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apatrick@chromium.org144f2802012-07-12 01:42:34 +00001//
2// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Context.cpp: Implements the gl::Context class, managing all GL state and performing
8// rendering operations. It is the GLES2 specific implementation of EGLContext.
9
10#include "libGLESv2/Context.h"
11
12#include <algorithm>
13
14#include "libEGL/Display.h"
15
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000019#include "libGLESv2/renderer/renderer9_utils.h" // D3D9_REPLACE
apatrick@chromium.org144f2802012-07-12 01:42:34 +000020#include "libGLESv2/ResourceManager.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Fence.h"
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000023#include "libGLESv2/Framebuffer.h"
apatrick@chromium.org144f2802012-07-12 01:42:34 +000024#include "libGLESv2/Program.h"
25#include "libGLESv2/ProgramBinary.h"
26#include "libGLESv2/Query.h"
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000027#include "libGLESv2/Renderbuffer.h"
apatrick@chromium.org144f2802012-07-12 01:42:34 +000028#include "libGLESv2/Shader.h"
29#include "libGLESv2/Texture.h"
30#include "libGLESv2/VertexDataManager.h"
31#include "libGLESv2/IndexDataManager.h"
32
33#undef near
34#undef far
35
36namespace gl
37{
daniel@transgaming.com03d39092012-11-28 19:31:59 +000038Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +000039{
40 ASSERT(robustAccess == false); // Unimplemented
41
daniel@transgaming.com03d39092012-11-28 19:31:59 +000042 ASSERT(dynamic_cast<rx::Renderer9*>(renderer) != NULL); // D3D9_REPLACE
43 mRenderer = static_cast<rx::Renderer9*>(renderer);
44
apatrick@chromium.org144f2802012-07-12 01:42:34 +000045 mDisplay = NULL;
46 mDevice = NULL;
47
48 mFenceHandleAllocator.setBaseHandle(0);
49
50 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
51
52 mState.depthClearValue = 1.0f;
53 mState.stencilClearValue = 0;
54
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000055 mState.rasterizer.cullFace = false;
56 mState.rasterizer.cullMode = GL_BACK;
57 mState.rasterizer.frontFace = GL_CCW;
58 mState.rasterizer.polygonOffsetFill = false;
59 mState.rasterizer.polygonOffsetFactor = 0.0f;
60 mState.rasterizer.polygonOffsetUnits = 0.0f;
61 mState.rasterizer.scissorTest = false;
62 mState.scissor.x = 0;
63 mState.scissor.y = 0;
64 mState.scissor.width = 0;
65 mState.scissor.height = 0;
66
67 mState.blend.blend = false;
68 mState.blend.sourceBlendRGB = GL_ONE;
69 mState.blend.sourceBlendAlpha = GL_ONE;
70 mState.blend.destBlendRGB = GL_ZERO;
71 mState.blend.destBlendAlpha = GL_ZERO;
72 mState.blend.blendEquationRGB = GL_FUNC_ADD;
73 mState.blend.blendEquationAlpha = GL_FUNC_ADD;
74 mState.blend.sampleAlphaToCoverage = false;
75 mState.blend.dither = true;
76
apatrick@chromium.org144f2802012-07-12 01:42:34 +000077 mState.blendColor.red = 0;
78 mState.blendColor.green = 0;
79 mState.blendColor.blue = 0;
80 mState.blendColor.alpha = 0;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000081
82 mState.depthStencil.depthTest = false;
83 mState.depthStencil.depthFunc = GL_LESS;
84 mState.depthStencil.depthMask = true;
85 mState.depthStencil.stencilTest = false;
86 mState.depthStencil.stencilFunc = GL_ALWAYS;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000087 mState.depthStencil.stencilMask = -1;
88 mState.depthStencil.stencilWritemask = -1;
89 mState.depthStencil.stencilBackFunc = GL_ALWAYS;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000090 mState.depthStencil.stencilBackMask = - 1;
91 mState.depthStencil.stencilBackWritemask = -1;
92 mState.depthStencil.stencilFail = GL_KEEP;
93 mState.depthStencil.stencilPassDepthFail = GL_KEEP;
94 mState.depthStencil.stencilPassDepthPass = GL_KEEP;
95 mState.depthStencil.stencilBackFail = GL_KEEP;
96 mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
97 mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
98
daniel@transgaming.com08c331d2012-11-28 19:38:39 +000099 mState.stencilRef = 0;
100 mState.stencilBackRef = 0;
101
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000102 mState.sampleCoverage = false;
103 mState.sampleCoverageValue = 1.0f;
104 mState.sampleCoverageInvert = false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000105 mState.generateMipmapHint = GL_DONT_CARE;
106 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
107
108 mState.lineWidth = 1.0f;
109
110 mState.viewportX = 0;
111 mState.viewportY = 0;
daniel@transgaming.com21290e62012-10-31 18:38:28 +0000112 mState.viewportWidth = 0;
113 mState.viewportHeight = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000114 mState.zNear = 0.0f;
115 mState.zFar = 1.0f;
116
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000117 mState.blend.colorMaskRed = true;
118 mState.blend.colorMaskGreen = true;
119 mState.blend.colorMaskBlue = true;
120 mState.blend.colorMaskAlpha = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000121
122 if (shareContext != NULL)
123 {
124 mResourceManager = shareContext->mResourceManager;
125 mResourceManager->addRef();
126 }
127 else
128 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000129 mResourceManager = new ResourceManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000130 }
131
132 // [OpenGL ES 2.0.24] section 3.7 page 83:
133 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
134 // and cube map texture state vectors respectively associated with them.
135 // In order that access to these initial textures not be lost, they are treated as texture
136 // objects all of whose names are 0.
137
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000138 mTexture2DZero.set(new Texture2D(mRenderer, 0));
139 mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000140
141 mState.activeSampler = 0;
142 bindArrayBuffer(0);
143 bindElementArrayBuffer(0);
144 bindTextureCubeMap(0);
145 bindTexture2D(0);
146 bindReadFramebuffer(0);
147 bindDrawFramebuffer(0);
148 bindRenderbuffer(0);
149
150 mState.currentProgram = 0;
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000151 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000152
153 mState.packAlignment = 4;
154 mState.unpackAlignment = 4;
155 mState.packReverseRowOrder = false;
156
157 mVertexDataManager = NULL;
158 mIndexDataManager = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000159 mLineLoopIB = NULL;
160
161 mInvalidEnum = false;
162 mInvalidValue = false;
163 mInvalidOperation = false;
164 mOutOfMemory = false;
165 mInvalidFramebufferOperation = false;
166
167 mHasBeenCurrent = false;
168 mContextLost = false;
169 mResetStatus = GL_NO_ERROR;
170 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
171 mRobustAccess = robustAccess;
172
173 mSupportsDXT1Textures = false;
174 mSupportsDXT3Textures = false;
175 mSupportsDXT5Textures = false;
176 mSupportsEventQueries = false;
177 mSupportsOcclusionQueries = false;
178 mNumCompressedTextureFormats = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000179 mMaskedClearSavedState = NULL;
180 markAllStateDirty();
181}
182
183Context::~Context()
184{
185 if (mState.currentProgram != 0)
186 {
187 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
188 if (programObject)
189 {
190 programObject->release();
191 }
192 mState.currentProgram = 0;
193 }
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000194 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000195
196 while (!mFramebufferMap.empty())
197 {
198 deleteFramebuffer(mFramebufferMap.begin()->first);
199 }
200
201 while (!mFenceMap.empty())
202 {
203 deleteFence(mFenceMap.begin()->first);
204 }
205
206 while (!mQueryMap.empty())
207 {
208 deleteQuery(mQueryMap.begin()->first);
209 }
210
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000211 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
212 {
213 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
214 {
215 mState.samplerTexture[type][sampler].set(NULL);
216 }
217 }
218
219 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
220 {
221 mIncompleteTextures[type].set(NULL);
222 }
223
224 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
225 {
226 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
227 }
228
229 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
230 {
231 mState.activeQuery[i].set(NULL);
232 }
233
234 mState.arrayBuffer.set(NULL);
235 mState.elementArrayBuffer.set(NULL);
236 mState.renderbuffer.set(NULL);
237
238 mTexture2DZero.set(NULL);
239 mTextureCubeMapZero.set(NULL);
240
241 delete mVertexDataManager;
242 delete mIndexDataManager;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000243 delete mLineLoopIB;
244
245 if (mMaskedClearSavedState)
246 {
247 mMaskedClearSavedState->Release();
248 }
249
250 mResourceManager->release();
251}
252
daniel@transgaming.comad629872012-11-28 19:32:06 +0000253void Context::makeCurrent(egl::Surface *surface)
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000254{
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000255 mDevice = mRenderer->getDevice(); // D3D9_REMOVE
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000256
257 if (!mHasBeenCurrent)
258 {
daniel@transgaming.com408caa52012-10-31 18:47:01 +0000259 mVertexDataManager = new VertexDataManager(mRenderer);
260 mIndexDataManager = new IndexDataManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000261
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000262 mSupportsShaderModel3 = mRenderer->getShaderModel3Support();
263 mMaximumPointSize = mRenderer->getMaxPointSize();
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000264 mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
265 mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
266 mSupportsInstancing = mRenderer->getInstancingSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000267
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000268 mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000269 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
270 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
271 mMaxRenderbufferDimension = mMaxTextureDimension;
272 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000273 mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000274 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
275 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000276
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000277 mSupportsEventQueries = mRenderer->getEventQuerySupport();
278 mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
279 mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
280 mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
281 mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
282 mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
283 mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
284 mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
285 mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
286 mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000287 mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000288
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000289 mSupports32bitIndices = mRenderer->get32BitIndexSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000290
291 mNumCompressedTextureFormats = 0;
292 if (supportsDXT1Textures())
293 {
294 mNumCompressedTextureFormats += 2;
295 }
296 if (supportsDXT3Textures())
297 {
298 mNumCompressedTextureFormats += 1;
299 }
300 if (supportsDXT5Textures())
301 {
302 mNumCompressedTextureFormats += 1;
303 }
304
305 initExtensionString();
306 initRendererString();
307
308 mState.viewportX = 0;
309 mState.viewportY = 0;
310 mState.viewportWidth = surface->getWidth();
311 mState.viewportHeight = surface->getHeight();
312
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000313 mState.scissor.x = 0;
314 mState.scissor.y = 0;
315 mState.scissor.width = surface->getWidth();
316 mState.scissor.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000317
318 mHasBeenCurrent = true;
319 }
320
daniel@transgaming.com024786d2012-10-31 18:42:55 +0000321 // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000322 rx::SwapChain *swapchain = surface->getSwapChain();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000323
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000324 Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
325 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000326 Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000327
328 setFramebufferZero(framebufferZero);
329
apatrick@chromium.org909f21c2012-08-17 20:06:02 +0000330 // Reset pixel shader to null to work around a bug that only happens with Intel GPUs.
331 // http://crbug.com/110343
332 mDevice->SetPixelShader(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000333
334 markAllStateDirty();
335}
336
337// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
338void Context::markAllStateDirty()
339{
340 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
341 {
342 mAppliedTextureSerialPS[t] = 0;
343 }
344
345 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
346 {
347 mAppliedTextureSerialVS[t] = 0;
348 }
349
daniel@transgaming.come6af4f92012-07-24 18:31:31 +0000350 mAppliedProgramBinarySerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000351 mAppliedRenderTargetSerial = 0;
352 mAppliedDepthbufferSerial = 0;
353 mAppliedStencilbufferSerial = 0;
354 mAppliedIBSerial = 0;
355 mDepthStencilInitialized = false;
356 mViewportInitialized = false;
357 mRenderTargetDescInitialized = false;
358
359 mVertexDeclarationCache.markStateDirty();
360
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000361 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000362}
363
364void Context::markDxUniformsDirty()
365{
366 mDxUniformsDirty = true;
367}
368
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000369// NOTE: this function should not assume that this context is current!
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000370void Context::markContextLost()
371{
372 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
373 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
374 mContextLost = true;
375}
376
377bool Context::isContextLost()
378{
379 return mContextLost;
380}
381
382void Context::setClearColor(float red, float green, float blue, float alpha)
383{
384 mState.colorClearValue.red = red;
385 mState.colorClearValue.green = green;
386 mState.colorClearValue.blue = blue;
387 mState.colorClearValue.alpha = alpha;
388}
389
390void Context::setClearDepth(float depth)
391{
392 mState.depthClearValue = depth;
393}
394
395void Context::setClearStencil(int stencil)
396{
397 mState.stencilClearValue = stencil;
398}
399
400void Context::setCullFace(bool enabled)
401{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000402 mState.rasterizer.cullFace = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000403}
404
405bool Context::isCullFaceEnabled() const
406{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000407 return mState.rasterizer.cullFace;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000408}
409
410void Context::setCullMode(GLenum mode)
411{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000412 mState.rasterizer.cullMode = mode;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000413}
414
415void Context::setFrontFace(GLenum front)
416{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000417 mState.rasterizer.frontFace = front;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000418}
419
420void Context::setDepthTest(bool enabled)
421{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000422 mState.depthStencil.depthTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000423}
424
425bool Context::isDepthTestEnabled() const
426{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000427 return mState.depthStencil.depthTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000428}
429
430void Context::setDepthFunc(GLenum depthFunc)
431{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000432 mState.depthStencil.depthFunc = depthFunc;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000433}
434
435void Context::setDepthRange(float zNear, float zFar)
436{
437 mState.zNear = zNear;
438 mState.zFar = zFar;
439}
440
441void Context::setBlend(bool enabled)
442{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000443 mState.blend.blend = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000444}
445
446bool Context::isBlendEnabled() const
447{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000448 return mState.blend.blend;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000449}
450
451void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
452{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000453 mState.blend.sourceBlendRGB = sourceRGB;
454 mState.blend.destBlendRGB = destRGB;
455 mState.blend.sourceBlendAlpha = sourceAlpha;
456 mState.blend.destBlendAlpha = destAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000457}
458
459void Context::setBlendColor(float red, float green, float blue, float alpha)
460{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000461 mState.blendColor.red = red;
462 mState.blendColor.green = green;
463 mState.blendColor.blue = blue;
464 mState.blendColor.alpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000465}
466
467void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
468{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000469 mState.blend.blendEquationRGB = rgbEquation;
470 mState.blend.blendEquationAlpha = alphaEquation;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000471}
472
473void Context::setStencilTest(bool enabled)
474{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000475 mState.depthStencil.stencilTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000476}
477
478bool Context::isStencilTestEnabled() const
479{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000480 return mState.depthStencil.stencilTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000481}
482
483void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
484{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000485 mState.depthStencil.stencilFunc = stencilFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000486 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000487 mState.depthStencil.stencilMask = stencilMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000488}
489
490void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
491{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000492 mState.depthStencil.stencilBackFunc = stencilBackFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000493 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000494 mState.depthStencil.stencilBackMask = stencilBackMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000495}
496
497void Context::setStencilWritemask(GLuint stencilWritemask)
498{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000499 mState.depthStencil.stencilWritemask = stencilWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000500}
501
502void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
503{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000504 mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000505}
506
507void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
508{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000509 mState.depthStencil.stencilFail = stencilFail;
510 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
511 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000512}
513
514void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
515{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000516 mState.depthStencil.stencilBackFail = stencilBackFail;
517 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
518 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000519}
520
521void Context::setPolygonOffsetFill(bool enabled)
522{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000523 mState.rasterizer.polygonOffsetFill = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000524}
525
526bool Context::isPolygonOffsetFillEnabled() const
527{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000528 return mState.rasterizer.polygonOffsetFill;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000529}
530
531void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
532{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000533 mState.rasterizer.polygonOffsetFactor = factor;
534 mState.rasterizer.polygonOffsetUnits = units;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000535}
536
537void Context::setSampleAlphaToCoverage(bool enabled)
538{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000539 mState.blend.sampleAlphaToCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000540}
541
542bool Context::isSampleAlphaToCoverageEnabled() const
543{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000544 return mState.blend.sampleAlphaToCoverage;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000545}
546
547void Context::setSampleCoverage(bool enabled)
548{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000549 mState.sampleCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000550}
551
552bool Context::isSampleCoverageEnabled() const
553{
554 return mState.sampleCoverage;
555}
556
557void Context::setSampleCoverageParams(GLclampf value, bool invert)
558{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000559 mState.sampleCoverageValue = value;
560 mState.sampleCoverageInvert = invert;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000561}
562
563void Context::setScissorTest(bool enabled)
564{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000565 mState.rasterizer.scissorTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000566}
567
568bool Context::isScissorTestEnabled() const
569{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000570 return mState.rasterizer.scissorTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000571}
572
573void Context::setDither(bool enabled)
574{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000575 mState.blend.dither = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000576}
577
578bool Context::isDitherEnabled() const
579{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000580 return mState.blend.dither;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000581}
582
583void Context::setLineWidth(GLfloat width)
584{
585 mState.lineWidth = width;
586}
587
588void Context::setGenerateMipmapHint(GLenum hint)
589{
590 mState.generateMipmapHint = hint;
591}
592
593void Context::setFragmentShaderDerivativeHint(GLenum hint)
594{
595 mState.fragmentShaderDerivativeHint = hint;
596 // TODO: Propagate the hint to shader translator so we can write
597 // ddx, ddx_coarse, or ddx_fine depending on the hint.
598 // Ignore for now. It is valid for implementations to ignore hint.
599}
600
601void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
602{
603 mState.viewportX = x;
604 mState.viewportY = y;
605 mState.viewportWidth = width;
606 mState.viewportHeight = height;
607}
608
609void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
610{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000611 mState.scissor.x = x;
612 mState.scissor.y = y;
613 mState.scissor.width = width;
614 mState.scissor.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000615}
616
617void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
618{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000619 mState.blend.colorMaskRed = red;
620 mState.blend.colorMaskGreen = green;
621 mState.blend.colorMaskBlue = blue;
622 mState.blend.colorMaskAlpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000623}
624
625void Context::setDepthMask(bool mask)
626{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000627 mState.depthStencil.depthMask = mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000628}
629
630void Context::setActiveSampler(unsigned int active)
631{
632 mState.activeSampler = active;
633}
634
635GLuint Context::getReadFramebufferHandle() const
636{
637 return mState.readFramebuffer;
638}
639
640GLuint Context::getDrawFramebufferHandle() const
641{
642 return mState.drawFramebuffer;
643}
644
645GLuint Context::getRenderbufferHandle() const
646{
647 return mState.renderbuffer.id();
648}
649
650GLuint Context::getArrayBufferHandle() const
651{
652 return mState.arrayBuffer.id();
653}
654
655GLuint Context::getActiveQuery(GLenum target) const
656{
657 Query *queryObject = NULL;
658
659 switch (target)
660 {
661 case GL_ANY_SAMPLES_PASSED_EXT:
662 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
663 break;
664 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
665 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
666 break;
667 default:
668 ASSERT(false);
669 }
670
671 if (queryObject)
672 {
673 return queryObject->id();
674 }
675 else
676 {
677 return 0;
678 }
679}
680
681void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
682{
683 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
684}
685
686const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
687{
688 return mState.vertexAttribute[attribNum];
689}
690
691void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
692 GLsizei stride, const void *pointer)
693{
694 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
695 mState.vertexAttribute[attribNum].mSize = size;
696 mState.vertexAttribute[attribNum].mType = type;
697 mState.vertexAttribute[attribNum].mNormalized = normalized;
698 mState.vertexAttribute[attribNum].mStride = stride;
699 mState.vertexAttribute[attribNum].mPointer = pointer;
700}
701
702const void *Context::getVertexAttribPointer(unsigned int attribNum) const
703{
704 return mState.vertexAttribute[attribNum].mPointer;
705}
706
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000707void Context::setPackAlignment(GLint alignment)
708{
709 mState.packAlignment = alignment;
710}
711
712GLint Context::getPackAlignment() const
713{
714 return mState.packAlignment;
715}
716
717void Context::setUnpackAlignment(GLint alignment)
718{
719 mState.unpackAlignment = alignment;
720}
721
722GLint Context::getUnpackAlignment() const
723{
724 return mState.unpackAlignment;
725}
726
727void Context::setPackReverseRowOrder(bool reverseRowOrder)
728{
729 mState.packReverseRowOrder = reverseRowOrder;
730}
731
732bool Context::getPackReverseRowOrder() const
733{
734 return mState.packReverseRowOrder;
735}
736
737GLuint Context::createBuffer()
738{
739 return mResourceManager->createBuffer();
740}
741
742GLuint Context::createProgram()
743{
744 return mResourceManager->createProgram();
745}
746
747GLuint Context::createShader(GLenum type)
748{
749 return mResourceManager->createShader(type);
750}
751
752GLuint Context::createTexture()
753{
754 return mResourceManager->createTexture();
755}
756
757GLuint Context::createRenderbuffer()
758{
759 return mResourceManager->createRenderbuffer();
760}
761
762// Returns an unused framebuffer name
763GLuint Context::createFramebuffer()
764{
765 GLuint handle = mFramebufferHandleAllocator.allocate();
766
767 mFramebufferMap[handle] = NULL;
768
769 return handle;
770}
771
772GLuint Context::createFence()
773{
774 GLuint handle = mFenceHandleAllocator.allocate();
775
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000776 mFenceMap[handle] = new Fence(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000777
778 return handle;
779}
780
781// Returns an unused query name
782GLuint Context::createQuery()
783{
784 GLuint handle = mQueryHandleAllocator.allocate();
785
786 mQueryMap[handle] = NULL;
787
788 return handle;
789}
790
791void Context::deleteBuffer(GLuint buffer)
792{
793 if (mResourceManager->getBuffer(buffer))
794 {
795 detachBuffer(buffer);
796 }
797
798 mResourceManager->deleteBuffer(buffer);
799}
800
801void Context::deleteShader(GLuint shader)
802{
803 mResourceManager->deleteShader(shader);
804}
805
806void Context::deleteProgram(GLuint program)
807{
808 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000809}
810
811void Context::deleteTexture(GLuint texture)
812{
813 if (mResourceManager->getTexture(texture))
814 {
815 detachTexture(texture);
816 }
817
818 mResourceManager->deleteTexture(texture);
819}
820
821void Context::deleteRenderbuffer(GLuint renderbuffer)
822{
823 if (mResourceManager->getRenderbuffer(renderbuffer))
824 {
825 detachRenderbuffer(renderbuffer);
826 }
827
828 mResourceManager->deleteRenderbuffer(renderbuffer);
829}
830
831void Context::deleteFramebuffer(GLuint framebuffer)
832{
833 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
834
835 if (framebufferObject != mFramebufferMap.end())
836 {
837 detachFramebuffer(framebuffer);
838
839 mFramebufferHandleAllocator.release(framebufferObject->first);
840 delete framebufferObject->second;
841 mFramebufferMap.erase(framebufferObject);
842 }
843}
844
845void Context::deleteFence(GLuint fence)
846{
847 FenceMap::iterator fenceObject = mFenceMap.find(fence);
848
849 if (fenceObject != mFenceMap.end())
850 {
851 mFenceHandleAllocator.release(fenceObject->first);
852 delete fenceObject->second;
853 mFenceMap.erase(fenceObject);
854 }
855}
856
857void Context::deleteQuery(GLuint query)
858{
859 QueryMap::iterator queryObject = mQueryMap.find(query);
860 if (queryObject != mQueryMap.end())
861 {
862 mQueryHandleAllocator.release(queryObject->first);
863 if (queryObject->second)
864 {
865 queryObject->second->release();
866 }
867 mQueryMap.erase(queryObject);
868 }
869}
870
871Buffer *Context::getBuffer(GLuint handle)
872{
873 return mResourceManager->getBuffer(handle);
874}
875
876Shader *Context::getShader(GLuint handle)
877{
878 return mResourceManager->getShader(handle);
879}
880
881Program *Context::getProgram(GLuint handle)
882{
883 return mResourceManager->getProgram(handle);
884}
885
886Texture *Context::getTexture(GLuint handle)
887{
888 return mResourceManager->getTexture(handle);
889}
890
891Renderbuffer *Context::getRenderbuffer(GLuint handle)
892{
893 return mResourceManager->getRenderbuffer(handle);
894}
895
896Framebuffer *Context::getReadFramebuffer()
897{
898 return getFramebuffer(mState.readFramebuffer);
899}
900
901Framebuffer *Context::getDrawFramebuffer()
902{
903 return mBoundDrawFramebuffer;
904}
905
906void Context::bindArrayBuffer(unsigned int buffer)
907{
908 mResourceManager->checkBufferAllocation(buffer);
909
910 mState.arrayBuffer.set(getBuffer(buffer));
911}
912
913void Context::bindElementArrayBuffer(unsigned int buffer)
914{
915 mResourceManager->checkBufferAllocation(buffer);
916
917 mState.elementArrayBuffer.set(getBuffer(buffer));
918}
919
920void Context::bindTexture2D(GLuint texture)
921{
922 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
923
924 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
925}
926
927void Context::bindTextureCubeMap(GLuint texture)
928{
929 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
930
931 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
932}
933
934void Context::bindReadFramebuffer(GLuint framebuffer)
935{
936 if (!getFramebuffer(framebuffer))
937 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000938 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000939 }
940
941 mState.readFramebuffer = framebuffer;
942}
943
944void Context::bindDrawFramebuffer(GLuint framebuffer)
945{
946 if (!getFramebuffer(framebuffer))
947 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000948 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000949 }
950
951 mState.drawFramebuffer = framebuffer;
952
953 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
954}
955
956void Context::bindRenderbuffer(GLuint renderbuffer)
957{
958 mResourceManager->checkRenderbufferAllocation(renderbuffer);
959
960 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
961}
962
963void Context::useProgram(GLuint program)
964{
965 GLuint priorProgram = mState.currentProgram;
966 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
967
968 if (priorProgram != program)
969 {
970 Program *newProgram = mResourceManager->getProgram(program);
971 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000972 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000973 mDxUniformsDirty = true;
974
975 if (newProgram)
976 {
977 newProgram->addRef();
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000978 mCurrentProgramBinary.set(newProgram->getProgramBinary());
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000979 }
980
981 if (oldProgram)
982 {
983 oldProgram->release();
984 }
985 }
986}
987
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000988void Context::linkProgram(GLuint program)
989{
990 Program *programObject = mResourceManager->getProgram(program);
991
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000992 bool linked = programObject->link();
993
994 // if the current program was relinked successfully we
995 // need to install the new executables
996 if (linked && program == mState.currentProgram)
997 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000998 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000999 mDxUniformsDirty = true;
1000 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001001}
1002
1003void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
1004{
1005 Program *programObject = mResourceManager->getProgram(program);
1006
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001007 bool loaded = programObject->setProgramBinary(binary, length);
1008
1009 // if the current program was reloaded successfully we
1010 // need to install the new executables
1011 if (loaded && program == mState.currentProgram)
1012 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001013 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001014 mDxUniformsDirty = true;
1015 }
1016
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001017}
1018
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001019void Context::beginQuery(GLenum target, GLuint query)
1020{
1021 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1022 // of zero, if the active query object name for <target> is non-zero (for the
1023 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1024 // the active query for either target is non-zero), if <id> is the name of an
1025 // existing query object whose type does not match <target>, or if <id> is the
1026 // active query object name for any query type, the error INVALID_OPERATION is
1027 // generated.
1028
1029 // Ensure no other queries are active
1030 // NOTE: If other queries than occlusion are supported, we will need to check
1031 // separately that:
1032 // a) The query ID passed is not the current active query for any target/type
1033 // b) There are no active queries for the requested target (and in the case
1034 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1035 // no query may be active for either if glBeginQuery targets either.
1036 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1037 {
1038 if (mState.activeQuery[i].get() != NULL)
1039 {
1040 return error(GL_INVALID_OPERATION);
1041 }
1042 }
1043
1044 QueryType qType;
1045 switch (target)
1046 {
1047 case GL_ANY_SAMPLES_PASSED_EXT:
1048 qType = QUERY_ANY_SAMPLES_PASSED;
1049 break;
1050 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1051 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1052 break;
1053 default:
1054 ASSERT(false);
1055 return;
1056 }
1057
1058 Query *queryObject = getQuery(query, true, target);
1059
1060 // check that name was obtained with glGenQueries
1061 if (!queryObject)
1062 {
1063 return error(GL_INVALID_OPERATION);
1064 }
1065
1066 // check for type mismatch
1067 if (queryObject->getType() != target)
1068 {
1069 return error(GL_INVALID_OPERATION);
1070 }
1071
1072 // set query as active for specified target
1073 mState.activeQuery[qType].set(queryObject);
1074
1075 // begin query
1076 queryObject->begin();
1077}
1078
1079void Context::endQuery(GLenum target)
1080{
1081 QueryType qType;
1082
1083 switch (target)
1084 {
1085 case GL_ANY_SAMPLES_PASSED_EXT:
1086 qType = QUERY_ANY_SAMPLES_PASSED;
1087 break;
1088 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1089 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1090 break;
1091 default:
1092 ASSERT(false);
1093 return;
1094 }
1095
1096 Query *queryObject = mState.activeQuery[qType].get();
1097
1098 if (queryObject == NULL)
1099 {
1100 return error(GL_INVALID_OPERATION);
1101 }
1102
1103 queryObject->end();
1104
1105 mState.activeQuery[qType].set(NULL);
1106}
1107
1108void Context::setFramebufferZero(Framebuffer *buffer)
1109{
1110 delete mFramebufferMap[0];
1111 mFramebufferMap[0] = buffer;
1112 if (mState.drawFramebuffer == 0)
1113 {
1114 mBoundDrawFramebuffer = buffer;
1115 }
1116}
1117
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001118void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001119{
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001120 RenderbufferStorage *renderbuffer = NULL;
1121 switch (internalformat)
1122 {
1123 case GL_DEPTH_COMPONENT16:
1124 renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
1125 break;
1126 case GL_RGBA4:
1127 case GL_RGB5_A1:
1128 case GL_RGB565:
1129 case GL_RGB8_OES:
1130 case GL_RGBA8_OES:
1131 renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
1132 break;
1133 case GL_STENCIL_INDEX8:
1134 renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
1135 break;
1136 case GL_DEPTH24_STENCIL8_OES:
1137 renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
1138 break;
1139 default:
1140 UNREACHABLE(); return;
1141 }
1142
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001143 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1144 renderbufferObject->setStorage(renderbuffer);
1145}
1146
1147Framebuffer *Context::getFramebuffer(unsigned int handle)
1148{
1149 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1150
1151 if (framebuffer == mFramebufferMap.end())
1152 {
1153 return NULL;
1154 }
1155 else
1156 {
1157 return framebuffer->second;
1158 }
1159}
1160
1161Fence *Context::getFence(unsigned int handle)
1162{
1163 FenceMap::iterator fence = mFenceMap.find(handle);
1164
1165 if (fence == mFenceMap.end())
1166 {
1167 return NULL;
1168 }
1169 else
1170 {
1171 return fence->second;
1172 }
1173}
1174
1175Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1176{
1177 QueryMap::iterator query = mQueryMap.find(handle);
1178
1179 if (query == mQueryMap.end())
1180 {
1181 return NULL;
1182 }
1183 else
1184 {
1185 if (!query->second && create)
1186 {
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001187 query->second = new Query(mRenderer, handle, type);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001188 query->second->addRef();
1189 }
1190 return query->second;
1191 }
1192}
1193
1194Buffer *Context::getArrayBuffer()
1195{
1196 return mState.arrayBuffer.get();
1197}
1198
1199Buffer *Context::getElementArrayBuffer()
1200{
1201 return mState.elementArrayBuffer.get();
1202}
1203
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001204ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001205{
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001206 return mCurrentProgramBinary.get();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001207}
1208
1209Texture2D *Context::getTexture2D()
1210{
1211 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1212}
1213
1214TextureCubeMap *Context::getTextureCubeMap()
1215{
1216 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1217}
1218
1219Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1220{
1221 GLuint texid = mState.samplerTexture[type][sampler].id();
1222
1223 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1224 {
1225 switch (type)
1226 {
1227 default: UNREACHABLE();
1228 case TEXTURE_2D: return mTexture2DZero.get();
1229 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1230 }
1231 }
1232
1233 return mState.samplerTexture[type][sampler].get();
1234}
1235
1236bool Context::getBooleanv(GLenum pname, GLboolean *params)
1237{
1238 switch (pname)
1239 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001240 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1241 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1242 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001243 case GL_COLOR_WRITEMASK:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001244 params[0] = mState.blend.colorMaskRed;
1245 params[1] = mState.blend.colorMaskGreen;
1246 params[2] = mState.blend.colorMaskBlue;
1247 params[3] = mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001248 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001249 case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
1250 case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
1251 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
1252 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1253 case GL_SCISSOR_TEST: *params = mState.rasterizer.scissorTest; break;
1254 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
1255 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
1256 case GL_BLEND: *params = mState.blend.blend; break;
1257 case GL_DITHER: *params = mState.blend.dither; break;
1258 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001259 default:
1260 return false;
1261 }
1262
1263 return true;
1264}
1265
1266bool Context::getFloatv(GLenum pname, GLfloat *params)
1267{
1268 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1269 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1270 // GetIntegerv as its native query function. As it would require conversion in any
1271 // case, this should make no difference to the calling application.
1272 switch (pname)
1273 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001274 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1275 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1276 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1277 case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
1278 case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001279 case GL_ALIASED_LINE_WIDTH_RANGE:
1280 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1281 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1282 break;
1283 case GL_ALIASED_POINT_SIZE_RANGE:
1284 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1285 params[1] = getMaximumPointSize();
1286 break;
1287 case GL_DEPTH_RANGE:
1288 params[0] = mState.zNear;
1289 params[1] = mState.zFar;
1290 break;
1291 case GL_COLOR_CLEAR_VALUE:
1292 params[0] = mState.colorClearValue.red;
1293 params[1] = mState.colorClearValue.green;
1294 params[2] = mState.colorClearValue.blue;
1295 params[3] = mState.colorClearValue.alpha;
1296 break;
1297 case GL_BLEND_COLOR:
1298 params[0] = mState.blendColor.red;
1299 params[1] = mState.blendColor.green;
1300 params[2] = mState.blendColor.blue;
1301 params[3] = mState.blendColor.alpha;
1302 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001303 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1304 if (!supportsTextureFilterAnisotropy())
1305 {
1306 return false;
1307 }
1308 *params = mMaxTextureAnisotropy;
1309 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001310 default:
1311 return false;
1312 }
1313
1314 return true;
1315}
1316
1317bool Context::getIntegerv(GLenum pname, GLint *params)
1318{
1319 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1320 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1321 // GetIntegerv as its native query function. As it would require conversion in any
1322 // case, this should make no difference to the calling application. You may find it in
1323 // Context::getFloatv.
1324 switch (pname)
1325 {
1326 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1327 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1328 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1329 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1330 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1331 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1332 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1333 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1334 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1335 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1336 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1337 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1338 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1339 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1340 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1341 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1342 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1343 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1344 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1345 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1346 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1347 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1348 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001349 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001350 case GL_STENCIL_REF: *params = mState.stencilRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001351 case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
1352 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001353 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001354 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
1355 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
1356 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
1357 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
1358 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
1359 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
1360 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
1361 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
1362 case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
1363 case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
1364 case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
1365 case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
1366 case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
1367 case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
1368 case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
1369 case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001370 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1371 case GL_SUBPIXEL_BITS: *params = 4; break;
1372 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1373 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1374 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1375 params[0] = mNumCompressedTextureFormats;
1376 break;
1377 case GL_MAX_SAMPLES_ANGLE:
1378 {
1379 GLsizei maxSamples = getMaxSupportedSamples();
1380 if (maxSamples != 0)
1381 {
1382 *params = maxSamples;
1383 }
1384 else
1385 {
1386 return false;
1387 }
1388
1389 break;
1390 }
1391 case GL_SAMPLE_BUFFERS:
1392 case GL_SAMPLES:
1393 {
1394 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1395 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1396 {
1397 switch (pname)
1398 {
1399 case GL_SAMPLE_BUFFERS:
1400 if (framebuffer->getSamples() != 0)
1401 {
1402 *params = 1;
1403 }
1404 else
1405 {
1406 *params = 0;
1407 }
1408 break;
1409 case GL_SAMPLES:
1410 *params = framebuffer->getSamples();
1411 break;
1412 }
1413 }
1414 else
1415 {
1416 *params = 0;
1417 }
1418 }
1419 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001420 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1421 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1422 {
1423 GLenum format, type;
1424 if (getCurrentReadFormatType(&format, &type))
1425 {
1426 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1427 *params = format;
1428 else
1429 *params = type;
1430 }
1431 }
1432 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001433 case GL_MAX_VIEWPORT_DIMS:
1434 {
1435 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1436 params[0] = maxDimension;
1437 params[1] = maxDimension;
1438 }
1439 break;
1440 case GL_COMPRESSED_TEXTURE_FORMATS:
1441 {
1442 if (supportsDXT1Textures())
1443 {
1444 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1445 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1446 }
1447 if (supportsDXT3Textures())
1448 {
1449 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1450 }
1451 if (supportsDXT5Textures())
1452 {
1453 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1454 }
1455 }
1456 break;
1457 case GL_VIEWPORT:
1458 params[0] = mState.viewportX;
1459 params[1] = mState.viewportY;
1460 params[2] = mState.viewportWidth;
1461 params[3] = mState.viewportHeight;
1462 break;
1463 case GL_SCISSOR_BOX:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001464 params[0] = mState.scissor.x;
1465 params[1] = mState.scissor.y;
1466 params[2] = mState.scissor.width;
1467 params[3] = mState.scissor.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001468 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001469 case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
1470 case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001471 case GL_RED_BITS:
1472 case GL_GREEN_BITS:
1473 case GL_BLUE_BITS:
1474 case GL_ALPHA_BITS:
1475 {
1476 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1477 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1478
1479 if (colorbuffer)
1480 {
1481 switch (pname)
1482 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001483 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1484 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1485 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1486 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001487 }
1488 }
1489 else
1490 {
1491 *params = 0;
1492 }
1493 }
1494 break;
1495 case GL_DEPTH_BITS:
1496 {
1497 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1498 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1499
1500 if (depthbuffer)
1501 {
1502 *params = depthbuffer->getDepthSize();
1503 }
1504 else
1505 {
1506 *params = 0;
1507 }
1508 }
1509 break;
1510 case GL_STENCIL_BITS:
1511 {
1512 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1513 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1514
1515 if (stencilbuffer)
1516 {
1517 *params = stencilbuffer->getStencilSize();
1518 }
1519 else
1520 {
1521 *params = 0;
1522 }
1523 }
1524 break;
1525 case GL_TEXTURE_BINDING_2D:
1526 {
1527 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1528 {
1529 error(GL_INVALID_OPERATION);
1530 return false;
1531 }
1532
1533 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1534 }
1535 break;
1536 case GL_TEXTURE_BINDING_CUBE_MAP:
1537 {
1538 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
1539 {
1540 error(GL_INVALID_OPERATION);
1541 return false;
1542 }
1543
1544 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1545 }
1546 break;
1547 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1548 *params = mResetStrategy;
1549 break;
1550 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1551 *params = 1;
1552 break;
1553 case GL_PROGRAM_BINARY_FORMATS_OES:
1554 *params = GL_PROGRAM_BINARY_ANGLE;
1555 break;
1556 default:
1557 return false;
1558 }
1559
1560 return true;
1561}
1562
1563bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1564{
1565 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1566 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1567 // to the fact that it is stored internally as a float, and so would require conversion
1568 // if returned from Context::getIntegerv. Since this conversion is already implemented
1569 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1570 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1571 // application.
1572 switch (pname)
1573 {
1574 case GL_COMPRESSED_TEXTURE_FORMATS:
1575 {
1576 *type = GL_INT;
1577 *numParams = mNumCompressedTextureFormats;
1578 }
1579 break;
1580 case GL_SHADER_BINARY_FORMATS:
1581 {
1582 *type = GL_INT;
1583 *numParams = 0;
1584 }
1585 break;
1586 case GL_MAX_VERTEX_ATTRIBS:
1587 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1588 case GL_MAX_VARYING_VECTORS:
1589 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1590 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1591 case GL_MAX_TEXTURE_IMAGE_UNITS:
1592 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1593 case GL_MAX_RENDERBUFFER_SIZE:
1594 case GL_NUM_SHADER_BINARY_FORMATS:
1595 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1596 case GL_ARRAY_BUFFER_BINDING:
1597 case GL_FRAMEBUFFER_BINDING:
1598 case GL_RENDERBUFFER_BINDING:
1599 case GL_CURRENT_PROGRAM:
1600 case GL_PACK_ALIGNMENT:
1601 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1602 case GL_UNPACK_ALIGNMENT:
1603 case GL_GENERATE_MIPMAP_HINT:
1604 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1605 case GL_RED_BITS:
1606 case GL_GREEN_BITS:
1607 case GL_BLUE_BITS:
1608 case GL_ALPHA_BITS:
1609 case GL_DEPTH_BITS:
1610 case GL_STENCIL_BITS:
1611 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1612 case GL_CULL_FACE_MODE:
1613 case GL_FRONT_FACE:
1614 case GL_ACTIVE_TEXTURE:
1615 case GL_STENCIL_FUNC:
1616 case GL_STENCIL_VALUE_MASK:
1617 case GL_STENCIL_REF:
1618 case GL_STENCIL_FAIL:
1619 case GL_STENCIL_PASS_DEPTH_FAIL:
1620 case GL_STENCIL_PASS_DEPTH_PASS:
1621 case GL_STENCIL_BACK_FUNC:
1622 case GL_STENCIL_BACK_VALUE_MASK:
1623 case GL_STENCIL_BACK_REF:
1624 case GL_STENCIL_BACK_FAIL:
1625 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1626 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1627 case GL_DEPTH_FUNC:
1628 case GL_BLEND_SRC_RGB:
1629 case GL_BLEND_SRC_ALPHA:
1630 case GL_BLEND_DST_RGB:
1631 case GL_BLEND_DST_ALPHA:
1632 case GL_BLEND_EQUATION_RGB:
1633 case GL_BLEND_EQUATION_ALPHA:
1634 case GL_STENCIL_WRITEMASK:
1635 case GL_STENCIL_BACK_WRITEMASK:
1636 case GL_STENCIL_CLEAR_VALUE:
1637 case GL_SUBPIXEL_BITS:
1638 case GL_MAX_TEXTURE_SIZE:
1639 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1640 case GL_SAMPLE_BUFFERS:
1641 case GL_SAMPLES:
1642 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1643 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1644 case GL_TEXTURE_BINDING_2D:
1645 case GL_TEXTURE_BINDING_CUBE_MAP:
1646 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1647 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1648 case GL_PROGRAM_BINARY_FORMATS_OES:
1649 {
1650 *type = GL_INT;
1651 *numParams = 1;
1652 }
1653 break;
1654 case GL_MAX_SAMPLES_ANGLE:
1655 {
1656 if (getMaxSupportedSamples() != 0)
1657 {
1658 *type = GL_INT;
1659 *numParams = 1;
1660 }
1661 else
1662 {
1663 return false;
1664 }
1665 }
1666 break;
1667 case GL_MAX_VIEWPORT_DIMS:
1668 {
1669 *type = GL_INT;
1670 *numParams = 2;
1671 }
1672 break;
1673 case GL_VIEWPORT:
1674 case GL_SCISSOR_BOX:
1675 {
1676 *type = GL_INT;
1677 *numParams = 4;
1678 }
1679 break;
1680 case GL_SHADER_COMPILER:
1681 case GL_SAMPLE_COVERAGE_INVERT:
1682 case GL_DEPTH_WRITEMASK:
1683 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1684 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1685 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1686 case GL_SAMPLE_COVERAGE:
1687 case GL_SCISSOR_TEST:
1688 case GL_STENCIL_TEST:
1689 case GL_DEPTH_TEST:
1690 case GL_BLEND:
1691 case GL_DITHER:
1692 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1693 {
1694 *type = GL_BOOL;
1695 *numParams = 1;
1696 }
1697 break;
1698 case GL_COLOR_WRITEMASK:
1699 {
1700 *type = GL_BOOL;
1701 *numParams = 4;
1702 }
1703 break;
1704 case GL_POLYGON_OFFSET_FACTOR:
1705 case GL_POLYGON_OFFSET_UNITS:
1706 case GL_SAMPLE_COVERAGE_VALUE:
1707 case GL_DEPTH_CLEAR_VALUE:
1708 case GL_LINE_WIDTH:
1709 {
1710 *type = GL_FLOAT;
1711 *numParams = 1;
1712 }
1713 break;
1714 case GL_ALIASED_LINE_WIDTH_RANGE:
1715 case GL_ALIASED_POINT_SIZE_RANGE:
1716 case GL_DEPTH_RANGE:
1717 {
1718 *type = GL_FLOAT;
1719 *numParams = 2;
1720 }
1721 break;
1722 case GL_COLOR_CLEAR_VALUE:
1723 case GL_BLEND_COLOR:
1724 {
1725 *type = GL_FLOAT;
1726 *numParams = 4;
1727 }
1728 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001729 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1730 if (!supportsTextureFilterAnisotropy())
1731 {
1732 return false;
1733 }
1734 *type = GL_FLOAT;
1735 *numParams = 1;
1736 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001737 default:
1738 return false;
1739 }
1740
1741 return true;
1742}
1743
1744// Applies the render target surface, depth stencil surface, viewport rectangle and
1745// scissor rectangle to the Direct3D 9 device
1746bool Context::applyRenderTarget(bool ignoreViewport)
1747{
1748 Framebuffer *framebufferObject = getDrawFramebuffer();
1749
1750 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1751 {
1752 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1753 }
1754
daniel@transgaming.com8a8b24c2012-11-28 19:36:26 +00001755 mRenderer->applyRenderTarget(framebufferObject);
1756
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001757 // if there is no color attachment we must synthesize a NULL colorattachment
1758 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1759 Renderbuffer *renderbufferObject = NULL;
1760 if (framebufferObject->getColorbufferType() != GL_NONE)
1761 {
1762 renderbufferObject = framebufferObject->getColorbuffer();
1763 }
1764 else
1765 {
1766 renderbufferObject = framebufferObject->getNullColorbuffer();
1767 }
1768 if (!renderbufferObject)
1769 {
1770 ERR("unable to locate renderbuffer for FBO.");
1771 return false;
1772 }
1773
1774 bool renderTargetChanged = false;
1775 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1776 if (renderTargetSerial != mAppliedRenderTargetSerial)
1777 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001778 if (!mRenderer->setRenderTarget(renderbufferObject))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001779 {
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001780 return false; // Context must be lost
1781 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001782 mAppliedRenderTargetSerial = renderTargetSerial;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001783 renderTargetChanged = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001784 }
1785
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001786 Renderbuffer *depthStencil = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001787 unsigned int depthbufferSerial = 0;
1788 unsigned int stencilbufferSerial = 0;
1789 if (framebufferObject->getDepthbufferType() != GL_NONE)
1790 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001791 depthStencil = framebufferObject->getDepthbuffer();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001792 if (!depthStencil)
1793 {
1794 ERR("Depth stencil pointer unexpectedly null.");
1795 return false;
1796 }
1797
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001798 depthbufferSerial = depthStencil->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001799 }
1800 else if (framebufferObject->getStencilbufferType() != GL_NONE)
1801 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001802 depthStencil = framebufferObject->getStencilbuffer();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001803 if (!depthStencil)
1804 {
1805 ERR("Depth stencil pointer unexpectedly null.");
1806 return false;
1807 }
1808
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001809 stencilbufferSerial = depthStencil->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001810 }
1811
1812 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1813 stencilbufferSerial != mAppliedStencilbufferSerial ||
1814 !mDepthStencilInitialized)
1815 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001816 mRenderer->setDepthStencil(depthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001817 mAppliedDepthbufferSerial = depthbufferSerial;
1818 mAppliedStencilbufferSerial = stencilbufferSerial;
1819 mDepthStencilInitialized = true;
1820 }
1821
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001822 if (!mRenderTargetDescInitialized || renderTargetChanged)
1823 {
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001824 mRenderTargetDesc.width = renderbufferObject->getWidth();
1825 mRenderTargetDesc.height = renderbufferObject->getHeight();
1826 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001827 mRenderTargetDescInitialized = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001828 }
1829
1830 D3DVIEWPORT9 viewport;
1831
1832 float zNear = clamp01(mState.zNear);
1833 float zFar = clamp01(mState.zFar);
1834
1835 if (ignoreViewport)
1836 {
1837 viewport.X = 0;
1838 viewport.Y = 0;
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001839 viewport.Width = mRenderTargetDesc.width;
1840 viewport.Height = mRenderTargetDesc.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001841 viewport.MinZ = 0.0f;
1842 viewport.MaxZ = 1.0f;
1843 }
1844 else
1845 {
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001846 viewport.X = clamp(mState.viewportX, 0L, static_cast<LONG>(mRenderTargetDesc.width));
1847 viewport.Y = clamp(mState.viewportY, 0L, static_cast<LONG>(mRenderTargetDesc.height));
1848 viewport.Width = clamp(mState.viewportWidth, 0L, static_cast<LONG>(mRenderTargetDesc.width) - static_cast<LONG>(viewport.X));
1849 viewport.Height = clamp(mState.viewportHeight, 0L, static_cast<LONG>(mRenderTargetDesc.height) - static_cast<LONG>(viewport.Y));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001850 viewport.MinZ = zNear;
1851 viewport.MaxZ = zFar;
1852 }
1853
1854 if (viewport.Width <= 0 || viewport.Height <= 0)
1855 {
1856 return false; // Nothing to render
1857 }
1858
1859 if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
1860 {
1861 mDevice->SetViewport(&viewport);
1862 mSetViewport = viewport;
1863 mViewportInitialized = true;
1864 mDxUniformsDirty = true;
1865 }
1866
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001867 mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.width),
1868 static_cast<int>(mRenderTargetDesc.height));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001869
1870 if (mState.currentProgram && mDxUniformsDirty)
1871 {
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001872 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001873
1874 GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation();
1875 GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
1876 programBinary->setUniform2fv(halfPixelSize, 1, xy);
1877
1878 // These values are used for computing gl_FragCoord in Program::linkVaryings().
1879 GLint coord = programBinary->getDxCoordLocation();
1880 GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
1881 (float)mState.viewportX + mState.viewportWidth / 2.0f,
1882 (float)mState.viewportY + mState.viewportHeight / 2.0f};
1883 programBinary->setUniform4fv(coord, 1, whxy);
1884
1885 GLint depth = programBinary->getDxDepthLocation();
1886 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
1887 programBinary->setUniform2fv(depth, 1, dz);
1888
1889 GLint depthRange = programBinary->getDxDepthRangeLocation();
1890 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
1891 programBinary->setUniform3fv(depthRange, 1, nearFarDiff);
1892 mDxUniformsDirty = false;
1893 }
1894
1895 return true;
1896}
1897
1898// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
1899void Context::applyState(GLenum drawMode)
1900{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001901 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001902
1903 Framebuffer *framebufferObject = getDrawFramebuffer();
1904
1905 GLint frontCCW = programBinary->getDxFrontCCWLocation();
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001906 GLint ccw = (mState.rasterizer.frontFace == GL_CCW);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001907 programBinary->setUniform1iv(frontCCW, 1, &ccw);
1908
1909 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
1910 GLint alwaysFront = !isTriangleMode(drawMode);
1911 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1912
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001913 const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001914 unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
1915
1916 mRenderer->setRasterizerState(mState.rasterizer, depthSize);
1917
1918 unsigned int mask = 0;
1919 if (mState.sampleCoverage)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001920 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001921 if (mState.sampleCoverageValue != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001922 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001923 float threshold = 0.5f;
1924
1925 for (int i = 0; i < framebufferObject->getSamples(); ++i)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001926 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001927 mask <<= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001928
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001929 if ((i + 1) * mState.sampleCoverageValue >= threshold)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001930 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001931 threshold += 1.0f;
1932 mask |= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001933 }
1934 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001935 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001936
1937 if (mState.sampleCoverageInvert)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001938 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001939 mask = ~mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001940 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001941 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001942 else
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001943 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001944 mask = 0xFFFFFFFF;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001945 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001946 mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
1947
1948 unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001949 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
1950 mState.rasterizer.frontFace == GL_CCW, stencilSize);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001951}
1952
1953GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
1954{
1955 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
1956
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001957 ProgramBinary *programBinary = getCurrentProgramBinary();
1958 GLenum err = mVertexDataManager->prepareVertexData(mState.vertexAttribute, programBinary, first, count, attributes, instances);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001959 if (err != GL_NO_ERROR)
1960 {
1961 return err;
1962 }
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001963
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00001964 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001965}
1966
1967// Applies the indices and element array bindings to the Direct3D 9 device
1968GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
1969{
1970 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
1971
1972 if (err == GL_NO_ERROR)
1973 {
1974 if (indexInfo->serial != mAppliedIBSerial)
1975 {
1976 mDevice->SetIndices(indexInfo->indexBuffer);
1977 mAppliedIBSerial = indexInfo->serial;
1978 }
1979 }
1980
1981 return err;
1982}
1983
1984// Applies the shaders and shader constants to the Direct3D 9 device
1985void Context::applyShaders()
1986{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001987 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001988
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001989 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001990 {
1991 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
1992 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
1993
1994 mDevice->SetPixelShader(pixelShader);
1995 mDevice->SetVertexShader(vertexShader);
1996 programBinary->dirtyAllUniforms();
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001997 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001998 }
1999
2000 programBinary->applyUniforms();
2001}
2002
2003// Applies the textures and sampler states to the Direct3D 9 device
2004void Context::applyTextures()
2005{
2006 applyTextures(SAMPLER_PIXEL);
2007
2008 if (mSupportsVertexTexture)
2009 {
2010 applyTextures(SAMPLER_VERTEX);
2011 }
2012}
2013
2014// For each Direct3D 9 sampler of either the pixel or vertex stage,
2015// looks up the corresponding OpenGL texture image unit and texture type,
2016// and sets the texture and its addressing/filtering state (or NULL when inactive).
2017void Context::applyTextures(SamplerType type)
2018{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002019 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002020
2021 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
2022 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002023 int samplerRange = programBinary->getUsedSamplerRange(type);
2024
2025 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
2026 {
2027 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002028
2029 if (textureUnit != -1)
2030 {
2031 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
2032
2033 Texture *texture = getSamplerTexture(textureUnit, textureType);
2034 unsigned int texSerial = texture->getTextureSerial();
2035
2036 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
2037 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002038 if (texture->isSamplerComplete())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002039 {
2040 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
2041 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00002042 SamplerState samplerState;
2043 texture->getSamplerState(&samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002044
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002045 mRenderer->setSamplerState(type, samplerIndex, samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002046 }
2047
2048 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
2049 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002050 mRenderer->setTexture(type, samplerIndex, texture);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002051 }
2052 }
2053 else
2054 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002055 mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002056 }
2057
2058 appliedTextureSerial[samplerIndex] = texSerial;
2059 texture->resetDirty();
2060 }
2061 }
2062 else
2063 {
2064 if (appliedTextureSerial[samplerIndex] != 0)
2065 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002066 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002067 appliedTextureSerial[samplerIndex] = 0;
2068 }
2069 }
2070 }
2071
2072 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2073 {
2074 if (appliedTextureSerial[samplerIndex] != 0)
2075 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00002076 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002077 appliedTextureSerial[samplerIndex] = 0;
2078 }
2079 }
2080}
2081
2082void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2083 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2084{
2085 Framebuffer *framebuffer = getReadFramebuffer();
2086
2087 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2088 {
2089 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2090 }
2091
2092 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2093 {
2094 return error(GL_INVALID_OPERATION);
2095 }
2096
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002097 GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002098 // sized query sanity check
2099 if (bufSize)
2100 {
2101 int requiredSize = outputPitch * height;
2102 if (requiredSize > *bufSize)
2103 {
2104 return error(GL_INVALID_OPERATION);
2105 }
2106 }
2107
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002108 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002109}
2110
2111void Context::clear(GLbitfield mask)
2112{
2113 Framebuffer *framebufferObject = getDrawFramebuffer();
2114
2115 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2116 {
2117 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2118 }
2119
2120 DWORD flags = 0;
2121
2122 if (mask & GL_COLOR_BUFFER_BIT)
2123 {
2124 mask &= ~GL_COLOR_BUFFER_BIT;
2125
2126 if (framebufferObject->getColorbufferType() != GL_NONE)
2127 {
2128 flags |= D3DCLEAR_TARGET;
2129 }
2130 }
2131
2132 if (mask & GL_DEPTH_BUFFER_BIT)
2133 {
2134 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002135 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002136 {
2137 flags |= D3DCLEAR_ZBUFFER;
2138 }
2139 }
2140
2141 GLuint stencilUnmasked = 0x0;
2142
2143 if (mask & GL_STENCIL_BUFFER_BIT)
2144 {
2145 mask &= ~GL_STENCIL_BUFFER_BIT;
2146 if (framebufferObject->getStencilbufferType() != GL_NONE)
2147 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002148 IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil()->getSurface();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002149 if (!depthStencil)
2150 {
2151 ERR("Depth stencil pointer unexpectedly null.");
2152 return;
2153 }
2154
2155 D3DSURFACE_DESC desc;
2156 depthStencil->GetDesc(&desc);
2157 depthStencil->Release();
2158
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002159 unsigned int stencilSize = d3d9_gl::GetStencilSize(desc.Format);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002160 stencilUnmasked = (0x1 << stencilSize) - 1;
2161
2162 if (stencilUnmasked != 0x0)
2163 {
2164 flags |= D3DCLEAR_STENCIL;
2165 }
2166 }
2167 }
2168
2169 if (mask != 0)
2170 {
2171 return error(GL_INVALID_VALUE);
2172 }
2173
2174 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2175 {
2176 return;
2177 }
2178
2179 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2180 unorm<8>(mState.colorClearValue.red),
2181 unorm<8>(mState.colorClearValue.green),
2182 unorm<8>(mState.colorClearValue.blue));
2183 float depth = clamp01(mState.depthClearValue);
2184 int stencil = mState.stencilClearValue & 0x000000FF;
2185
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002186
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002187 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002188
2189 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002190 (mState.depthStencil.stencilWritemask & stencilUnmasked) != stencilUnmasked;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002191 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002192 !(mState.blend.colorMaskRed && mState.blend.colorMaskGreen &&
2193 mState.blend.colorMaskBlue && alphaUnmasked);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002194
2195 if (needMaskedColorClear || needMaskedStencilClear)
2196 {
2197 // State which is altered in all paths from this point to the clear call is saved.
2198 // State which is altered in only some paths will be flagged dirty in the case that
2199 // that path is taken.
2200 HRESULT hr;
2201 if (mMaskedClearSavedState == NULL)
2202 {
2203 hr = mDevice->BeginStateBlock();
2204 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2205
2206 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2207 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2208 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2209 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2210 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2211 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2212 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2213 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2214 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2215 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2216 mDevice->SetPixelShader(NULL);
2217 mDevice->SetVertexShader(NULL);
2218 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2219 mDevice->SetStreamSource(0, NULL, 0, 0);
2220 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2221 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2222 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2223 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2224 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2225 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2226 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2227
2228 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2229 {
2230 mDevice->SetStreamSourceFreq(i, 1);
2231 }
2232
2233 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2234 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2235 }
2236
2237 ASSERT(mMaskedClearSavedState != NULL);
2238
2239 if (mMaskedClearSavedState != NULL)
2240 {
2241 hr = mMaskedClearSavedState->Capture();
2242 ASSERT(SUCCEEDED(hr));
2243 }
2244
2245 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2246 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2247 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2248 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2249 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2250 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2251 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2252 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2253
2254 if (flags & D3DCLEAR_TARGET)
2255 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002256 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
2257 gl_d3d9::ConvertColorMask(mState.blend.colorMaskRed,
2258 mState.blend.colorMaskGreen,
2259 mState.blend.colorMaskBlue,
2260 mState.blend.colorMaskAlpha));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002261 }
2262 else
2263 {
2264 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2265 }
2266
2267 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2268 {
2269 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2270 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2271 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2272 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002273 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.depthStencil.stencilWritemask);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002274 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2275 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2276 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002277 }
2278 else
2279 {
2280 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2281 }
2282
2283 mDevice->SetPixelShader(NULL);
2284 mDevice->SetVertexShader(NULL);
2285 mDevice->SetFVF(D3DFVF_XYZRHW);
2286 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2287 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2288 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2289 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2290 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2291 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2292 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2293
2294 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2295 {
2296 mDevice->SetStreamSourceFreq(i, 1);
2297 }
2298
2299 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2300 quad[0][0] = -0.5f;
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002301 quad[0][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002302 quad[0][2] = 0.0f;
2303 quad[0][3] = 1.0f;
2304
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002305 quad[1][0] = mRenderTargetDesc.width - 0.5f;
2306 quad[1][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002307 quad[1][2] = 0.0f;
2308 quad[1][3] = 1.0f;
2309
2310 quad[2][0] = -0.5f;
2311 quad[2][1] = -0.5f;
2312 quad[2][2] = 0.0f;
2313 quad[2][3] = 1.0f;
2314
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002315 quad[3][0] = mRenderTargetDesc.width - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002316 quad[3][1] = -0.5f;
2317 quad[3][2] = 0.0f;
2318 quad[3][3] = 1.0f;
2319
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002320 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002321 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2322
2323 if (flags & D3DCLEAR_ZBUFFER)
2324 {
2325 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2326 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2327 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
2328 }
2329
2330 if (mMaskedClearSavedState != NULL)
2331 {
2332 mMaskedClearSavedState->Apply();
2333 }
2334 }
2335 else if (flags)
2336 {
2337 mDevice->Clear(0, NULL, flags, color, depth, stencil);
2338 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002339
2340 mRenderer->clear(mask, mState.colorClearValue, mState.depthClearValue, mState.stencilClearValue,
2341 framebufferObject);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002342}
2343
2344void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2345{
2346 if (!mState.currentProgram)
2347 {
2348 return error(GL_INVALID_OPERATION);
2349 }
2350
2351 D3DPRIMITIVETYPE primitiveType;
2352 int primitiveCount;
2353
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002354 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002355 return error(GL_INVALID_ENUM);
2356
2357 if (primitiveCount <= 0)
2358 {
2359 return;
2360 }
2361
2362 if (!applyRenderTarget(false))
2363 {
2364 return;
2365 }
2366
2367 applyState(mode);
2368
2369 GLsizei repeatDraw = 1;
2370 GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
2371 if (err != GL_NO_ERROR)
2372 {
2373 return error(err);
2374 }
2375
2376 applyShaders();
2377 applyTextures();
2378
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002379 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002380 {
2381 return error(GL_INVALID_OPERATION);
2382 }
2383
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002384 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002385 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002386 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002387
2388 if (mode == GL_LINE_LOOP)
2389 {
2390 drawLineLoop(count, GL_NONE, NULL, 0);
2391 }
2392 else if (instances > 0)
2393 {
2394 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
2395 if (countingIB)
2396 {
2397 if (mAppliedIBSerial != countingIB->getSerial())
2398 {
2399 mDevice->SetIndices(countingIB->getBuffer());
2400 mAppliedIBSerial = countingIB->getSerial();
2401 }
2402
2403 for (int i = 0; i < repeatDraw; i++)
2404 {
2405 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
2406 }
2407 }
2408 else
2409 {
2410 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
2411 return error(GL_OUT_OF_MEMORY);
2412 }
2413 }
2414 else // Regular case
2415 {
2416 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
2417 }
2418 }
2419}
2420
2421void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2422{
2423 if (!mState.currentProgram)
2424 {
2425 return error(GL_INVALID_OPERATION);
2426 }
2427
2428 if (!indices && !mState.elementArrayBuffer)
2429 {
2430 return error(GL_INVALID_OPERATION);
2431 }
2432
2433 D3DPRIMITIVETYPE primitiveType;
2434 int primitiveCount;
2435
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002436 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002437 return error(GL_INVALID_ENUM);
2438
2439 if (primitiveCount <= 0)
2440 {
2441 return;
2442 }
2443
2444 if (!applyRenderTarget(false))
2445 {
2446 return;
2447 }
2448
2449 applyState(mode);
2450
2451 TranslatedIndexData indexInfo;
2452 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2453 if (err != GL_NO_ERROR)
2454 {
2455 return error(err);
2456 }
2457
2458 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2459 GLsizei repeatDraw = 1;
2460 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
2461 if (err != GL_NO_ERROR)
2462 {
2463 return error(err);
2464 }
2465
2466 applyShaders();
2467 applyTextures();
2468
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002469 if (!getCurrentProgramBinary()->validateSamplers(false))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002470 {
2471 return error(GL_INVALID_OPERATION);
2472 }
2473
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002474 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002475 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002476 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002477
2478 if (mode == GL_LINE_LOOP)
2479 {
2480 drawLineLoop(count, type, indices, indexInfo.minIndex);
2481 }
2482 else
2483 {
2484 for (int i = 0; i < repeatDraw; i++)
2485 {
2486 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
2487 }
2488 }
2489 }
2490}
2491
2492// Implements glFlush when block is false, glFinish when block is true
2493void Context::sync(bool block)
2494{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002495 mRenderer->sync(block);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002496}
2497
2498void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
2499{
2500 // Get the raw indices for an indexed draw
2501 if (type != GL_NONE && mState.elementArrayBuffer.get())
2502 {
2503 Buffer *indexBuffer = mState.elementArrayBuffer.get();
2504 intptr_t offset = reinterpret_cast<intptr_t>(indices);
2505 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
2506 }
2507
2508 UINT startIndex = 0;
2509 bool succeeded = false;
2510
2511 if (supports32bitIndices())
2512 {
2513 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
2514
2515 if (!mLineLoopIB)
2516 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002517 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002518 }
2519
2520 if (mLineLoopIB)
2521 {
2522 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
2523
2524 UINT offset = 0;
2525 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
2526 startIndex = offset / 4;
2527
2528 if (data)
2529 {
2530 switch (type)
2531 {
2532 case GL_NONE: // Non-indexed draw
2533 for (int i = 0; i < count; i++)
2534 {
2535 data[i] = i;
2536 }
2537 data[count] = 0;
2538 break;
2539 case GL_UNSIGNED_BYTE:
2540 for (int i = 0; i < count; i++)
2541 {
2542 data[i] = static_cast<const GLubyte*>(indices)[i];
2543 }
2544 data[count] = static_cast<const GLubyte*>(indices)[0];
2545 break;
2546 case GL_UNSIGNED_SHORT:
2547 for (int i = 0; i < count; i++)
2548 {
2549 data[i] = static_cast<const GLushort*>(indices)[i];
2550 }
2551 data[count] = static_cast<const GLushort*>(indices)[0];
2552 break;
2553 case GL_UNSIGNED_INT:
2554 for (int i = 0; i < count; i++)
2555 {
2556 data[i] = static_cast<const GLuint*>(indices)[i];
2557 }
2558 data[count] = static_cast<const GLuint*>(indices)[0];
2559 break;
2560 default: UNREACHABLE();
2561 }
2562
2563 mLineLoopIB->unmap();
2564 succeeded = true;
2565 }
2566 }
2567 }
2568 else
2569 {
2570 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
2571
2572 if (!mLineLoopIB)
2573 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002574 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002575 }
2576
2577 if (mLineLoopIB)
2578 {
2579 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
2580
2581 UINT offset = 0;
2582 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
2583 startIndex = offset / 2;
2584
2585 if (data)
2586 {
2587 switch (type)
2588 {
2589 case GL_NONE: // Non-indexed draw
2590 for (int i = 0; i < count; i++)
2591 {
2592 data[i] = i;
2593 }
2594 data[count] = 0;
2595 break;
2596 case GL_UNSIGNED_BYTE:
2597 for (int i = 0; i < count; i++)
2598 {
2599 data[i] = static_cast<const GLubyte*>(indices)[i];
2600 }
2601 data[count] = static_cast<const GLubyte*>(indices)[0];
2602 break;
2603 case GL_UNSIGNED_SHORT:
2604 for (int i = 0; i < count; i++)
2605 {
2606 data[i] = static_cast<const GLushort*>(indices)[i];
2607 }
2608 data[count] = static_cast<const GLushort*>(indices)[0];
2609 break;
2610 case GL_UNSIGNED_INT:
2611 for (int i = 0; i < count; i++)
2612 {
2613 data[i] = static_cast<const GLuint*>(indices)[i];
2614 }
2615 data[count] = static_cast<const GLuint*>(indices)[0];
2616 break;
2617 default: UNREACHABLE();
2618 }
2619
2620 mLineLoopIB->unmap();
2621 succeeded = true;
2622 }
2623 }
2624 }
2625
2626 if (succeeded)
2627 {
2628 if (mAppliedIBSerial != mLineLoopIB->getSerial())
2629 {
2630 mDevice->SetIndices(mLineLoopIB->getBuffer());
2631 mAppliedIBSerial = mLineLoopIB->getSerial();
2632 }
2633
2634 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
2635 }
2636 else
2637 {
2638 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
2639 return error(GL_OUT_OF_MEMORY);
2640 }
2641}
2642
2643void Context::recordInvalidEnum()
2644{
2645 mInvalidEnum = true;
2646}
2647
2648void Context::recordInvalidValue()
2649{
2650 mInvalidValue = true;
2651}
2652
2653void Context::recordInvalidOperation()
2654{
2655 mInvalidOperation = true;
2656}
2657
2658void Context::recordOutOfMemory()
2659{
2660 mOutOfMemory = true;
2661}
2662
2663void Context::recordInvalidFramebufferOperation()
2664{
2665 mInvalidFramebufferOperation = true;
2666}
2667
2668// Get one of the recorded errors and clear its flag, if any.
2669// [OpenGL ES 2.0.24] section 2.5 page 13.
2670GLenum Context::getError()
2671{
2672 if (mInvalidEnum)
2673 {
2674 mInvalidEnum = false;
2675
2676 return GL_INVALID_ENUM;
2677 }
2678
2679 if (mInvalidValue)
2680 {
2681 mInvalidValue = false;
2682
2683 return GL_INVALID_VALUE;
2684 }
2685
2686 if (mInvalidOperation)
2687 {
2688 mInvalidOperation = false;
2689
2690 return GL_INVALID_OPERATION;
2691 }
2692
2693 if (mOutOfMemory)
2694 {
2695 mOutOfMemory = false;
2696
2697 return GL_OUT_OF_MEMORY;
2698 }
2699
2700 if (mInvalidFramebufferOperation)
2701 {
2702 mInvalidFramebufferOperation = false;
2703
2704 return GL_INVALID_FRAMEBUFFER_OPERATION;
2705 }
2706
2707 return GL_NO_ERROR;
2708}
2709
2710GLenum Context::getResetStatus()
2711{
2712 if (mResetStatus == GL_NO_ERROR)
2713 {
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002714 // mResetStatus will be set by the markContextLost callback
2715 // in the case a notification is sent
2716 mRenderer->testDeviceLost(true);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002717 }
2718
2719 GLenum status = mResetStatus;
2720
2721 if (mResetStatus != GL_NO_ERROR)
2722 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002723 if (mRenderer->testDeviceResettable())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002724 {
2725 mResetStatus = GL_NO_ERROR;
2726 }
2727 }
2728
2729 return status;
2730}
2731
2732bool Context::isResetNotificationEnabled()
2733{
2734 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
2735}
2736
2737bool Context::supportsShaderModel3() const
2738{
2739 return mSupportsShaderModel3;
2740}
2741
2742float Context::getMaximumPointSize() const
2743{
2744 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
2745}
2746
2747int Context::getMaximumVaryingVectors() const
2748{
2749 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2750}
2751
2752unsigned int Context::getMaximumVertexTextureImageUnits() const
2753{
2754 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
2755}
2756
2757unsigned int Context::getMaximumCombinedTextureImageUnits() const
2758{
2759 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
2760}
2761
2762int Context::getMaximumFragmentUniformVectors() const
2763{
2764 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
2765}
2766
2767int Context::getMaxSupportedSamples() const
2768{
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002769 return mRenderer->getMaxSupportedSamples();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002770}
2771
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002772bool Context::supportsEventQueries() const
2773{
2774 return mSupportsEventQueries;
2775}
2776
2777bool Context::supportsOcclusionQueries() const
2778{
2779 return mSupportsOcclusionQueries;
2780}
2781
2782bool Context::supportsDXT1Textures() const
2783{
2784 return mSupportsDXT1Textures;
2785}
2786
2787bool Context::supportsDXT3Textures() const
2788{
2789 return mSupportsDXT3Textures;
2790}
2791
2792bool Context::supportsDXT5Textures() const
2793{
2794 return mSupportsDXT5Textures;
2795}
2796
2797bool Context::supportsFloat32Textures() const
2798{
2799 return mSupportsFloat32Textures;
2800}
2801
2802bool Context::supportsFloat32LinearFilter() const
2803{
2804 return mSupportsFloat32LinearFilter;
2805}
2806
2807bool Context::supportsFloat32RenderableTextures() const
2808{
2809 return mSupportsFloat32RenderableTextures;
2810}
2811
2812bool Context::supportsFloat16Textures() const
2813{
2814 return mSupportsFloat16Textures;
2815}
2816
2817bool Context::supportsFloat16LinearFilter() const
2818{
2819 return mSupportsFloat16LinearFilter;
2820}
2821
2822bool Context::supportsFloat16RenderableTextures() const
2823{
2824 return mSupportsFloat16RenderableTextures;
2825}
2826
2827int Context::getMaximumRenderbufferDimension() const
2828{
2829 return mMaxRenderbufferDimension;
2830}
2831
2832int Context::getMaximumTextureDimension() const
2833{
2834 return mMaxTextureDimension;
2835}
2836
2837int Context::getMaximumCubeTextureDimension() const
2838{
2839 return mMaxCubeTextureDimension;
2840}
2841
2842int Context::getMaximumTextureLevel() const
2843{
2844 return mMaxTextureLevel;
2845}
2846
2847bool Context::supportsLuminanceTextures() const
2848{
2849 return mSupportsLuminanceTextures;
2850}
2851
2852bool Context::supportsLuminanceAlphaTextures() const
2853{
2854 return mSupportsLuminanceAlphaTextures;
2855}
2856
2857bool Context::supportsDepthTextures() const
2858{
2859 return mSupportsDepthTextures;
2860}
2861
2862bool Context::supports32bitIndices() const
2863{
2864 return mSupports32bitIndices;
2865}
2866
2867bool Context::supportsNonPower2Texture() const
2868{
2869 return mSupportsNonPower2Texture;
2870}
2871
2872bool Context::supportsInstancing() const
2873{
2874 return mSupportsInstancing;
2875}
2876
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002877bool Context::supportsTextureFilterAnisotropy() const
2878{
2879 return mSupportsTextureFilterAnisotropy;
2880}
2881
2882float Context::getTextureMaxAnisotropy() const
2883{
2884 return mMaxTextureAnisotropy;
2885}
2886
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002887bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
2888{
2889 Framebuffer *framebuffer = getReadFramebuffer();
2890 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2891 {
2892 return error(GL_INVALID_OPERATION, false);
2893 }
2894
2895 Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
2896 if (!renderbuffer)
2897 {
2898 return error(GL_INVALID_OPERATION, false);
2899 }
2900
daniel@transgaming.com20d36662012-10-31 19:51:43 +00002901 *format = gl::ExtractFormat(renderbuffer->getActualFormat());
2902 *type = gl::ExtractType(renderbuffer->getActualFormat());
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002903
2904 return true;
2905}
2906
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002907void Context::detachBuffer(GLuint buffer)
2908{
2909 // [OpenGL ES 2.0.24] section 2.9 page 22:
2910 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2911 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2912
2913 if (mState.arrayBuffer.id() == buffer)
2914 {
2915 mState.arrayBuffer.set(NULL);
2916 }
2917
2918 if (mState.elementArrayBuffer.id() == buffer)
2919 {
2920 mState.elementArrayBuffer.set(NULL);
2921 }
2922
2923 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2924 {
2925 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
2926 {
2927 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
2928 }
2929 }
2930}
2931
2932void Context::detachTexture(GLuint texture)
2933{
2934 // [OpenGL ES 2.0.24] section 3.8 page 84:
2935 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2936 // rebound to texture object zero
2937
2938 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
2939 {
2940 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
2941 {
2942 if (mState.samplerTexture[type][sampler].id() == texture)
2943 {
2944 mState.samplerTexture[type][sampler].set(NULL);
2945 }
2946 }
2947 }
2948
2949 // [OpenGL ES 2.0.24] section 4.4 page 112:
2950 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2951 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2952 // image was attached in the currently bound framebuffer.
2953
2954 Framebuffer *readFramebuffer = getReadFramebuffer();
2955 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2956
2957 if (readFramebuffer)
2958 {
2959 readFramebuffer->detachTexture(texture);
2960 }
2961
2962 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2963 {
2964 drawFramebuffer->detachTexture(texture);
2965 }
2966}
2967
2968void Context::detachFramebuffer(GLuint framebuffer)
2969{
2970 // [OpenGL ES 2.0.24] section 4.4 page 107:
2971 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2972 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2973
2974 if (mState.readFramebuffer == framebuffer)
2975 {
2976 bindReadFramebuffer(0);
2977 }
2978
2979 if (mState.drawFramebuffer == framebuffer)
2980 {
2981 bindDrawFramebuffer(0);
2982 }
2983}
2984
2985void Context::detachRenderbuffer(GLuint renderbuffer)
2986{
2987 // [OpenGL ES 2.0.24] section 4.4 page 109:
2988 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2989 // had been executed with the target RENDERBUFFER and name of zero.
2990
2991 if (mState.renderbuffer.id() == renderbuffer)
2992 {
2993 bindRenderbuffer(0);
2994 }
2995
2996 // [OpenGL ES 2.0.24] section 4.4 page 111:
2997 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2998 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2999 // point to which this image was attached in the currently bound framebuffer.
3000
3001 Framebuffer *readFramebuffer = getReadFramebuffer();
3002 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3003
3004 if (readFramebuffer)
3005 {
3006 readFramebuffer->detachRenderbuffer(renderbuffer);
3007 }
3008
3009 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3010 {
3011 drawFramebuffer->detachRenderbuffer(renderbuffer);
3012 }
3013}
3014
3015Texture *Context::getIncompleteTexture(TextureType type)
3016{
3017 Texture *t = mIncompleteTextures[type].get();
3018
3019 if (t == NULL)
3020 {
3021 static const GLubyte color[] = { 0, 0, 0, 255 };
3022
3023 switch (type)
3024 {
3025 default:
3026 UNREACHABLE();
3027 // default falls through to TEXTURE_2D
3028
3029 case TEXTURE_2D:
3030 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00003031 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003032 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3033 t = incomplete2d;
3034 }
3035 break;
3036
3037 case TEXTURE_CUBE:
3038 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00003039 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003040
3041 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3042 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3043 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3044 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3045 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3046 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3047
3048 t = incompleteCube;
3049 }
3050 break;
3051 }
3052
3053 mIncompleteTextures[type].set(t);
3054 }
3055
3056 return t;
3057}
3058
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003059bool Context::skipDraw(GLenum drawMode)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003060{
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003061 if (drawMode == GL_POINTS)
3062 {
3063 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
3064 // which affects varying interpolation. Since the value of gl_PointSize is
3065 // undefined when not written, just skip drawing to avoid unexpected results.
3066 if (!getCurrentProgramBinary()->usesPointSize())
3067 {
3068 // This is stictly speaking not an error, but developers should be
3069 // notified of risking undefined behavior.
3070 ERR("Point rendering without writing to gl_PointSize.");
3071
3072 return true;
3073 }
3074 }
3075 else if (isTriangleMode(drawMode))
3076 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003077 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
daniel@transgaming.com087e5782012-09-17 21:28:47 +00003078 {
3079 return true;
3080 }
3081 }
3082
3083 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003084}
3085
3086bool Context::isTriangleMode(GLenum drawMode)
3087{
3088 switch (drawMode)
3089 {
3090 case GL_TRIANGLES:
3091 case GL_TRIANGLE_FAN:
3092 case GL_TRIANGLE_STRIP:
3093 return true;
3094 case GL_POINTS:
3095 case GL_LINES:
3096 case GL_LINE_LOOP:
3097 case GL_LINE_STRIP:
3098 return false;
3099 default: UNREACHABLE();
3100 }
3101
3102 return false;
3103}
3104
3105void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3106{
3107 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3108
3109 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3110 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3111 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3112 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
3113
3114 mVertexDataManager->dirtyCurrentValue(index);
3115}
3116
3117void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3118{
3119 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3120
3121 mState.vertexAttribute[index].mDivisor = divisor;
3122}
3123
3124// keep list sorted in following order
3125// OES extensions
3126// EXT extensions
3127// Vendor extensions
3128void Context::initExtensionString()
3129{
3130 mExtensionString = "";
3131
3132 // OES extensions
3133 if (supports32bitIndices())
3134 {
3135 mExtensionString += "GL_OES_element_index_uint ";
3136 }
3137
3138 mExtensionString += "GL_OES_packed_depth_stencil ";
3139 mExtensionString += "GL_OES_get_program_binary ";
3140 mExtensionString += "GL_OES_rgb8_rgba8 ";
3141 mExtensionString += "GL_OES_standard_derivatives ";
3142
3143 if (supportsFloat16Textures())
3144 {
3145 mExtensionString += "GL_OES_texture_half_float ";
3146 }
3147 if (supportsFloat16LinearFilter())
3148 {
3149 mExtensionString += "GL_OES_texture_half_float_linear ";
3150 }
3151 if (supportsFloat32Textures())
3152 {
3153 mExtensionString += "GL_OES_texture_float ";
3154 }
3155 if (supportsFloat32LinearFilter())
3156 {
3157 mExtensionString += "GL_OES_texture_float_linear ";
3158 }
3159
3160 if (supportsNonPower2Texture())
3161 {
3162 mExtensionString += "GL_OES_texture_npot ";
3163 }
3164
3165 // Multi-vendor (EXT) extensions
3166 if (supportsOcclusionQueries())
3167 {
3168 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3169 }
3170
3171 mExtensionString += "GL_EXT_read_format_bgra ";
3172 mExtensionString += "GL_EXT_robustness ";
3173
3174 if (supportsDXT1Textures())
3175 {
3176 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3177 }
3178
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003179 if (supportsTextureFilterAnisotropy())
3180 {
3181 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3182 }
3183
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003184 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3185 mExtensionString += "GL_EXT_texture_storage ";
3186
3187 // ANGLE-specific extensions
3188 if (supportsDepthTextures())
3189 {
3190 mExtensionString += "GL_ANGLE_depth_texture ";
3191 }
3192
3193 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3194 if (getMaxSupportedSamples() != 0)
3195 {
3196 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3197 }
3198
3199 if (supportsInstancing())
3200 {
3201 mExtensionString += "GL_ANGLE_instanced_arrays ";
3202 }
3203
3204 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3205
3206 if (supportsDXT3Textures())
3207 {
3208 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3209 }
3210 if (supportsDXT5Textures())
3211 {
3212 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3213 }
3214
3215 mExtensionString += "GL_ANGLE_texture_usage ";
3216 mExtensionString += "GL_ANGLE_translated_shader_source ";
3217
3218 // Other vendor-specific extensions
3219 if (supportsEventQueries())
3220 {
3221 mExtensionString += "GL_NV_fence ";
3222 }
3223
3224 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3225 if (end != std::string::npos)
3226 {
3227 mExtensionString.resize(end+1);
3228 }
3229}
3230
3231const char *Context::getExtensionString() const
3232{
3233 return mExtensionString.c_str();
3234}
3235
3236void Context::initRendererString()
3237{
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003238 mRendererString = "ANGLE (";
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00003239 mRendererString += mRenderer->getAdapterDescription();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003240 mRendererString += ")";
3241}
3242
3243const char *Context::getRendererString() const
3244{
3245 return mRendererString.c_str();
3246}
3247
3248void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3249 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3250 GLbitfield mask)
3251{
3252 Framebuffer *readFramebuffer = getReadFramebuffer();
3253 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3254
3255 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3256 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3257 {
3258 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3259 }
3260
3261 if (drawFramebuffer->getSamples() != 0)
3262 {
3263 return error(GL_INVALID_OPERATION);
3264 }
3265
3266 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3267 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3268 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3269 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3270
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003271 Rectangle sourceRect;
3272 Rectangle destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003273
3274 if (srcX0 < srcX1)
3275 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003276 sourceRect.x = srcX0;
3277 destRect.x = dstX0;
3278 sourceRect.width = srcX1 - srcX0;
3279 destRect.width = dstX1 - dstX0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003280 }
3281 else
3282 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003283 sourceRect.x = srcX1;
3284 destRect.x = dstX1;
3285 sourceRect.width = srcX0 - srcX1;
3286 destRect.width = dstX0 - dstX1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003287 }
3288
3289 if (srcY0 < srcY1)
3290 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003291 sourceRect.height = srcY1 - srcY0;
3292 destRect.height = dstY1 - dstY0;
3293 sourceRect.y = srcY0;
3294 destRect.y = dstY0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003295 }
3296 else
3297 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003298 sourceRect.height = srcY0 - srcY1;
3299 destRect.height = dstY0 - srcY1;
3300 sourceRect.y = srcY1;
3301 destRect.y = dstY1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003302 }
3303
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003304 Rectangle sourceScissoredRect = sourceRect;
3305 Rectangle destScissoredRect = destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003306
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003307 if (mState.rasterizer.scissorTest)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003308 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003309 // Only write to parts of the destination framebuffer which pass the scissor test.
3310 if (destRect.x < mState.scissor.x)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003311 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003312 int xDiff = mState.scissor.x - destRect.x;
3313 destScissoredRect.x = mState.scissor.x;
3314 destScissoredRect.width -= xDiff;
3315 sourceScissoredRect.x += xDiff;
3316 sourceScissoredRect.width -= xDiff;
3317
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003318 }
3319
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003320 if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003321 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003322 int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
3323 destScissoredRect.width -= xDiff;
3324 sourceScissoredRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003325 }
3326
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003327 if (destRect.y < mState.scissor.y)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003328 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003329 int yDiff = mState.scissor.y - destRect.y;
3330 destScissoredRect.y = mState.scissor.y;
3331 destScissoredRect.height -= yDiff;
3332 sourceScissoredRect.y += yDiff;
3333 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003334 }
3335
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003336 if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003337 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003338 int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
3339 destScissoredRect.height -= yDiff;
3340 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003341 }
3342 }
3343
3344 bool blitRenderTarget = false;
3345 bool blitDepthStencil = false;
3346
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003347 Rectangle sourceTrimmedRect = sourceScissoredRect;
3348 Rectangle destTrimmedRect = destScissoredRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003349
3350 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3351 // the actual draw and read surfaces.
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003352 if (sourceTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003353 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003354 int xDiff = 0 - sourceTrimmedRect.x;
3355 sourceTrimmedRect.x = 0;
3356 sourceTrimmedRect.width -= xDiff;
3357 destTrimmedRect.x += xDiff;
3358 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003359 }
3360
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003361 if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003362 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003363 int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
3364 sourceTrimmedRect.width -= xDiff;
3365 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003366 }
3367
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003368 if (sourceTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003369 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003370 int yDiff = 0 - sourceTrimmedRect.y;
3371 sourceTrimmedRect.y = 0;
3372 sourceTrimmedRect.height -= yDiff;
3373 destTrimmedRect.y += yDiff;
3374 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003375 }
3376
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003377 if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003378 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003379 int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
3380 sourceTrimmedRect.height -= yDiff;
3381 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003382 }
3383
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003384 if (destTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003385 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003386 int xDiff = 0 - destTrimmedRect.x;
3387 destTrimmedRect.x = 0;
3388 destTrimmedRect.width -= xDiff;
3389 sourceTrimmedRect.x += xDiff;
3390 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003391 }
3392
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003393 if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003394 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003395 int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
3396 destTrimmedRect.width -= xDiff;
3397 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003398 }
3399
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003400 if (destTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003401 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003402 int yDiff = 0 - destTrimmedRect.y;
3403 destTrimmedRect.y = 0;
3404 destTrimmedRect.height -= yDiff;
3405 sourceTrimmedRect.y += yDiff;
3406 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003407 }
3408
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003409 if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003410 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003411 int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
3412 destTrimmedRect.height -= yDiff;
3413 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003414 }
3415
3416 bool partialBufferCopy = false;
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003417 if (sourceTrimmedRect.height < readBufferHeight ||
3418 sourceTrimmedRect.width < readBufferWidth ||
3419 destTrimmedRect.height < drawBufferHeight ||
3420 destTrimmedRect.width < drawBufferWidth ||
3421 sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003422 {
3423 partialBufferCopy = true;
3424 }
3425
3426 if (mask & GL_COLOR_BUFFER_BIT)
3427 {
3428 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3429 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3430 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3431 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3432 if (!validReadType || !validDrawType ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003433 readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003434 {
3435 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3436 return error(GL_INVALID_OPERATION);
3437 }
3438
3439 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3440 {
3441 return error(GL_INVALID_OPERATION);
3442 }
3443
3444 blitRenderTarget = true;
3445
3446 }
3447
3448 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3449 {
3450 Renderbuffer *readDSBuffer = NULL;
3451 Renderbuffer *drawDSBuffer = NULL;
3452
3453 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3454 // both a depth and stencil buffer, it will be the same buffer.
3455
3456 if (mask & GL_DEPTH_BUFFER_BIT)
3457 {
3458 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3459 {
3460 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003461 readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003462 {
3463 return error(GL_INVALID_OPERATION);
3464 }
3465
3466 blitDepthStencil = true;
3467 readDSBuffer = readFramebuffer->getDepthbuffer();
3468 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3469 }
3470 }
3471
3472 if (mask & GL_STENCIL_BUFFER_BIT)
3473 {
3474 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3475 {
3476 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003477 readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003478 {
3479 return error(GL_INVALID_OPERATION);
3480 }
3481
3482 blitDepthStencil = true;
3483 readDSBuffer = readFramebuffer->getStencilbuffer();
3484 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3485 }
3486 }
3487
3488 if (partialBufferCopy)
3489 {
3490 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3491 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3492 }
3493
3494 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3495 (readDSBuffer && readDSBuffer->getSamples() != 0))
3496 {
3497 return error(GL_INVALID_OPERATION);
3498 }
3499 }
3500
3501 if (blitRenderTarget || blitDepthStencil)
3502 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003503 mRenderer->blitRect(readFramebuffer, &sourceTrimmedRect, drawFramebuffer, &destTrimmedRect, blitRenderTarget, blitDepthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003504 }
3505}
3506
3507VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
3508{
3509 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3510 {
3511 mVertexDeclCache[i].vertexDeclaration = NULL;
3512 mVertexDeclCache[i].lruCount = 0;
3513 }
3514}
3515
3516VertexDeclarationCache::~VertexDeclarationCache()
3517{
3518 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3519 {
3520 if (mVertexDeclCache[i].vertexDeclaration)
3521 {
3522 mVertexDeclCache[i].vertexDeclaration->Release();
3523 }
3524 }
3525}
3526
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00003527GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003528{
3529 *repeatDraw = 1;
3530
3531 int indexedAttribute = MAX_VERTEX_ATTRIBS;
3532 int instancedAttribute = MAX_VERTEX_ATTRIBS;
3533
3534 if (instances > 0)
3535 {
3536 // Find an indexed attribute to be mapped to D3D stream 0
3537 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3538 {
3539 if (attributes[i].active)
3540 {
3541 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3542 {
3543 if (attributes[i].divisor == 0)
3544 {
3545 indexedAttribute = i;
3546 }
3547 }
3548 else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3549 {
3550 if (attributes[i].divisor != 0)
3551 {
3552 instancedAttribute = i;
3553 }
3554 }
3555 else break; // Found both an indexed and instanced attribute
3556 }
3557 }
3558
3559 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3560 {
3561 return GL_INVALID_OPERATION;
3562 }
3563 }
3564
3565 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
3566 D3DVERTEXELEMENT9 *element = &elements[0];
3567
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003568 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3569 {
3570 if (attributes[i].active)
3571 {
3572 int stream = i;
3573
3574 if (instances > 0)
3575 {
3576 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
3577 if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3578 {
3579 *repeatDraw = instances;
3580 }
3581 else
3582 {
3583 if (i == indexedAttribute)
3584 {
3585 stream = 0;
3586 }
3587 else if (i == 0)
3588 {
3589 stream = indexedAttribute;
3590 }
3591
3592 UINT frequency = 1;
3593
3594 if (attributes[i].divisor == 0)
3595 {
3596 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
3597 }
3598 else
3599 {
3600 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
3601 }
3602
3603 device->SetStreamSourceFreq(stream, frequency);
3604 mInstancingEnabled = true;
3605 }
3606 }
3607
3608 if (mAppliedVBs[stream].serial != attributes[i].serial ||
3609 mAppliedVBs[stream].stride != attributes[i].stride ||
3610 mAppliedVBs[stream].offset != attributes[i].offset)
3611 {
3612 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
3613 mAppliedVBs[stream].serial = attributes[i].serial;
3614 mAppliedVBs[stream].stride = attributes[i].stride;
3615 mAppliedVBs[stream].offset = attributes[i].offset;
3616 }
3617
3618 element->Stream = stream;
3619 element->Offset = 0;
3620 element->Type = attributes[i].type;
3621 element->Method = D3DDECLMETHOD_DEFAULT;
3622 element->Usage = D3DDECLUSAGE_TEXCOORD;
3623 element->UsageIndex = programBinary->getSemanticIndex(i);
3624 element++;
3625 }
3626 }
3627
3628 if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
3629 {
3630 if (mInstancingEnabled)
3631 {
3632 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3633 {
3634 device->SetStreamSourceFreq(i, 1);
3635 }
3636
3637 mInstancingEnabled = false;
3638 }
3639 }
3640
3641 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
3642 *(element++) = end;
3643
3644 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3645 {
3646 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
3647 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
3648 {
3649 entry->lruCount = ++mMaxLru;
3650 if(entry->vertexDeclaration != mLastSetVDecl)
3651 {
3652 device->SetVertexDeclaration(entry->vertexDeclaration);
3653 mLastSetVDecl = entry->vertexDeclaration;
3654 }
3655
3656 return GL_NO_ERROR;
3657 }
3658 }
3659
3660 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
3661
3662 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3663 {
3664 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
3665 {
3666 lastCache = &mVertexDeclCache[i];
3667 }
3668 }
3669
3670 if (lastCache->vertexDeclaration != NULL)
3671 {
3672 lastCache->vertexDeclaration->Release();
3673 lastCache->vertexDeclaration = NULL;
3674 // mLastSetVDecl is set to the replacement, so we don't have to worry
3675 // about it.
3676 }
3677
3678 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
3679 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
3680 device->SetVertexDeclaration(lastCache->vertexDeclaration);
3681 mLastSetVDecl = lastCache->vertexDeclaration;
3682 lastCache->lruCount = ++mMaxLru;
3683
3684 return GL_NO_ERROR;
3685}
3686
3687void VertexDeclarationCache::markStateDirty()
3688{
3689 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3690 {
3691 mAppliedVBs[i].serial = 0;
3692 }
3693
3694 mLastSetVDecl = NULL;
3695 mInstancingEnabled = true; // Forces it to be disabled when not used
3696}
3697
3698}
3699
3700extern "C"
3701{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003702gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003703{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003704 return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003705}
3706
3707void glDestroyContext(gl::Context *context)
3708{
3709 delete context;
3710
3711 if (context == gl::getContext())
3712 {
3713 gl::makeCurrent(NULL, NULL, NULL);
3714 }
3715}
3716
3717void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
3718{
3719 gl::makeCurrent(context, display, surface);
3720}
3721
3722gl::Context *glGetCurrentContext()
3723{
3724 return gl::getContext();
3725}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003726
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003727}