURE_SIZE:
1097 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1098 case GL_SAMPLE_BUFFERS:
1099 case GL_SAMPLES:
1100 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1101 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1102 case GL_TEXTURE_BINDING_2D:
1103 case GL_TEXTURE_BINDING_CUBE_MAP:
1104 {
1105 *type = GL_INT;
1106 *numParams = 1;
1107 }
1108 break;
1109 case GL_MAX_VIEWPORT_DIMS:
1110 {
1111 *type = GL_INT;
1112 *numParams = 2;
1113 }
1114 break;
1115 case GL_VIEWPORT:
1116 case GL_SCISSOR_BOX:
1117 {
1118 *type = GL_INT;
1119 *numParams = 4;
1120 }
1121 break;
1122 case GL_SHADER_COMPILER:
1123 case GL_SAMPLE_COVERAGE_INVERT:
1124 case GL_DEPTH_WRITEMASK:
daniel@transgaming.com79f66772010-04-13 03:26:09 +00001125 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1126 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1127 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1128 case GL_SAMPLE_COVERAGE:
1129 case GL_SCISSOR_TEST:
1130 case GL_STENCIL_TEST:
1131 case GL_DEPTH_TEST:
1132 case GL_BLEND:
1133 case GL_DITHER:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001134 {
1135 *type = GL_BOOL;
1136 *numParams = 1;
1137 }
1138 break;
1139 case GL_COLOR_WRITEMASK:
1140 {
1141 *type = GL_BOOL;
1142 *numParams = 4;
1143 }
1144 break;
1145 case GL_POLYGON_OFFSET_FACTOR:
1146 case GL_POLYGON_OFFSET_UNITS:
1147 case GL_SAMPLE_COVERAGE_VALUE:
1148 case GL_DEPTH_CLEAR_VALUE:
1149 case GL_LINE_WIDTH:
1150 {
1151 *type = GL_FLOAT;
1152 *numParams = 1;
1153 }
1154 break;
1155 case GL_ALIASED_LINE_WIDTH_RANGE:
1156 case GL_ALIASED_POINT_SIZE_RANGE:
1157 case GL_DEPTH_RANGE:
1158 {
1159 *type = GL_FLOAT;
1160 *numParams = 2;
1161 }
1162 break;
1163 case GL_COLOR_CLEAR_VALUE:
daniel@transgaming.comc1641352010-04-26 15:33:36 +00001164 case GL_BLEND_COLOR:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001165 {
1166 *type = GL_FLOAT;
1167 *numParams = 4;
1168 }
1169 break;
1170 default:
1171 return false;
1172 }
1173
1174 return true;
1175}
1176
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001177// Applies the render target surface, depth stencil surface, viewport rectangle and
1178// scissor rectangle to the Direct3D 9 device
1179bool Context::applyRenderTarget(bool ignoreViewport)
1180{
1181 IDirect3DDevice9 *device = getDevice();
1182 Framebuffer *framebufferObject = getFramebuffer();
1183
1184 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1185 {
1186 return false;
1187 }
1188
1189 IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
1190 IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
1191
1192 device->SetRenderTarget(0, renderTarget);
1193 device->SetDepthStencilSurface(depthStencil);
1194
1195 D3DVIEWPORT9 viewport;
1196 D3DSURFACE_DESC desc;
1197 renderTarget->GetDesc(&desc);
1198
1199 if (ignoreViewport)
1200 {
1201 viewport.X = 0;
1202 viewport.Y = 0;
1203 viewport.Width = desc.Width;
1204 viewport.Height = desc.Height;
1205 viewport.MinZ = 0.0f;
1206 viewport.MaxZ = 1.0f;
1207 }
1208 else
1209 {
daniel@transgaming.com16973022010-03-11 19:22:19 +00001210 viewport.X = std::max(viewportX, 0);
1211 viewport.Y = std::max(viewportY, 0);
1212 viewport.Width = std::min(viewportWidth, (int)desc.Width - (int)viewport.X);
1213 viewport.Height = std::min(viewportHeight, (int)desc.Height - (int)viewport.Y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001214 viewport.MinZ = clamp01(zNear);
1215 viewport.MaxZ = clamp01(zFar);
1216 }
1217
1218 device->SetViewport(&viewport);
1219
1220 if (scissorTest)
1221 {
1222 RECT rect = {scissorX,
1223 scissorY,
1224 scissorX + scissorWidth,
1225 scissorY + scissorHeight};
1226
1227 device->SetScissorRect(&rect);
1228 device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
1229 }
1230 else
1231 {
1232 device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
1233 }
1234
1235 if (currentProgram)
1236 {
1237 D3DSURFACE_DESC description;
1238 renderTarget->GetDesc(&description);
1239 Program *programObject = getCurrentProgram();
1240
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001241 GLint halfPixelSize = programObject->getUniformLocation("dx_HalfPixelSize");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001242 GLfloat xy[2] = {1.0f / description.Width, 1.0f / description.Height};
1243 programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy);
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001244
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001245 GLint window = programObject->getUniformLocation("dx_Window");
daniel@transgaming.com9b5f5442010-03-16 05:43:55 +00001246 GLfloat whxy[4] = {viewportWidth / 2.0f, viewportHeight / 2.0f, (float)viewportX + viewportWidth / 2.0f, (float)viewportY + viewportHeight / 2.0f};
1247 programObject->setUniform4fv(window, 1, (GLfloat*)&whxy);
1248
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001249 GLint depth = programObject->getUniformLocation("dx_Depth");
daniel@transgaming.com9b5f5442010-03-16 05:43:55 +00001250 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
1251 programObject->setUniform2fv(depth, 1, (GLfloat*)&dz);
1252
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001253 GLint near = programObject->getUniformLocation("gl_DepthRange.near");
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001254 programObject->setUniform1fv(near, 1, &zNear);
1255
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001256 GLint far = programObject->getUniformLocation("gl_DepthRange.far");
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001257 programObject->setUniform1fv(far, 1, &zFar);
1258
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001259 GLint diff = programObject->getUniformLocation("gl_DepthRange.diff");
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001260 GLfloat zDiff = zFar - zNear;
1261 programObject->setUniform1fv(diff, 1, &zDiff);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001262 }
1263
1264 return true;
1265}
1266
1267// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001268void Context::applyState(GLenum drawMode)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001269{
1270 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001271 Program *programObject = getCurrentProgram();
1272
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001273 GLint frontCCW = programObject->getUniformLocation("dx_FrontCCW");
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001274 GLint ccw = (frontFace == GL_CCW);
1275 programObject->setUniform1iv(frontCCW, 1, &ccw);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001276
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001277 GLint pointsOrLines = programObject->getUniformLocation("dx_PointsOrLines");
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001278 GLint alwaysFront = !isTriangleMode(drawMode);
1279 programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1280
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001281 if (cullFace)
1282 {
1283 device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(cullMode, frontFace));
1284 }
1285 else
1286 {
1287 device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1288 }
1289
1290 if (depthTest)
1291 {
1292 device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
1293 device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(depthFunc));
1294 }
1295 else
1296 {
1297 device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
1298 }
1299
1300 if (blend)
1301 {
1302 device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
1303
1304 if (sourceBlendRGB != GL_CONSTANT_ALPHA && sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
1305 destBlendRGB != GL_CONSTANT_ALPHA && destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
1306 {
1307 device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(blendColor));
1308 }
1309 else
1310 {
1311 device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(blendColor.alpha),
1312 unorm<8>(blendColor.alpha),
1313 unorm<8>(blendColor.alpha),
1314 unorm<8>(blendColor.alpha)));
1315 }
1316
1317 device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(sourceBlendRGB));
1318 device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(destBlendRGB));
1319 device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(blendEquationRGB));
1320
1321 if (sourceBlendRGB != sourceBlendAlpha || destBlendRGB != destBlendAlpha || blendEquationRGB != blendEquationAlpha)
1322 {
1323 device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1324
1325 device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(sourceBlendAlpha));
1326 device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(destBlendAlpha));
1327 device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(blendEquationAlpha));
1328
1329 }
1330 else
1331 {
1332 device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1333 }
1334 }
1335 else
1336 {
1337 device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1338 }
1339
1340 if (stencilTest)
1341 {
1342 device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1343 device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
1344
1345 // FIXME: Unsupported by D3D9
1346 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
1347 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
1348 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
daniel@transgaming.com1436e262010-03-17 03:58:56 +00001349 if(stencilWritemask != stencilBackWritemask || stencilRef != stencilBackRef || stencilMask != stencilBackMask)
1350 {
1351 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
1352 return error(GL_INVALID_OPERATION);
1353 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001354
1355 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilWritemask);
1356 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilFunc));
1357
1358 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilRef); // FIXME: Clamp to range
1359 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilMask);
1360
1361 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilFail));
1362 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilPassDepthFail));
1363 device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilPassDepthPass));
1364
1365 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilBackWritemask);
1366 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilBackFunc));
1367
1368 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilBackRef); // FIXME: Clamp to range
1369 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilBackMask);
1370
1371 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilBackFail));
1372 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilBackPassDepthFail));
1373 device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilBackPassDepthPass));
1374 }
1375 else
1376 {
1377 device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1378 }
1379
1380 device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(colorMaskRed, colorMaskGreen, colorMaskBlue, colorMaskAlpha));
1381 device->SetRenderState(D3DRS_ZWRITEENABLE, depthMask ? TRUE : FALSE);
1382
1383 if (polygonOffsetFill)
1384 {
daniel@transgaming.comaede6302010-04-29 03:35:48 +00001385 gl::Depthbuffer *depthbuffer = getFramebuffer()->getDepthbuffer();
1386 if (depthbuffer)
1387 {
1388 device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&polygonOffsetFactor));
1389 float depthBias = ldexp(polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
1390 device->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
1391 }
1392 }
1393 else
1394 {
1395 device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
1396 device->SetRenderState(D3DRS_DEPTHBIAS, 0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001397 }
1398
1399 if (sampleAlphaToCoverage)
1400 {
1401 UNIMPLEMENTED(); // FIXME
1402 }
1403
1404 if (sampleCoverage)
1405 {
1406 UNIMPLEMENTED(); // FIXME: Ignore when SAMPLE_BUFFERS is not one
1407 }
1408
1409 device->SetRenderState(D3DRS_DITHERENABLE, dither ? TRUE : FALSE);
1410}
1411
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001412// Fill in the semanticIndex field of the array of TranslatedAttributes based on the active GLSL program.
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001413void Context::lookupAttributeMapping(TranslatedAttribute *attributes)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001414{
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001415 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001416 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001417 if (attributes[i].enabled)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001418 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001419 attributes[i].semanticIndex = getCurrentProgram()->getSemanticIndex(i);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001420 }
1421 }
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001422}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001423
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001424// The indices parameter to glDrawElements can have two interpretations:
1425// - as a pointer into client memory
1426// - as an offset into the current GL_ELEMENT_ARRAY_BUFFER buffer
1427// Handle these cases here and return a pointer to the index data.
1428const Index *Context::adjustIndexPointer(const void *indices)
1429{
1430 if (elementArrayBuffer)
1431 {
1432 Buffer *buffer = getBuffer(elementArrayBuffer);
1433 return reinterpret_cast<const Index*>(static_cast<unsigned char*>(buffer->data()) + reinterpret_cast<GLsizei>(indices));
1434 }
1435 else
1436 {
1437 return static_cast<const Index*>(indices);
1438 }
1439}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001440
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001441void Context::applyVertexBuffer(GLint first, GLsizei count)
1442{
1443 TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
1444
1445 mVertexDataManager->preRenderValidate(first, count, translated);
1446
1447 lookupAttributeMapping(translated);
1448
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001449 mBufferBackEnd->setupAttributesPreDraw(translated);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001450}
1451
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001452void Context::applyVertexBuffer(const TranslatedIndexData &indexInfo)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001453{
1454 TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
1455
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001456 mVertexDataManager->preRenderValidate(indexInfo, translated);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001457
1458 lookupAttributeMapping(translated);
1459
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001460 mBufferBackEnd->setupAttributesPreDraw(translated);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001461}
1462
1463// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001464TranslatedIndexData Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001465{
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001466 TranslatedIndexData indexInfo = mIndexDataManager->preRenderValidate(mode, type, count, getBuffer(elementArrayBuffer), indices);
1467 mBufferBackEnd->setupIndicesPreDraw(indexInfo);
1468 return indexInfo;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001469}
1470
1471// Applies the shaders and shader constants to the Direct3D 9 device
1472void Context::applyShaders()
1473{
1474 IDirect3DDevice9 *device = getDevice();
1475 Program *programObject = getCurrentProgram();
1476 IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
1477 IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
1478
1479 device->SetVertexShader(vertexShader);
1480 device->SetPixelShader(pixelShader);
1481
1482 programObject->applyUniforms();
1483}
1484
1485// Applies the textures and sampler states to the Direct3D 9 device
1486void Context::applyTextures()
1487{
1488 IDirect3DDevice9 *device = getDevice();
1489 Program *programObject = getCurrentProgram();
1490
1491 for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
1492 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001493 int textureUnit = programObject->getSamplerMapping(sampler);
1494 if (textureUnit != -1)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001495 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001496 SamplerType textureType = programObject->getSamplerType(sampler);
1497
1498 Texture *texture = getSamplerTexture(textureUnit, textureType);
1499
daniel@transgaming.com12d54072010-03-16 06:23:26 +00001500 if (texture->isComplete())
1501 {
1502 GLenum wrapS = texture->getWrapS();
1503 GLenum wrapT = texture->getWrapT();
1504 GLenum minFilter = texture->getMinFilter();
1505 GLenum magFilter = texture->getMagFilter();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001506
daniel@transgaming.com12d54072010-03-16 06:23:26 +00001507 device->SetSamplerState(sampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
1508 device->SetSamplerState(sampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001509
daniel@transgaming.com12d54072010-03-16 06:23:26 +00001510 device->SetSamplerState(sampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
1511 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
1512 es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
1513 device->SetSamplerState(sampler, D3DSAMP_MINFILTER, d3dMinFilter);
1514 device->SetSamplerState(sampler, D3DSAMP_MIPFILTER, d3dMipFilter);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001515
daniel@transgaming.com12d54072010-03-16 06:23:26 +00001516 device->SetTexture(sampler, texture->getTexture());
1517 }
1518 else
1519 {
1520 device->SetTexture(sampler, getIncompleteTexture(textureType)->getTexture());
1521 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001522 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001523 else
1524 {
1525 device->SetTexture(sampler, NULL);
1526 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001527 }
1528}
1529
1530void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
1531{
1532 Framebuffer *framebuffer = getFramebuffer();
1533 IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
1534 IDirect3DDevice9 *device = getDevice();
1535
1536 D3DSURFACE_DESC desc;
1537 renderTarget->GetDesc(&desc);
1538
1539 IDirect3DSurface9 *systemSurface;
1540 HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
1541
1542 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1543 {
1544 return error(GL_OUT_OF_MEMORY);
1545 }
1546
1547 ASSERT(SUCCEEDED(result));
1548
1549 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
1550 {
1551 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
1552 }
1553
1554 result = device->GetRenderTargetData(renderTarget, systemSurface);
1555
1556 if (result == D3DERR_DRIVERINTERNALERROR)
1557 {
1558 systemSurface->Release();
1559
1560 return error(GL_OUT_OF_MEMORY);
1561 }
1562
1563 if (FAILED(result))
1564 {
1565 UNREACHABLE();
1566 systemSurface->Release();
1567
1568 return; // No sensible error to generate
1569 }
1570
1571 D3DLOCKED_RECT lock;
daniel@transgaming.com16973022010-03-11 19:22:19 +00001572 RECT rect = {std::max(x, 0),
1573 std::max(y, 0),
1574 std::min(x + width, (int)desc.Width),
1575 std::min(y + height, (int)desc.Height)};
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001576
1577 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
1578
1579 if (FAILED(result))
1580 {
1581 UNREACHABLE();
1582 systemSurface->Release();
1583
1584 return; // No sensible error to generate
1585 }
1586
1587 unsigned char *source = (unsigned char*)lock.pBits;
1588 unsigned char *dest = (unsigned char*)pixels;
daniel@transgaming.comafb23952010-04-13 03:25:54 +00001589 unsigned short *dest16 = (unsigned short*)pixels;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001590
1591 for (int j = 0; j < rect.bottom - rect.top; j++)
1592 {
1593 for (int i = 0; i < rect.right - rect.left; i++)
1594 {
1595 float r;
1596 float g;
1597 float b;
1598 float a;
1599
1600 switch (desc.Format)
1601 {
1602 case D3DFMT_R5G6B5:
1603 {
1604 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
1605
1606 a = 1.0f;
1607 b = (rgb & 0x001F) * (1.0f / 0x001F);
1608 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
1609 r = (rgb & 0xF800) * (1.0f / 0xF800);
1610 }
1611 break;
1612 case D3DFMT_X1R5G5B5:
1613 {
1614 unsigned short xrgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
1615
1616 a = 1.0f;
1617 b = (xrgb & 0x001F) * (1.0f / 0x001F);
1618 g = (xrgb & 0x03E0) * (1.0f / 0x03E0);
1619 r = (xrgb & 0x7C00) * (1.0f / 0x7C00);
1620 }
1621 break;
1622 case D3DFMT_A1R5G5B5:
1623 {
1624 unsigned short argb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
1625
1626 a = (argb & 0x8000) ? 1.0f : 0.0f;
1627 b = (argb & 0x001F) * (1.0f / 0x001F);
1628 g = (argb & 0x03E0) * (1.0f / 0x03E0);
1629 r = (argb & 0x7C00) * (1.0f / 0x7C00);
1630 }
1631 break;
1632 case D3DFMT_A8R8G8B8:
1633 {
1634 unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
1635
1636 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
1637 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
1638 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
1639 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
1640 }
1641 break;
1642 case D3DFMT_X8R8G8B8:
1643 {
1644 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
1645
1646 a = 1.0f;
1647 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
1648 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
1649 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
1650 }
1651 break;
1652 case D3DFMT_A2R10G10B10:
1653 {
1654 unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
1655
1656 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
1657 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
1658 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
1659 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
1660 }
1661 break;
1662 default:
1663 UNIMPLEMENTED(); // FIXME
1664 UNREACHABLE();
1665 }
1666
1667 switch (format)
1668 {
1669 case GL_RGBA:
1670 switch (type)
1671 {
1672 case GL_UNSIGNED_BYTE:
1673 dest[4 * (i + j * width) + 0] = (unsigned char)(255 * r + 0.5f);
1674 dest[4 * (i + j * width) + 1] = (unsigned char)(255 * g + 0.5f);
1675 dest[4 * (i + j * width) + 2] = (unsigned char)(255 * b + 0.5f);
1676 dest[4 * (i + j * width) + 3] = (unsigned char)(255 * a + 0.5f);
1677 break;
1678 default: UNREACHABLE();
1679 }
1680 break;
daniel@transgaming.comafb23952010-04-13 03:25:54 +00001681 case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001682 switch (type)
1683 {
daniel@transgaming.comafb23952010-04-13 03:25:54 +00001684 case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE
1685 dest16[i + j * width] = ((unsigned short)(31 * b + 0.5f) << 0) |
1686 ((unsigned short)(63 * g + 0.5f) << 5) |
1687 ((unsigned short)(31 * r + 0.5f) << 11);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001688 break;
1689 default: UNREACHABLE();
1690 }
1691 break;
1692 default: UNREACHABLE();
1693 }
1694 }
1695 }
1696
1697 systemSurface->UnlockRect();
1698
1699 systemSurface->Release();
1700}
1701
1702void Context::clear(GLbitfield mask)
1703{
1704 IDirect3DDevice9 *device = getDevice();
1705 DWORD flags = 0;
1706
1707 if (mask & GL_COLOR_BUFFER_BIT)
1708 {
1709 mask &= ~GL_COLOR_BUFFER_BIT;
1710 flags |= D3DCLEAR_TARGET;
1711 }
1712
1713 if (mask & GL_DEPTH_BUFFER_BIT)
1714 {
1715 mask &= ~GL_DEPTH_BUFFER_BIT;
1716 if (depthMask)
1717 {
1718 flags |= D3DCLEAR_ZBUFFER;
1719 }
1720 }
1721
1722 Framebuffer *framebufferObject = getFramebuffer();
1723 IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
1724
1725 GLuint stencilUnmasked = 0x0;
1726
1727 if ((mask & GL_STENCIL_BUFFER_BIT) && depthStencil)
1728 {
1729 D3DSURFACE_DESC desc;
1730 depthStencil->GetDesc(&desc);
1731
1732 mask &= ~GL_STENCIL_BUFFER_BIT;
1733 unsigned int stencilSize = es2dx::GetStencilSize(desc.Format);
1734 stencilUnmasked = (0x1 << stencilSize) - 1;
1735
1736 if (stencilUnmasked != 0x0)
1737 {
1738 flags |= D3DCLEAR_STENCIL;
1739 }
1740 }
1741
1742 if (mask != 0)
1743 {
1744 return error(GL_INVALID_VALUE);
1745 }
1746
1747 applyRenderTarget(true); // Clips the clear to the scissor rectangle but not the viewport
1748
1749 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(colorClearValue.alpha), unorm<8>(colorClearValue.red), unorm<8>(colorClearValue.green), unorm<8>(colorClearValue.blue));
1750 float depth = clamp01(depthClearValue);
1751 int stencil = stencilClearValue & 0x000000FF;
1752
1753 IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
1754
1755 D3DSURFACE_DESC desc;
1756 renderTarget->GetDesc(&desc);
1757
1758 bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || colorMaskAlpha;
1759
1760 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
1761 (stencilWritemask & stencilUnmasked) != stencilUnmasked;
1762 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001763 !(colorMaskRed && colorMaskGreen &&
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001764 colorMaskBlue && alphaUnmasked);
1765
1766 if (needMaskedColorClear || needMaskedStencilClear)
1767 {
1768 device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1769 device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1770 device->SetRenderState(D3DRS_ZENABLE, FALSE);
1771 device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1772 device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1773 device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1774 device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1775 device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1776
1777 if (flags & D3DCLEAR_TARGET)
1778 {
1779 device->SetRenderState(D3DRS_COLORWRITEENABLE, (colorMaskRed ? D3DCOLORWRITEENABLE_RED : 0) |
1780 (colorMaskGreen ? D3DCOLORWRITEENABLE_GREEN : 0) |
1781 (colorMaskBlue ? D3DCOLORWRITEENABLE_BLUE : 0) |
1782 (colorMaskAlpha ? D3DCOLORWRITEENABLE_ALPHA : 0));
1783 }
1784 else
1785 {
1786 device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1787 }
1788
1789 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
1790 {
1791 device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1792 device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1793 device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1794 device->SetRenderState(D3DRS_STENCILREF, stencil);
1795 device->SetRenderState(D3DRS_STENCILWRITEMASK, stencilWritemask);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001796 device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001797 device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1798 device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1799 }
1800 else
1801 {
1802 device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1803 }
1804
1805 device->SetPixelShader(NULL);
1806 device->SetVertexShader(NULL);
1807 device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1808
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001809 struct Vertex
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001810 {
1811 float x, y, z, w;
1812 D3DCOLOR diffuse;
1813 };
1814
1815 Vertex quad[4];
1816 quad[0].x = 0.0f;
1817 quad[0].y = (float)desc.Height;
1818 quad[0].z = 0.0f;
1819 quad[0].w = 1.0f;
1820 quad[0].diffuse = color;
1821
1822 quad[1].x = (float)desc.Width;
1823 quad[1].y = (float)desc.Height;
1824 quad[1].z = 0.0f;
1825 quad[1].w = 1.0f;
1826 quad[1].diffuse = color;
1827
1828 quad[2].x = 0.0f;
1829 quad[2].y = 0.0f;
1830 quad[2].z = 0.0f;
1831 quad[2].w = 1.0f;
1832 quad[2].diffuse = color;
1833
1834 quad[3].x = (float)desc.Width;
1835 quad[3].y = 0.0f;
1836 quad[3].z = 0.0f;
1837 quad[3].w = 1.0f;
1838 quad[3].diffuse = color;
1839
1840 device->BeginScene();
1841 device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(Vertex));
1842 device->EndScene();
1843
1844 if (flags & D3DCLEAR_ZBUFFER)
1845 {
1846 device->SetRenderState(D3DRS_ZENABLE, TRUE);
1847 device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1848 device->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1849 }
1850 }
1851 else
1852 {
1853 device->Clear(0, NULL, flags, color, depth, stencil);
1854 }
1855}
1856
1857void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
1858{
1859 if (!currentProgram)
1860 {
1861 return error(GL_INVALID_OPERATION);
1862 }
1863
1864 IDirect3DDevice9 *device = getDevice();
1865 D3DPRIMITIVETYPE primitiveType;
1866 int primitiveCount;
1867
1868 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
1869 return error(GL_INVALID_ENUM);
1870
1871 if (primitiveCount <= 0)
1872 {
1873 return;
1874 }
1875
1876 if (!applyRenderTarget(false))
1877 {
1878 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1879 }
1880
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001881 applyState(mode);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001882 applyVertexBuffer(first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001883 applyShaders();
1884 applyTextures();
1885
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00001886 if (!getCurrentProgram()->validateSamplers())
1887 {
1888 return error(GL_INVALID_OPERATION);
1889 }
1890
daniel@transgaming.comace5e662010-03-21 04:31:20 +00001891 if (!cullSkipsDraw(mode))
1892 {
1893 device->BeginScene();
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001894 device->DrawPrimitive(primitiveType, 0, primitiveCount);
daniel@transgaming.comace5e662010-03-21 04:31:20 +00001895 device->EndScene();
1896 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001897}
1898
1899void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
1900{
1901 if (!currentProgram)
1902 {
1903 return error(GL_INVALID_OPERATION);
1904 }
1905
1906 if (!indices && !elementArrayBuffer)
1907 {
1908 return error(GL_INVALID_OPERATION);
1909 }
1910
1911 IDirect3DDevice9 *device = getDevice();
1912 D3DPRIMITIVETYPE primitiveType;
1913 int primitiveCount;
1914
1915 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
1916 return error(GL_INVALID_ENUM);
1917
1918 if (primitiveCount <= 0)
1919 {
1920 return;
1921 }
1922
1923 if (!applyRenderTarget(false))
1924 {
1925 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1926 }
1927
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001928 applyState(mode);
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001929 TranslatedIndexData indexInfo = applyIndexBuffer(indices, count, mode, type);
1930 applyVertexBuffer(indexInfo);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001931 applyShaders();
1932 applyTextures();
1933
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00001934 if (!getCurrentProgram()->validateSamplers())
1935 {
1936 return error(GL_INVALID_OPERATION);
1937 }
1938
daniel@transgaming.comace5e662010-03-21 04:31:20 +00001939 if (!cullSkipsDraw(mode))
1940 {
1941 device->BeginScene();
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +00001942 device->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, indexInfo.offset/sizeof(Index), primitiveCount);
daniel@transgaming.comace5e662010-03-21 04:31:20 +00001943 device->EndScene();
1944 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001945}
1946
1947void Context::finish()
1948{
1949 IDirect3DDevice9 *device = getDevice();
1950 IDirect3DQuery9 *occlusionQuery = NULL;
1951
1952 HRESULT result = device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery);
1953
1954 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1955 {
1956 return error(GL_OUT_OF_MEMORY);
1957 }
1958
1959 ASSERT(SUCCEEDED(result));
1960
1961 if (occlusionQuery)
1962 {
1963 occlusionQuery->Issue(D3DISSUE_BEGIN);
1964
1965 // Render something outside the render target
1966 device->SetPixelShader(NULL);
1967 device->SetVertexShader(NULL);
1968 device->SetFVF(D3DFVF_XYZRHW);
1969 float data[4] = {-1.0f, -1.0f, -1.0f, 1.0f};
1970 device->BeginScene();
1971 device->DrawPrimitiveUP(D3DPT_POINTLIST, 1, data, sizeof(data));
1972 device->EndScene();
1973
1974 occlusionQuery->Issue(D3DISSUE_END);
1975
1976 while (occlusionQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
1977 {
1978 // Keep polling, but allow other threads to do something useful first
1979 Sleep(0);
1980 }
1981
1982 occlusionQuery->Release();
1983 }
1984}
1985
1986void Context::flush()
1987{
1988 IDirect3DDevice9 *device = getDevice();
1989 IDirect3DQuery9 *eventQuery = NULL;
1990
1991 HRESULT result = device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery);
1992
1993 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1994 {
1995 return error(GL_OUT_OF_MEMORY);
1996 }
1997
1998 ASSERT(SUCCEEDED(result));
1999
2000 if (eventQuery)
2001 {
2002 eventQuery->Issue(D3DISSUE_END);
2003
2004 while (eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
2005 {
2006 // Keep polling, but allow other threads to do something useful first
2007 Sleep(0);
2008 }
2009
2010 eventQuery->Release();
2011 }
2012}
2013
2014void Context::recordInvalidEnum()
2015{
2016 mInvalidEnum = true;
2017}
2018
2019void Context::recordInvalidValue()
2020{
2021 mInvalidValue = true;
2022}
2023
2024void Context::recordInvalidOperation()
2025{
2026 mInvalidOperation = true;
2027}
2028
2029void Context::recordOutOfMemory()
2030{
2031 mOutOfMemory = true;
2032}
2033
2034void Context::recordInvalidFramebufferOperation()
2035{
2036 mInvalidFramebufferOperation = true;
2037}
2038
2039// Get one of the recorded errors and clear its flag, if any.
2040// [OpenGL ES 2.0.24] section 2.5 page 13.
2041GLenum Context::getError()
2042{
2043 if (mInvalidEnum)
2044 {
2045 mInvalidEnum = false;
2046
2047 return GL_INVALID_ENUM;
2048 }
2049
2050 if (mInvalidValue)
2051 {
2052 mInvalidValue = false;
2053
2054 return GL_INVALID_VALUE;
2055 }
2056
2057 if (mInvalidOperation)
2058 {
2059 mInvalidOperation = false;
2060
2061 return GL_INVALID_OPERATION;
2062 }
2063
2064 if (mOutOfMemory)
2065 {
2066 mOutOfMemory = false;
2067
2068 return GL_OUT_OF_MEMORY;
2069 }
2070
2071 if (mInvalidFramebufferOperation)
2072 {
2073 mInvalidFramebufferOperation = false;
2074
2075 return GL_INVALID_FRAMEBUFFER_OPERATION;
2076 }
2077
2078 return GL_NO_ERROR;
2079}
2080
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00002081const char *Context::getPixelShaderProfile()
2082{
2083 return mPsProfile;
2084}
2085
2086const char *Context::getVertexShaderProfile()
2087{
2088 return mVsProfile;
2089}
2090
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002091void Context::detachBuffer(GLuint buffer)
2092{
2093 // [OpenGL ES 2.0.24] section 2.9 page 22:
2094 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2095 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2096
2097 if (arrayBuffer == buffer)
2098 {
2099 arrayBuffer = 0;
2100 }
2101
2102 if (elementArrayBuffer == buffer)
2103 {
2104 elementArrayBuffer = 0;
2105 }
2106
2107 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2108 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002109 if (vertexAttribute[attribute].mBoundBuffer == buffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002110 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002111 vertexAttribute[attribute].mBoundBuffer = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002112 }
2113 }
2114}
2115
2116void Context::detachTexture(GLuint texture)
2117{
2118 // [OpenGL ES 2.0.24] section 3.8 page 84:
2119 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2120 // rebound to texture object zero
2121
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002122 for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002123 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002124 for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002125 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002126 if (samplerTexture[type][sampler] == texture)
2127 {
2128 samplerTexture[type][sampler] = 0;
2129 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002130 }
2131 }
2132
2133 // [OpenGL ES 2.0.24] section 4.4 page 112:
2134 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2135 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2136 // image was attached in the currently bound framebuffer.
2137
2138 Framebuffer *framebuffer = getFramebuffer();
2139
2140 if (framebuffer)
2141 {
2142 framebuffer->detachTexture(texture);
2143 }
2144}
2145
2146void Context::detachFramebuffer(GLuint framebuffer)
2147{
2148 // [OpenGL ES 2.0.24] section 4.4 page 107:
2149 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2150 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2151
2152 if (this->framebuffer == framebuffer)
2153 {
2154 bindFramebuffer(0);
2155 }
2156}
2157
2158void Context::detachRenderbuffer(GLuint renderbuffer)
2159{
2160 // [OpenGL ES 2.0.24] section 4.4 page 109:
2161 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2162 // had been executed with the target RENDERBUFFER and name of zero.
2163
2164 if (this->renderbuffer == renderbuffer)
2165 {
2166 bindRenderbuffer(0);
2167 }
2168
2169 // [OpenGL ES 2.0.24] section 4.4 page 111:
2170 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2171 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2172 // point to which this image was attached in the currently bound framebuffer.
2173
2174 Framebuffer *framebuffer = getFramebuffer();
2175
2176 if (framebuffer)
2177 {
2178 framebuffer->detachRenderbuffer(renderbuffer);
2179 }
2180}
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002181
2182Texture *Context::getIncompleteTexture(SamplerType type)
2183{
2184 Texture *t = mIncompleteTextures[type];
2185
2186 if (t == NULL)
2187 {
2188 static const GLubyte color[] = { 0, 0, 0, 255 };
2189
2190 switch (type)
2191 {
2192 default:
2193 UNREACHABLE();
2194 // default falls through to SAMPLER_2D
2195
2196 case SAMPLER_2D:
2197 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00002198 Texture2D *incomplete2d = new Texture2D(this);
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002199 incomplete2d->setImage(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002200 t = incomplete2d;
2201 }
2202 break;
2203
2204 case SAMPLER_CUBE:
2205 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00002206 TextureCubeMap *incompleteCube = new TextureCubeMap(this);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002207
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002208 incompleteCube->setImagePosX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2209 incompleteCube->setImageNegX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2210 incompleteCube->setImagePosY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2211 incompleteCube->setImageNegY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2212 incompleteCube->setImagePosZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2213 incompleteCube->setImageNegZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002214
2215 t = incompleteCube;
2216 }
2217 break;
2218 }
2219
2220 mIncompleteTextures[type] = t;
2221 }
2222
2223 return t;
2224}
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002225
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002226bool Context::cullSkipsDraw(GLenum drawMode)
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002227{
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002228 return cullFace && cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002229}
2230
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002231bool Context::isTriangleMode(GLenum drawMode)
2232{
2233 switch (drawMode)
2234 {
2235 case GL_TRIANGLES:
2236 case GL_TRIANGLE_FAN:
2237 case GL_TRIANGLE_STRIP:
2238 return true;
2239 case GL_POINTS:
2240 case GL_LINES:
2241 case GL_LINE_LOOP:
2242 case GL_LINE_STRIP:
2243 return false;
2244 default: UNREACHABLE();
2245 }
2246
2247 return false;
2248}
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00002249
2250void Context::setVertexAttrib(GLuint index, const GLfloat *values)
2251{
2252 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
2253
2254 vertexAttribute[index].mCurrentValue[0] = values[0];
2255 vertexAttribute[index].mCurrentValue[1] = values[1];
2256 vertexAttribute[index].mCurrentValue[2] = values[2];
2257 vertexAttribute[index].mCurrentValue[3] = values[3];
2258
2259 mVertexDataManager->dirtyCurrentValues();
2260}
2261
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002262}
2263
2264extern "C"
2265{
2266gl::Context *glCreateContext(const egl::Config *config)
2267{
2268 return new gl::Context(config);
2269}
2270
2271void glDestroyContext(gl::Context *context)
2272{
2273 delete context;
2274
2275 if (context == gl::getContext())
2276 {
2277 gl::makeCurrent(NULL, NULL, NULL);
2278 }
2279}
2280
2281void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
2282{
2283 gl::makeCurrent(context, display, surface);
2284}
2285
2286gl::Context *glGetCurrentContext()
2287{
2288 return gl::getContext();
2289}
2290}