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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 mDevice = NULL;
46
47 mFenceHandleAllocator.setBaseHandle(0);
48
49 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
50
51 mState.depthClearValue = 1.0f;
52 mState.stencilClearValue = 0;
53
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000054 mState.rasterizer.cullFace = false;
55 mState.rasterizer.cullMode = GL_BACK;
56 mState.rasterizer.frontFace = GL_CCW;
57 mState.rasterizer.polygonOffsetFill = false;
58 mState.rasterizer.polygonOffsetFactor = 0.0f;
59 mState.rasterizer.polygonOffsetUnits = 0.0f;
60 mState.rasterizer.scissorTest = false;
61 mState.scissor.x = 0;
62 mState.scissor.y = 0;
63 mState.scissor.width = 0;
64 mState.scissor.height = 0;
65
66 mState.blend.blend = false;
67 mState.blend.sourceBlendRGB = GL_ONE;
68 mState.blend.sourceBlendAlpha = GL_ONE;
69 mState.blend.destBlendRGB = GL_ZERO;
70 mState.blend.destBlendAlpha = GL_ZERO;
71 mState.blend.blendEquationRGB = GL_FUNC_ADD;
72 mState.blend.blendEquationAlpha = GL_FUNC_ADD;
73 mState.blend.sampleAlphaToCoverage = false;
74 mState.blend.dither = true;
75
apatrick@chromium.org144f2802012-07-12 01:42:34 +000076 mState.blendColor.red = 0;
77 mState.blendColor.green = 0;
78 mState.blendColor.blue = 0;
79 mState.blendColor.alpha = 0;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000080
81 mState.depthStencil.depthTest = false;
82 mState.depthStencil.depthFunc = GL_LESS;
83 mState.depthStencil.depthMask = true;
84 mState.depthStencil.stencilTest = false;
85 mState.depthStencil.stencilFunc = GL_ALWAYS;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000086 mState.depthStencil.stencilMask = -1;
87 mState.depthStencil.stencilWritemask = -1;
88 mState.depthStencil.stencilBackFunc = GL_ALWAYS;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +000089 mState.depthStencil.stencilBackMask = - 1;
90 mState.depthStencil.stencilBackWritemask = -1;
91 mState.depthStencil.stencilFail = GL_KEEP;
92 mState.depthStencil.stencilPassDepthFail = GL_KEEP;
93 mState.depthStencil.stencilPassDepthPass = GL_KEEP;
94 mState.depthStencil.stencilBackFail = GL_KEEP;
95 mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
96 mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
97
daniel@transgaming.com08c331d2012-11-28 19:38:39 +000098 mState.stencilRef = 0;
99 mState.stencilBackRef = 0;
100
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000101 mState.sampleCoverage = false;
102 mState.sampleCoverageValue = 1.0f;
103 mState.sampleCoverageInvert = false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000104 mState.generateMipmapHint = GL_DONT_CARE;
105 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
106
107 mState.lineWidth = 1.0f;
108
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000109 mState.viewport.x = 0;
110 mState.viewport.y = 0;
111 mState.viewport.width = 0;
112 mState.viewport.height = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000113 mState.zNear = 0.0f;
114 mState.zFar = 1.0f;
115
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000116 mState.blend.colorMaskRed = true;
117 mState.blend.colorMaskGreen = true;
118 mState.blend.colorMaskBlue = true;
119 mState.blend.colorMaskAlpha = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000120
121 if (shareContext != NULL)
122 {
123 mResourceManager = shareContext->mResourceManager;
124 mResourceManager->addRef();
125 }
126 else
127 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000128 mResourceManager = new ResourceManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000129 }
130
131 // [OpenGL ES 2.0.24] section 3.7 page 83:
132 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
133 // and cube map texture state vectors respectively associated with them.
134 // In order that access to these initial textures not be lost, they are treated as texture
135 // objects all of whose names are 0.
136
daniel@transgaming.com370482e2012-11-28 19:32:13 +0000137 mTexture2DZero.set(new Texture2D(mRenderer, 0));
138 mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000139
140 mState.activeSampler = 0;
141 bindArrayBuffer(0);
142 bindElementArrayBuffer(0);
143 bindTextureCubeMap(0);
144 bindTexture2D(0);
145 bindReadFramebuffer(0);
146 bindDrawFramebuffer(0);
147 bindRenderbuffer(0);
148
149 mState.currentProgram = 0;
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000150 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000151
152 mState.packAlignment = 4;
153 mState.unpackAlignment = 4;
154 mState.packReverseRowOrder = false;
155
156 mVertexDataManager = NULL;
157 mIndexDataManager = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000158 mLineLoopIB = NULL;
159
160 mInvalidEnum = false;
161 mInvalidValue = false;
162 mInvalidOperation = false;
163 mOutOfMemory = false;
164 mInvalidFramebufferOperation = false;
165
166 mHasBeenCurrent = false;
167 mContextLost = false;
168 mResetStatus = GL_NO_ERROR;
169 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
170 mRobustAccess = robustAccess;
171
172 mSupportsDXT1Textures = false;
173 mSupportsDXT3Textures = false;
174 mSupportsDXT5Textures = false;
175 mSupportsEventQueries = false;
176 mSupportsOcclusionQueries = false;
177 mNumCompressedTextureFormats = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000178 mMaskedClearSavedState = NULL;
179 markAllStateDirty();
180}
181
182Context::~Context()
183{
184 if (mState.currentProgram != 0)
185 {
186 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
187 if (programObject)
188 {
189 programObject->release();
190 }
191 mState.currentProgram = 0;
192 }
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000193 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000194
195 while (!mFramebufferMap.empty())
196 {
197 deleteFramebuffer(mFramebufferMap.begin()->first);
198 }
199
200 while (!mFenceMap.empty())
201 {
202 deleteFence(mFenceMap.begin()->first);
203 }
204
205 while (!mQueryMap.empty())
206 {
207 deleteQuery(mQueryMap.begin()->first);
208 }
209
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000210 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
211 {
212 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
213 {
214 mState.samplerTexture[type][sampler].set(NULL);
215 }
216 }
217
218 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
219 {
220 mIncompleteTextures[type].set(NULL);
221 }
222
223 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
224 {
225 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
226 }
227
228 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
229 {
230 mState.activeQuery[i].set(NULL);
231 }
232
233 mState.arrayBuffer.set(NULL);
234 mState.elementArrayBuffer.set(NULL);
235 mState.renderbuffer.set(NULL);
236
237 mTexture2DZero.set(NULL);
238 mTextureCubeMapZero.set(NULL);
239
240 delete mVertexDataManager;
241 delete mIndexDataManager;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000242 delete mLineLoopIB;
243
244 if (mMaskedClearSavedState)
245 {
246 mMaskedClearSavedState->Release();
247 }
248
249 mResourceManager->release();
250}
251
daniel@transgaming.comad629872012-11-28 19:32:06 +0000252void Context::makeCurrent(egl::Surface *surface)
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000253{
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000254 mDevice = mRenderer->getDevice(); // D3D9_REMOVE
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000255
256 if (!mHasBeenCurrent)
257 {
daniel@transgaming.com408caa52012-10-31 18:47:01 +0000258 mVertexDataManager = new VertexDataManager(mRenderer);
259 mIndexDataManager = new IndexDataManager(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000260
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000261 mSupportsShaderModel3 = mRenderer->getShaderModel3Support();
262 mMaximumPointSize = mRenderer->getMaxPointSize();
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000263 mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
264 mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
265 mSupportsInstancing = mRenderer->getInstancingSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000266
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000267 mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000268 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
269 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
270 mMaxRenderbufferDimension = mMaxTextureDimension;
271 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000272 mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
daniel@transgaming.com07ab8412012-07-12 15:17:09 +0000273 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
274 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000275
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000276 mSupportsEventQueries = mRenderer->getEventQuerySupport();
277 mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
278 mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
279 mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
280 mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
281 mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
282 mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
283 mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
284 mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
285 mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000286 mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000287
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000288 mSupports32bitIndices = mRenderer->get32BitIndexSupport();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000289
290 mNumCompressedTextureFormats = 0;
291 if (supportsDXT1Textures())
292 {
293 mNumCompressedTextureFormats += 2;
294 }
295 if (supportsDXT3Textures())
296 {
297 mNumCompressedTextureFormats += 1;
298 }
299 if (supportsDXT5Textures())
300 {
301 mNumCompressedTextureFormats += 1;
302 }
303
304 initExtensionString();
305 initRendererString();
306
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000307 mState.viewport.x = 0;
308 mState.viewport.y = 0;
309 mState.viewport.width = surface->getWidth();
310 mState.viewport.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000311
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000312 mState.scissor.x = 0;
313 mState.scissor.y = 0;
314 mState.scissor.width = surface->getWidth();
315 mState.scissor.height = surface->getHeight();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000316
317 mHasBeenCurrent = true;
318 }
319
daniel@transgaming.com024786d2012-10-31 18:42:55 +0000320 // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000321 rx::SwapChain *swapchain = surface->getSwapChain();
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000322
daniel@transgaming.com70062c92012-11-28 19:32:30 +0000323 Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
324 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000325 Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000326
327 setFramebufferZero(framebufferZero);
328
apatrick@chromium.org909f21c2012-08-17 20:06:02 +0000329 // Reset pixel shader to null to work around a bug that only happens with Intel GPUs.
330 // http://crbug.com/110343
331 mDevice->SetPixelShader(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000332
333 markAllStateDirty();
334}
335
336// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
337void Context::markAllStateDirty()
338{
339 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
340 {
341 mAppliedTextureSerialPS[t] = 0;
342 }
343
344 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
345 {
346 mAppliedTextureSerialVS[t] = 0;
347 }
348
daniel@transgaming.come6af4f92012-07-24 18:31:31 +0000349 mAppliedProgramBinarySerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000350 mAppliedIBSerial = 0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000351
352 mVertexDeclarationCache.markStateDirty();
353
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000354 mDxUniformsDirty = true;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000355}
356
357void Context::markDxUniformsDirty()
358{
359 mDxUniformsDirty = true;
360}
361
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000362// NOTE: this function should not assume that this context is current!
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000363void Context::markContextLost()
364{
365 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
366 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
367 mContextLost = true;
368}
369
370bool Context::isContextLost()
371{
372 return mContextLost;
373}
374
375void Context::setClearColor(float red, float green, float blue, float alpha)
376{
377 mState.colorClearValue.red = red;
378 mState.colorClearValue.green = green;
379 mState.colorClearValue.blue = blue;
380 mState.colorClearValue.alpha = alpha;
381}
382
383void Context::setClearDepth(float depth)
384{
385 mState.depthClearValue = depth;
386}
387
388void Context::setClearStencil(int stencil)
389{
390 mState.stencilClearValue = stencil;
391}
392
393void Context::setCullFace(bool enabled)
394{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000395 mState.rasterizer.cullFace = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000396}
397
398bool Context::isCullFaceEnabled() const
399{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000400 return mState.rasterizer.cullFace;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000401}
402
403void Context::setCullMode(GLenum mode)
404{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000405 mState.rasterizer.cullMode = mode;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000406}
407
408void Context::setFrontFace(GLenum front)
409{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000410 mState.rasterizer.frontFace = front;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000411}
412
413void Context::setDepthTest(bool enabled)
414{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000415 mState.depthStencil.depthTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000416}
417
418bool Context::isDepthTestEnabled() const
419{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000420 return mState.depthStencil.depthTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000421}
422
423void Context::setDepthFunc(GLenum depthFunc)
424{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000425 mState.depthStencil.depthFunc = depthFunc;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000426}
427
428void Context::setDepthRange(float zNear, float zFar)
429{
430 mState.zNear = zNear;
431 mState.zFar = zFar;
432}
433
434void Context::setBlend(bool enabled)
435{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000436 mState.blend.blend = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000437}
438
439bool Context::isBlendEnabled() const
440{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000441 return mState.blend.blend;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000442}
443
444void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
445{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000446 mState.blend.sourceBlendRGB = sourceRGB;
447 mState.blend.destBlendRGB = destRGB;
448 mState.blend.sourceBlendAlpha = sourceAlpha;
449 mState.blend.destBlendAlpha = destAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000450}
451
452void Context::setBlendColor(float red, float green, float blue, float alpha)
453{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000454 mState.blendColor.red = red;
455 mState.blendColor.green = green;
456 mState.blendColor.blue = blue;
457 mState.blendColor.alpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000458}
459
460void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
461{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000462 mState.blend.blendEquationRGB = rgbEquation;
463 mState.blend.blendEquationAlpha = alphaEquation;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000464}
465
466void Context::setStencilTest(bool enabled)
467{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000468 mState.depthStencil.stencilTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000469}
470
471bool Context::isStencilTestEnabled() const
472{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000473 return mState.depthStencil.stencilTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000474}
475
476void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
477{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000478 mState.depthStencil.stencilFunc = stencilFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000479 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000480 mState.depthStencil.stencilMask = stencilMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000481}
482
483void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
484{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000485 mState.depthStencil.stencilBackFunc = stencilBackFunc;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000486 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000487 mState.depthStencil.stencilBackMask = stencilBackMask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000488}
489
490void Context::setStencilWritemask(GLuint stencilWritemask)
491{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000492 mState.depthStencil.stencilWritemask = stencilWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000493}
494
495void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
496{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000497 mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000498}
499
500void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
501{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000502 mState.depthStencil.stencilFail = stencilFail;
503 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
504 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000505}
506
507void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
508{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000509 mState.depthStencil.stencilBackFail = stencilBackFail;
510 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
511 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000512}
513
514void Context::setPolygonOffsetFill(bool enabled)
515{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000516 mState.rasterizer.polygonOffsetFill = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000517}
518
519bool Context::isPolygonOffsetFillEnabled() const
520{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000521 return mState.rasterizer.polygonOffsetFill;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000522}
523
524void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
525{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000526 mState.rasterizer.polygonOffsetFactor = factor;
527 mState.rasterizer.polygonOffsetUnits = units;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000528}
529
530void Context::setSampleAlphaToCoverage(bool enabled)
531{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000532 mState.blend.sampleAlphaToCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000533}
534
535bool Context::isSampleAlphaToCoverageEnabled() const
536{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000537 return mState.blend.sampleAlphaToCoverage;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000538}
539
540void Context::setSampleCoverage(bool enabled)
541{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000542 mState.sampleCoverage = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000543}
544
545bool Context::isSampleCoverageEnabled() const
546{
547 return mState.sampleCoverage;
548}
549
550void Context::setSampleCoverageParams(GLclampf value, bool invert)
551{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000552 mState.sampleCoverageValue = value;
553 mState.sampleCoverageInvert = invert;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000554}
555
556void Context::setScissorTest(bool enabled)
557{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000558 mState.rasterizer.scissorTest = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000559}
560
561bool Context::isScissorTestEnabled() const
562{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000563 return mState.rasterizer.scissorTest;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000564}
565
566void Context::setDither(bool enabled)
567{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000568 mState.blend.dither = enabled;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000569}
570
571bool Context::isDitherEnabled() const
572{
daniel@transgaming.comf39967e2012-11-28 19:35:56 +0000573 return mState.blend.dither;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000574}
575
576void Context::setLineWidth(GLfloat width)
577{
578 mState.lineWidth = width;
579}
580
581void Context::setGenerateMipmapHint(GLenum hint)
582{
583 mState.generateMipmapHint = hint;
584}
585
586void Context::setFragmentShaderDerivativeHint(GLenum hint)
587{
588 mState.fragmentShaderDerivativeHint = hint;
589 // TODO: Propagate the hint to shader translator so we can write
590 // ddx, ddx_coarse, or ddx_fine depending on the hint.
591 // Ignore for now. It is valid for implementations to ignore hint.
592}
593
594void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
595{
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +0000596 mState.viewport.x = x;
597 mState.viewport.y = y;
598 mState.viewport.width = width;
599 mState.viewport.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000600}
601
602void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
603{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000604 mState.scissor.x = x;
605 mState.scissor.y = y;
606 mState.scissor.width = width;
607 mState.scissor.height = height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000608}
609
610void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
611{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000612 mState.blend.colorMaskRed = red;
613 mState.blend.colorMaskGreen = green;
614 mState.blend.colorMaskBlue = blue;
615 mState.blend.colorMaskAlpha = alpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000616}
617
618void Context::setDepthMask(bool mask)
619{
daniel@transgaming.com2e258642012-11-28 19:36:18 +0000620 mState.depthStencil.depthMask = mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000621}
622
623void Context::setActiveSampler(unsigned int active)
624{
625 mState.activeSampler = active;
626}
627
628GLuint Context::getReadFramebufferHandle() const
629{
630 return mState.readFramebuffer;
631}
632
633GLuint Context::getDrawFramebufferHandle() const
634{
635 return mState.drawFramebuffer;
636}
637
638GLuint Context::getRenderbufferHandle() const
639{
640 return mState.renderbuffer.id();
641}
642
643GLuint Context::getArrayBufferHandle() const
644{
645 return mState.arrayBuffer.id();
646}
647
648GLuint Context::getActiveQuery(GLenum target) const
649{
650 Query *queryObject = NULL;
651
652 switch (target)
653 {
654 case GL_ANY_SAMPLES_PASSED_EXT:
655 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
656 break;
657 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
658 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
659 break;
660 default:
661 ASSERT(false);
662 }
663
664 if (queryObject)
665 {
666 return queryObject->id();
667 }
668 else
669 {
670 return 0;
671 }
672}
673
674void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
675{
676 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
677}
678
679const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
680{
681 return mState.vertexAttribute[attribNum];
682}
683
684void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
685 GLsizei stride, const void *pointer)
686{
687 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
688 mState.vertexAttribute[attribNum].mSize = size;
689 mState.vertexAttribute[attribNum].mType = type;
690 mState.vertexAttribute[attribNum].mNormalized = normalized;
691 mState.vertexAttribute[attribNum].mStride = stride;
692 mState.vertexAttribute[attribNum].mPointer = pointer;
693}
694
695const void *Context::getVertexAttribPointer(unsigned int attribNum) const
696{
697 return mState.vertexAttribute[attribNum].mPointer;
698}
699
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000700void Context::setPackAlignment(GLint alignment)
701{
702 mState.packAlignment = alignment;
703}
704
705GLint Context::getPackAlignment() const
706{
707 return mState.packAlignment;
708}
709
710void Context::setUnpackAlignment(GLint alignment)
711{
712 mState.unpackAlignment = alignment;
713}
714
715GLint Context::getUnpackAlignment() const
716{
717 return mState.unpackAlignment;
718}
719
720void Context::setPackReverseRowOrder(bool reverseRowOrder)
721{
722 mState.packReverseRowOrder = reverseRowOrder;
723}
724
725bool Context::getPackReverseRowOrder() const
726{
727 return mState.packReverseRowOrder;
728}
729
730GLuint Context::createBuffer()
731{
732 return mResourceManager->createBuffer();
733}
734
735GLuint Context::createProgram()
736{
737 return mResourceManager->createProgram();
738}
739
740GLuint Context::createShader(GLenum type)
741{
742 return mResourceManager->createShader(type);
743}
744
745GLuint Context::createTexture()
746{
747 return mResourceManager->createTexture();
748}
749
750GLuint Context::createRenderbuffer()
751{
752 return mResourceManager->createRenderbuffer();
753}
754
755// Returns an unused framebuffer name
756GLuint Context::createFramebuffer()
757{
758 GLuint handle = mFramebufferHandleAllocator.allocate();
759
760 mFramebufferMap[handle] = NULL;
761
762 return handle;
763}
764
765GLuint Context::createFence()
766{
767 GLuint handle = mFenceHandleAllocator.allocate();
768
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000769 mFenceMap[handle] = new Fence(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000770
771 return handle;
772}
773
774// Returns an unused query name
775GLuint Context::createQuery()
776{
777 GLuint handle = mQueryHandleAllocator.allocate();
778
779 mQueryMap[handle] = NULL;
780
781 return handle;
782}
783
784void Context::deleteBuffer(GLuint buffer)
785{
786 if (mResourceManager->getBuffer(buffer))
787 {
788 detachBuffer(buffer);
789 }
790
791 mResourceManager->deleteBuffer(buffer);
792}
793
794void Context::deleteShader(GLuint shader)
795{
796 mResourceManager->deleteShader(shader);
797}
798
799void Context::deleteProgram(GLuint program)
800{
801 mResourceManager->deleteProgram(program);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000802}
803
804void Context::deleteTexture(GLuint texture)
805{
806 if (mResourceManager->getTexture(texture))
807 {
808 detachTexture(texture);
809 }
810
811 mResourceManager->deleteTexture(texture);
812}
813
814void Context::deleteRenderbuffer(GLuint renderbuffer)
815{
816 if (mResourceManager->getRenderbuffer(renderbuffer))
817 {
818 detachRenderbuffer(renderbuffer);
819 }
820
821 mResourceManager->deleteRenderbuffer(renderbuffer);
822}
823
824void Context::deleteFramebuffer(GLuint framebuffer)
825{
826 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
827
828 if (framebufferObject != mFramebufferMap.end())
829 {
830 detachFramebuffer(framebuffer);
831
832 mFramebufferHandleAllocator.release(framebufferObject->first);
833 delete framebufferObject->second;
834 mFramebufferMap.erase(framebufferObject);
835 }
836}
837
838void Context::deleteFence(GLuint fence)
839{
840 FenceMap::iterator fenceObject = mFenceMap.find(fence);
841
842 if (fenceObject != mFenceMap.end())
843 {
844 mFenceHandleAllocator.release(fenceObject->first);
845 delete fenceObject->second;
846 mFenceMap.erase(fenceObject);
847 }
848}
849
850void Context::deleteQuery(GLuint query)
851{
852 QueryMap::iterator queryObject = mQueryMap.find(query);
853 if (queryObject != mQueryMap.end())
854 {
855 mQueryHandleAllocator.release(queryObject->first);
856 if (queryObject->second)
857 {
858 queryObject->second->release();
859 }
860 mQueryMap.erase(queryObject);
861 }
862}
863
864Buffer *Context::getBuffer(GLuint handle)
865{
866 return mResourceManager->getBuffer(handle);
867}
868
869Shader *Context::getShader(GLuint handle)
870{
871 return mResourceManager->getShader(handle);
872}
873
874Program *Context::getProgram(GLuint handle)
875{
876 return mResourceManager->getProgram(handle);
877}
878
879Texture *Context::getTexture(GLuint handle)
880{
881 return mResourceManager->getTexture(handle);
882}
883
884Renderbuffer *Context::getRenderbuffer(GLuint handle)
885{
886 return mResourceManager->getRenderbuffer(handle);
887}
888
889Framebuffer *Context::getReadFramebuffer()
890{
891 return getFramebuffer(mState.readFramebuffer);
892}
893
894Framebuffer *Context::getDrawFramebuffer()
895{
896 return mBoundDrawFramebuffer;
897}
898
899void Context::bindArrayBuffer(unsigned int buffer)
900{
901 mResourceManager->checkBufferAllocation(buffer);
902
903 mState.arrayBuffer.set(getBuffer(buffer));
904}
905
906void Context::bindElementArrayBuffer(unsigned int buffer)
907{
908 mResourceManager->checkBufferAllocation(buffer);
909
910 mState.elementArrayBuffer.set(getBuffer(buffer));
911}
912
913void Context::bindTexture2D(GLuint texture)
914{
915 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
916
917 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
918}
919
920void Context::bindTextureCubeMap(GLuint texture)
921{
922 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
923
924 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
925}
926
927void Context::bindReadFramebuffer(GLuint framebuffer)
928{
929 if (!getFramebuffer(framebuffer))
930 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000931 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000932 }
933
934 mState.readFramebuffer = framebuffer;
935}
936
937void Context::bindDrawFramebuffer(GLuint framebuffer)
938{
939 if (!getFramebuffer(framebuffer))
940 {
daniel@transgaming.com16418b12012-11-28 19:32:22 +0000941 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000942 }
943
944 mState.drawFramebuffer = framebuffer;
945
946 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
947}
948
949void Context::bindRenderbuffer(GLuint renderbuffer)
950{
951 mResourceManager->checkRenderbufferAllocation(renderbuffer);
952
953 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
954}
955
956void Context::useProgram(GLuint program)
957{
958 GLuint priorProgram = mState.currentProgram;
959 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
960
961 if (priorProgram != program)
962 {
963 Program *newProgram = mResourceManager->getProgram(program);
964 Program *oldProgram = mResourceManager->getProgram(priorProgram);
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000965 mCurrentProgramBinary.set(NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000966 mDxUniformsDirty = true;
967
968 if (newProgram)
969 {
970 newProgram->addRef();
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000971 mCurrentProgramBinary.set(newProgram->getProgramBinary());
apatrick@chromium.org144f2802012-07-12 01:42:34 +0000972 }
973
974 if (oldProgram)
975 {
976 oldProgram->release();
977 }
978 }
979}
980
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000981void Context::linkProgram(GLuint program)
982{
983 Program *programObject = mResourceManager->getProgram(program);
984
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000985 bool linked = programObject->link();
986
987 // if the current program was relinked successfully we
988 // need to install the new executables
989 if (linked && program == mState.currentProgram)
990 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +0000991 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +0000992 mDxUniformsDirty = true;
993 }
daniel@transgaming.com95d29422012-07-24 18:36:10 +0000994}
995
996void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
997{
998 Program *programObject = mResourceManager->getProgram(program);
999
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001000 bool loaded = programObject->setProgramBinary(binary, length);
1001
1002 // if the current program was reloaded successfully we
1003 // need to install the new executables
1004 if (loaded && program == mState.currentProgram)
1005 {
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001006 mCurrentProgramBinary.set(programObject->getProgramBinary());
daniel@transgaming.com12394cf2012-07-24 18:37:59 +00001007 mDxUniformsDirty = true;
1008 }
1009
daniel@transgaming.com95d29422012-07-24 18:36:10 +00001010}
1011
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001012void Context::beginQuery(GLenum target, GLuint query)
1013{
1014 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1015 // of zero, if the active query object name for <target> is non-zero (for the
1016 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1017 // the active query for either target is non-zero), if <id> is the name of an
1018 // existing query object whose type does not match <target>, or if <id> is the
1019 // active query object name for any query type, the error INVALID_OPERATION is
1020 // generated.
1021
1022 // Ensure no other queries are active
1023 // NOTE: If other queries than occlusion are supported, we will need to check
1024 // separately that:
1025 // a) The query ID passed is not the current active query for any target/type
1026 // b) There are no active queries for the requested target (and in the case
1027 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1028 // no query may be active for either if glBeginQuery targets either.
1029 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1030 {
1031 if (mState.activeQuery[i].get() != NULL)
1032 {
1033 return error(GL_INVALID_OPERATION);
1034 }
1035 }
1036
1037 QueryType qType;
1038 switch (target)
1039 {
1040 case GL_ANY_SAMPLES_PASSED_EXT:
1041 qType = QUERY_ANY_SAMPLES_PASSED;
1042 break;
1043 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1044 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1045 break;
1046 default:
1047 ASSERT(false);
1048 return;
1049 }
1050
1051 Query *queryObject = getQuery(query, true, target);
1052
1053 // check that name was obtained with glGenQueries
1054 if (!queryObject)
1055 {
1056 return error(GL_INVALID_OPERATION);
1057 }
1058
1059 // check for type mismatch
1060 if (queryObject->getType() != target)
1061 {
1062 return error(GL_INVALID_OPERATION);
1063 }
1064
1065 // set query as active for specified target
1066 mState.activeQuery[qType].set(queryObject);
1067
1068 // begin query
1069 queryObject->begin();
1070}
1071
1072void Context::endQuery(GLenum target)
1073{
1074 QueryType qType;
1075
1076 switch (target)
1077 {
1078 case GL_ANY_SAMPLES_PASSED_EXT:
1079 qType = QUERY_ANY_SAMPLES_PASSED;
1080 break;
1081 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1082 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1083 break;
1084 default:
1085 ASSERT(false);
1086 return;
1087 }
1088
1089 Query *queryObject = mState.activeQuery[qType].get();
1090
1091 if (queryObject == NULL)
1092 {
1093 return error(GL_INVALID_OPERATION);
1094 }
1095
1096 queryObject->end();
1097
1098 mState.activeQuery[qType].set(NULL);
1099}
1100
1101void Context::setFramebufferZero(Framebuffer *buffer)
1102{
1103 delete mFramebufferMap[0];
1104 mFramebufferMap[0] = buffer;
1105 if (mState.drawFramebuffer == 0)
1106 {
1107 mBoundDrawFramebuffer = buffer;
1108 }
1109}
1110
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001111void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001112{
daniel@transgaming.com70062c92012-11-28 19:32:30 +00001113 RenderbufferStorage *renderbuffer = NULL;
1114 switch (internalformat)
1115 {
1116 case GL_DEPTH_COMPONENT16:
1117 renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
1118 break;
1119 case GL_RGBA4:
1120 case GL_RGB5_A1:
1121 case GL_RGB565:
1122 case GL_RGB8_OES:
1123 case GL_RGBA8_OES:
1124 renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
1125 break;
1126 case GL_STENCIL_INDEX8:
1127 renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
1128 break;
1129 case GL_DEPTH24_STENCIL8_OES:
1130 renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
1131 break;
1132 default:
1133 UNREACHABLE(); return;
1134 }
1135
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001136 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1137 renderbufferObject->setStorage(renderbuffer);
1138}
1139
1140Framebuffer *Context::getFramebuffer(unsigned int handle)
1141{
1142 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1143
1144 if (framebuffer == mFramebufferMap.end())
1145 {
1146 return NULL;
1147 }
1148 else
1149 {
1150 return framebuffer->second;
1151 }
1152}
1153
1154Fence *Context::getFence(unsigned int handle)
1155{
1156 FenceMap::iterator fence = mFenceMap.find(handle);
1157
1158 if (fence == mFenceMap.end())
1159 {
1160 return NULL;
1161 }
1162 else
1163 {
1164 return fence->second;
1165 }
1166}
1167
1168Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1169{
1170 QueryMap::iterator query = mQueryMap.find(handle);
1171
1172 if (query == mQueryMap.end())
1173 {
1174 return NULL;
1175 }
1176 else
1177 {
1178 if (!query->second && create)
1179 {
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001180 query->second = new Query(mRenderer, handle, type);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001181 query->second->addRef();
1182 }
1183 return query->second;
1184 }
1185}
1186
1187Buffer *Context::getArrayBuffer()
1188{
1189 return mState.arrayBuffer.get();
1190}
1191
1192Buffer *Context::getElementArrayBuffer()
1193{
1194 return mState.elementArrayBuffer.get();
1195}
1196
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001197ProgramBinary *Context::getCurrentProgramBinary()
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001198{
daniel@transgaming.com989c1c82012-07-24 18:40:38 +00001199 return mCurrentProgramBinary.get();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001200}
1201
1202Texture2D *Context::getTexture2D()
1203{
1204 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1205}
1206
1207TextureCubeMap *Context::getTextureCubeMap()
1208{
1209 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1210}
1211
1212Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
1213{
1214 GLuint texid = mState.samplerTexture[type][sampler].id();
1215
1216 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1217 {
1218 switch (type)
1219 {
1220 default: UNREACHABLE();
1221 case TEXTURE_2D: return mTexture2DZero.get();
1222 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1223 }
1224 }
1225
1226 return mState.samplerTexture[type][sampler].get();
1227}
1228
1229bool Context::getBooleanv(GLenum pname, GLboolean *params)
1230{
1231 switch (pname)
1232 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001233 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1234 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1235 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001236 case GL_COLOR_WRITEMASK:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001237 params[0] = mState.blend.colorMaskRed;
1238 params[1] = mState.blend.colorMaskGreen;
1239 params[2] = mState.blend.colorMaskBlue;
1240 params[3] = mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001241 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001242 case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
1243 case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
1244 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
1245 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1246 case GL_SCISSOR_TEST: *params = mState.rasterizer.scissorTest; break;
1247 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
1248 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
1249 case GL_BLEND: *params = mState.blend.blend; break;
1250 case GL_DITHER: *params = mState.blend.dither; break;
1251 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001252 default:
1253 return false;
1254 }
1255
1256 return true;
1257}
1258
1259bool Context::getFloatv(GLenum pname, GLfloat *params)
1260{
1261 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1262 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1263 // GetIntegerv as its native query function. As it would require conversion in any
1264 // case, this should make no difference to the calling application.
1265 switch (pname)
1266 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001267 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1268 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1269 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1270 case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
1271 case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001272 case GL_ALIASED_LINE_WIDTH_RANGE:
1273 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1274 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1275 break;
1276 case GL_ALIASED_POINT_SIZE_RANGE:
1277 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1278 params[1] = getMaximumPointSize();
1279 break;
1280 case GL_DEPTH_RANGE:
1281 params[0] = mState.zNear;
1282 params[1] = mState.zFar;
1283 break;
1284 case GL_COLOR_CLEAR_VALUE:
1285 params[0] = mState.colorClearValue.red;
1286 params[1] = mState.colorClearValue.green;
1287 params[2] = mState.colorClearValue.blue;
1288 params[3] = mState.colorClearValue.alpha;
1289 break;
1290 case GL_BLEND_COLOR:
1291 params[0] = mState.blendColor.red;
1292 params[1] = mState.blendColor.green;
1293 params[2] = mState.blendColor.blue;
1294 params[3] = mState.blendColor.alpha;
1295 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001296 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1297 if (!supportsTextureFilterAnisotropy())
1298 {
1299 return false;
1300 }
1301 *params = mMaxTextureAnisotropy;
1302 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001303 default:
1304 return false;
1305 }
1306
1307 return true;
1308}
1309
1310bool Context::getIntegerv(GLenum pname, GLint *params)
1311{
1312 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1313 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1314 // GetIntegerv as its native query function. As it would require conversion in any
1315 // case, this should make no difference to the calling application. You may find it in
1316 // Context::getFloatv.
1317 switch (pname)
1318 {
1319 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1320 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1321 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
1322 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1323 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
1324 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1325 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
1326 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1327 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1328 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1329 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1330 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
1331 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1332 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1333 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1334 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1335 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1336 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1337 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
1338 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1339 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1340 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1341 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001342 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001343 case GL_STENCIL_REF: *params = mState.stencilRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001344 case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
1345 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001346 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001347 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
1348 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
1349 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
1350 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
1351 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
1352 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
1353 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
1354 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
1355 case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
1356 case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
1357 case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
1358 case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
1359 case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
1360 case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
1361 case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
1362 case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001363 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1364 case GL_SUBPIXEL_BITS: *params = 4; break;
1365 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1366 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1367 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1368 params[0] = mNumCompressedTextureFormats;
1369 break;
1370 case GL_MAX_SAMPLES_ANGLE:
1371 {
1372 GLsizei maxSamples = getMaxSupportedSamples();
1373 if (maxSamples != 0)
1374 {
1375 *params = maxSamples;
1376 }
1377 else
1378 {
1379 return false;
1380 }
1381
1382 break;
1383 }
1384 case GL_SAMPLE_BUFFERS:
1385 case GL_SAMPLES:
1386 {
1387 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1388 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1389 {
1390 switch (pname)
1391 {
1392 case GL_SAMPLE_BUFFERS:
1393 if (framebuffer->getSamples() != 0)
1394 {
1395 *params = 1;
1396 }
1397 else
1398 {
1399 *params = 0;
1400 }
1401 break;
1402 case GL_SAMPLES:
1403 *params = framebuffer->getSamples();
1404 break;
1405 }
1406 }
1407 else
1408 {
1409 *params = 0;
1410 }
1411 }
1412 break;
daniel@transgaming.com42944b02012-09-27 17:45:57 +00001413 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1414 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1415 {
1416 GLenum format, type;
1417 if (getCurrentReadFormatType(&format, &type))
1418 {
1419 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1420 *params = format;
1421 else
1422 *params = type;
1423 }
1424 }
1425 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001426 case GL_MAX_VIEWPORT_DIMS:
1427 {
1428 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
1429 params[0] = maxDimension;
1430 params[1] = maxDimension;
1431 }
1432 break;
1433 case GL_COMPRESSED_TEXTURE_FORMATS:
1434 {
1435 if (supportsDXT1Textures())
1436 {
1437 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1438 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1439 }
1440 if (supportsDXT3Textures())
1441 {
1442 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1443 }
1444 if (supportsDXT5Textures())
1445 {
1446 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1447 }
1448 }
1449 break;
1450 case GL_VIEWPORT:
daniel@transgaming.com3884e2c2012-11-28 19:41:00 +00001451 params[0] = mState.viewport.x;
1452 params[1] = mState.viewport.y;
1453 params[2] = mState.viewport.width;
1454 params[3] = mState.viewport.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001455 break;
1456 case GL_SCISSOR_BOX:
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001457 params[0] = mState.scissor.x;
1458 params[1] = mState.scissor.y;
1459 params[2] = mState.scissor.width;
1460 params[3] = mState.scissor.height;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001461 break;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001462 case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
1463 case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001464 case GL_RED_BITS:
1465 case GL_GREEN_BITS:
1466 case GL_BLUE_BITS:
1467 case GL_ALPHA_BITS:
1468 {
1469 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1470 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1471
1472 if (colorbuffer)
1473 {
1474 switch (pname)
1475 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001476 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1477 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1478 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1479 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001480 }
1481 }
1482 else
1483 {
1484 *params = 0;
1485 }
1486 }
1487 break;
1488 case GL_DEPTH_BITS:
1489 {
1490 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1491 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1492
1493 if (depthbuffer)
1494 {
1495 *params = depthbuffer->getDepthSize();
1496 }
1497 else
1498 {
1499 *params = 0;
1500 }
1501 }
1502 break;
1503 case GL_STENCIL_BITS:
1504 {
1505 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1506 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1507
1508 if (stencilbuffer)
1509 {
1510 *params = stencilbuffer->getStencilSize();
1511 }
1512 else
1513 {
1514 *params = 0;
1515 }
1516 }
1517 break;
1518 case GL_TEXTURE_BINDING_2D:
1519 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +00001520 if (mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001521 {
1522 error(GL_INVALID_OPERATION);
1523 return false;
1524 }
1525
1526 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1527 }
1528 break;
1529 case GL_TEXTURE_BINDING_CUBE_MAP:
1530 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +00001531 if (mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001532 {
1533 error(GL_INVALID_OPERATION);
1534 return false;
1535 }
1536
1537 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1538 }
1539 break;
1540 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1541 *params = mResetStrategy;
1542 break;
1543 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1544 *params = 1;
1545 break;
1546 case GL_PROGRAM_BINARY_FORMATS_OES:
1547 *params = GL_PROGRAM_BINARY_ANGLE;
1548 break;
1549 default:
1550 return false;
1551 }
1552
1553 return true;
1554}
1555
1556bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1557{
1558 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1559 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1560 // to the fact that it is stored internally as a float, and so would require conversion
1561 // if returned from Context::getIntegerv. Since this conversion is already implemented
1562 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1563 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1564 // application.
1565 switch (pname)
1566 {
1567 case GL_COMPRESSED_TEXTURE_FORMATS:
1568 {
1569 *type = GL_INT;
1570 *numParams = mNumCompressedTextureFormats;
1571 }
1572 break;
1573 case GL_SHADER_BINARY_FORMATS:
1574 {
1575 *type = GL_INT;
1576 *numParams = 0;
1577 }
1578 break;
1579 case GL_MAX_VERTEX_ATTRIBS:
1580 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1581 case GL_MAX_VARYING_VECTORS:
1582 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1583 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1584 case GL_MAX_TEXTURE_IMAGE_UNITS:
1585 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1586 case GL_MAX_RENDERBUFFER_SIZE:
1587 case GL_NUM_SHADER_BINARY_FORMATS:
1588 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1589 case GL_ARRAY_BUFFER_BINDING:
1590 case GL_FRAMEBUFFER_BINDING:
1591 case GL_RENDERBUFFER_BINDING:
1592 case GL_CURRENT_PROGRAM:
1593 case GL_PACK_ALIGNMENT:
1594 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
1595 case GL_UNPACK_ALIGNMENT:
1596 case GL_GENERATE_MIPMAP_HINT:
1597 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
1598 case GL_RED_BITS:
1599 case GL_GREEN_BITS:
1600 case GL_BLUE_BITS:
1601 case GL_ALPHA_BITS:
1602 case GL_DEPTH_BITS:
1603 case GL_STENCIL_BITS:
1604 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1605 case GL_CULL_FACE_MODE:
1606 case GL_FRONT_FACE:
1607 case GL_ACTIVE_TEXTURE:
1608 case GL_STENCIL_FUNC:
1609 case GL_STENCIL_VALUE_MASK:
1610 case GL_STENCIL_REF:
1611 case GL_STENCIL_FAIL:
1612 case GL_STENCIL_PASS_DEPTH_FAIL:
1613 case GL_STENCIL_PASS_DEPTH_PASS:
1614 case GL_STENCIL_BACK_FUNC:
1615 case GL_STENCIL_BACK_VALUE_MASK:
1616 case GL_STENCIL_BACK_REF:
1617 case GL_STENCIL_BACK_FAIL:
1618 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1619 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1620 case GL_DEPTH_FUNC:
1621 case GL_BLEND_SRC_RGB:
1622 case GL_BLEND_SRC_ALPHA:
1623 case GL_BLEND_DST_RGB:
1624 case GL_BLEND_DST_ALPHA:
1625 case GL_BLEND_EQUATION_RGB:
1626 case GL_BLEND_EQUATION_ALPHA:
1627 case GL_STENCIL_WRITEMASK:
1628 case GL_STENCIL_BACK_WRITEMASK:
1629 case GL_STENCIL_CLEAR_VALUE:
1630 case GL_SUBPIXEL_BITS:
1631 case GL_MAX_TEXTURE_SIZE:
1632 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1633 case GL_SAMPLE_BUFFERS:
1634 case GL_SAMPLES:
1635 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1636 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1637 case GL_TEXTURE_BINDING_2D:
1638 case GL_TEXTURE_BINDING_CUBE_MAP:
1639 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1640 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1641 case GL_PROGRAM_BINARY_FORMATS_OES:
1642 {
1643 *type = GL_INT;
1644 *numParams = 1;
1645 }
1646 break;
1647 case GL_MAX_SAMPLES_ANGLE:
1648 {
1649 if (getMaxSupportedSamples() != 0)
1650 {
1651 *type = GL_INT;
1652 *numParams = 1;
1653 }
1654 else
1655 {
1656 return false;
1657 }
1658 }
1659 break;
1660 case GL_MAX_VIEWPORT_DIMS:
1661 {
1662 *type = GL_INT;
1663 *numParams = 2;
1664 }
1665 break;
1666 case GL_VIEWPORT:
1667 case GL_SCISSOR_BOX:
1668 {
1669 *type = GL_INT;
1670 *numParams = 4;
1671 }
1672 break;
1673 case GL_SHADER_COMPILER:
1674 case GL_SAMPLE_COVERAGE_INVERT:
1675 case GL_DEPTH_WRITEMASK:
1676 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1677 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1678 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1679 case GL_SAMPLE_COVERAGE:
1680 case GL_SCISSOR_TEST:
1681 case GL_STENCIL_TEST:
1682 case GL_DEPTH_TEST:
1683 case GL_BLEND:
1684 case GL_DITHER:
1685 case GL_CONTEXT_ROBUST_ACCESS_EXT:
1686 {
1687 *type = GL_BOOL;
1688 *numParams = 1;
1689 }
1690 break;
1691 case GL_COLOR_WRITEMASK:
1692 {
1693 *type = GL_BOOL;
1694 *numParams = 4;
1695 }
1696 break;
1697 case GL_POLYGON_OFFSET_FACTOR:
1698 case GL_POLYGON_OFFSET_UNITS:
1699 case GL_SAMPLE_COVERAGE_VALUE:
1700 case GL_DEPTH_CLEAR_VALUE:
1701 case GL_LINE_WIDTH:
1702 {
1703 *type = GL_FLOAT;
1704 *numParams = 1;
1705 }
1706 break;
1707 case GL_ALIASED_LINE_WIDTH_RANGE:
1708 case GL_ALIASED_POINT_SIZE_RANGE:
1709 case GL_DEPTH_RANGE:
1710 {
1711 *type = GL_FLOAT;
1712 *numParams = 2;
1713 }
1714 break;
1715 case GL_COLOR_CLEAR_VALUE:
1716 case GL_BLEND_COLOR:
1717 {
1718 *type = GL_FLOAT;
1719 *numParams = 4;
1720 }
1721 break;
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00001722 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1723 if (!supportsTextureFilterAnisotropy())
1724 {
1725 return false;
1726 }
1727 *type = GL_FLOAT;
1728 *numParams = 1;
1729 break;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001730 default:
1731 return false;
1732 }
1733
1734 return true;
1735}
1736
1737// Applies the render target surface, depth stencil surface, viewport rectangle and
1738// scissor rectangle to the Direct3D 9 device
1739bool Context::applyRenderTarget(bool ignoreViewport)
1740{
1741 Framebuffer *framebufferObject = getDrawFramebuffer();
1742
1743 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1744 {
1745 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
1746 }
1747
daniel@transgaming.com8a8b24c2012-11-28 19:36:26 +00001748 mRenderer->applyRenderTarget(framebufferObject);
1749
daniel@transgaming.come06bda92012-11-28 19:42:18 +00001750 // storing the mRenderTargetDesc in Context will be removed once refactoring
1751 // of clear is complete
1752 // D3D9_REPLACE start
1753 gl::Renderbuffer *renderbufferObject = NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001754 if (framebufferObject->getColorbufferType() != GL_NONE)
1755 {
1756 renderbufferObject = framebufferObject->getColorbuffer();
1757 }
1758 else
1759 {
1760 renderbufferObject = framebufferObject->getNullColorbuffer();
1761 }
1762 if (!renderbufferObject)
1763 {
1764 ERR("unable to locate renderbuffer for FBO.");
1765 return false;
1766 }
1767
daniel@transgaming.come06bda92012-11-28 19:42:18 +00001768 mRenderTargetDesc.width = renderbufferObject->getWidth();
1769 mRenderTargetDesc.height = renderbufferObject->getHeight();
1770 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1771 // D3D9_REPLACE end
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001772
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001773 Rectangle viewport = mState.viewport;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001774 float zNear = clamp01(mState.zNear);
1775 float zFar = clamp01(mState.zFar);
1776
1777 if (ignoreViewport)
1778 {
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001779 viewport.x = 0;
1780 viewport.y = 0;
1781 viewport.width = mRenderTargetDesc.width;
1782 viewport.height = mRenderTargetDesc.height;
1783 zNear = 0.0f;
1784 zFar = 1.0f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001785 }
1786
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001787 ProgramBinary *programBinary = mState.currentProgram ? getCurrentProgramBinary() : NULL;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001788
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001789 if (!mRenderer->setViewport(viewport, zNear, zFar, mRenderTargetDesc.width, mRenderTargetDesc.height,
1790 programBinary, mDxUniformsDirty))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001791 {
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001792 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001793 }
daniel@transgaming.com3ca082c2012-11-28 19:41:07 +00001794 mDxUniformsDirty = false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001795
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00001796 mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.width),
1797 static_cast<int>(mRenderTargetDesc.height));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001798
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001799 return true;
1800}
1801
1802// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
1803void Context::applyState(GLenum drawMode)
1804{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001805 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001806
1807 Framebuffer *framebufferObject = getDrawFramebuffer();
1808
1809 GLint frontCCW = programBinary->getDxFrontCCWLocation();
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00001810 GLint ccw = (mState.rasterizer.frontFace == GL_CCW);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001811 programBinary->setUniform1iv(frontCCW, 1, &ccw);
1812
1813 GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
1814 GLint alwaysFront = !isTriangleMode(drawMode);
1815 programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
1816
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001817 const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001818 unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
1819
1820 mRenderer->setRasterizerState(mState.rasterizer, depthSize);
1821
1822 unsigned int mask = 0;
1823 if (mState.sampleCoverage)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001824 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001825 if (mState.sampleCoverageValue != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001826 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001827 float threshold = 0.5f;
1828
1829 for (int i = 0; i < framebufferObject->getSamples(); ++i)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001830 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001831 mask <<= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001832
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001833 if ((i + 1) * mState.sampleCoverageValue >= threshold)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001834 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001835 threshold += 1.0f;
1836 mask |= 1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001837 }
1838 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001839 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001840
1841 if (mState.sampleCoverageInvert)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001842 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001843 mask = ~mask;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001844 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001845 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001846 else
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001847 {
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001848 mask = 0xFFFFFFFF;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001849 }
daniel@transgaming.com2e258642012-11-28 19:36:18 +00001850 mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
1851
1852 unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001853 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
1854 mState.rasterizer.frontFace == GL_CCW, stencilSize);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001855}
1856
1857GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
1858{
1859 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
1860
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001861 ProgramBinary *programBinary = getCurrentProgramBinary();
1862 GLenum err = mVertexDataManager->prepareVertexData(mState.vertexAttribute, programBinary, first, count, attributes, instances);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001863 if (err != GL_NO_ERROR)
1864 {
1865 return err;
1866 }
daniel@transgaming.com408caa52012-10-31 18:47:01 +00001867
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00001868 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001869}
1870
1871// Applies the indices and element array bindings to the Direct3D 9 device
1872GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
1873{
1874 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
1875
1876 if (err == GL_NO_ERROR)
1877 {
1878 if (indexInfo->serial != mAppliedIBSerial)
1879 {
1880 mDevice->SetIndices(indexInfo->indexBuffer);
1881 mAppliedIBSerial = indexInfo->serial;
1882 }
1883 }
1884
1885 return err;
1886}
1887
1888// Applies the shaders and shader constants to the Direct3D 9 device
1889void Context::applyShaders()
1890{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001891 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001892
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001893 if (programBinary->getSerial() != mAppliedProgramBinarySerial)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001894 {
1895 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
1896 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
1897
1898 mDevice->SetPixelShader(pixelShader);
1899 mDevice->SetVertexShader(vertexShader);
1900 programBinary->dirtyAllUniforms();
daniel@transgaming.come6af4f92012-07-24 18:31:31 +00001901 mAppliedProgramBinarySerial = programBinary->getSerial();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001902 }
1903
1904 programBinary->applyUniforms();
1905}
1906
1907// Applies the textures and sampler states to the Direct3D 9 device
1908void Context::applyTextures()
1909{
1910 applyTextures(SAMPLER_PIXEL);
1911
1912 if (mSupportsVertexTexture)
1913 {
1914 applyTextures(SAMPLER_VERTEX);
1915 }
1916}
1917
1918// For each Direct3D 9 sampler of either the pixel or vertex stage,
1919// looks up the corresponding OpenGL texture image unit and texture type,
1920// and sets the texture and its addressing/filtering state (or NULL when inactive).
1921void Context::applyTextures(SamplerType type)
1922{
daniel@transgaming.com62a28462012-07-24 18:33:59 +00001923 ProgramBinary *programBinary = getCurrentProgramBinary();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001924
1925 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
1926 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001927 int samplerRange = programBinary->getUsedSamplerRange(type);
1928
1929 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
1930 {
1931 int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001932
1933 if (textureUnit != -1)
1934 {
1935 TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
1936
1937 Texture *texture = getSamplerTexture(textureUnit, textureType);
1938 unsigned int texSerial = texture->getTextureSerial();
1939
1940 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
1941 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001942 if (texture->isSamplerComplete())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001943 {
1944 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
1945 {
daniel@transgaming.comebf139f2012-10-31 18:07:32 +00001946 SamplerState samplerState;
1947 texture->getSamplerState(&samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001948
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001949 mRenderer->setSamplerState(type, samplerIndex, samplerState);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001950 }
1951
1952 if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
1953 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001954 mRenderer->setTexture(type, samplerIndex, texture);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001955 }
1956 }
1957 else
1958 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001959 mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001960 }
1961
1962 appliedTextureSerial[samplerIndex] = texSerial;
1963 texture->resetDirty();
1964 }
1965 }
1966 else
1967 {
1968 if (appliedTextureSerial[samplerIndex] != 0)
1969 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001970 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001971 appliedTextureSerial[samplerIndex] = 0;
1972 }
1973 }
1974 }
1975
1976 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
1977 {
1978 if (appliedTextureSerial[samplerIndex] != 0)
1979 {
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001980 mRenderer->setTexture(type, samplerIndex, NULL);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00001981 appliedTextureSerial[samplerIndex] = 0;
1982 }
1983 }
1984}
1985
1986void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
1987 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
1988{
1989 Framebuffer *framebuffer = getReadFramebuffer();
1990
1991 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
1992 {
1993 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1994 }
1995
1996 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
1997 {
1998 return error(GL_INVALID_OPERATION);
1999 }
2000
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002001 GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002002 // sized query sanity check
2003 if (bufSize)
2004 {
2005 int requiredSize = outputPitch * height;
2006 if (requiredSize > *bufSize)
2007 {
2008 return error(GL_INVALID_OPERATION);
2009 }
2010 }
2011
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002012 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002013}
2014
2015void Context::clear(GLbitfield mask)
2016{
2017 Framebuffer *framebufferObject = getDrawFramebuffer();
2018
2019 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2020 {
2021 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2022 }
2023
2024 DWORD flags = 0;
2025
2026 if (mask & GL_COLOR_BUFFER_BIT)
2027 {
2028 mask &= ~GL_COLOR_BUFFER_BIT;
2029
2030 if (framebufferObject->getColorbufferType() != GL_NONE)
2031 {
2032 flags |= D3DCLEAR_TARGET;
2033 }
2034 }
2035
2036 if (mask & GL_DEPTH_BUFFER_BIT)
2037 {
2038 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002039 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002040 {
2041 flags |= D3DCLEAR_ZBUFFER;
2042 }
2043 }
2044
2045 GLuint stencilUnmasked = 0x0;
2046
2047 if (mask & GL_STENCIL_BUFFER_BIT)
2048 {
2049 mask &= ~GL_STENCIL_BUFFER_BIT;
2050 if (framebufferObject->getStencilbufferType() != GL_NONE)
2051 {
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002052 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002053 if (!depthStencil)
2054 {
2055 ERR("Depth stencil pointer unexpectedly null.");
2056 return;
2057 }
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002058
daniel@transgaming.comd62d7142012-11-28 19:40:28 +00002059 unsigned int stencilSize = gl::GetStencilSize(depthStencil->getActualFormat());
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002060 stencilUnmasked = (0x1 << stencilSize) - 1;
2061
2062 if (stencilUnmasked != 0x0)
2063 {
2064 flags |= D3DCLEAR_STENCIL;
2065 }
2066 }
2067 }
2068
2069 if (mask != 0)
2070 {
2071 return error(GL_INVALID_VALUE);
2072 }
2073
2074 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2075 {
2076 return;
2077 }
2078
2079 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
2080 unorm<8>(mState.colorClearValue.red),
2081 unorm<8>(mState.colorClearValue.green),
2082 unorm<8>(mState.colorClearValue.blue));
2083 float depth = clamp01(mState.depthClearValue);
2084 int stencil = mState.stencilClearValue & 0x000000FF;
2085
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002086
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002087 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || mState.blend.colorMaskAlpha;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002088
2089 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002090 (mState.depthStencil.stencilWritemask & stencilUnmasked) != stencilUnmasked;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002091 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002092 !(mState.blend.colorMaskRed && mState.blend.colorMaskGreen &&
2093 mState.blend.colorMaskBlue && alphaUnmasked);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002094
2095 if (needMaskedColorClear || needMaskedStencilClear)
2096 {
2097 // State which is altered in all paths from this point to the clear call is saved.
2098 // State which is altered in only some paths will be flagged dirty in the case that
2099 // that path is taken.
2100 HRESULT hr;
2101 if (mMaskedClearSavedState == NULL)
2102 {
2103 hr = mDevice->BeginStateBlock();
2104 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2105
2106 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2107 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2108 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2109 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2110 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2111 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2112 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2113 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2114 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2115 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2116 mDevice->SetPixelShader(NULL);
2117 mDevice->SetVertexShader(NULL);
2118 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2119 mDevice->SetStreamSource(0, NULL, 0, 0);
2120 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2121 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2122 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2123 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2124 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2125 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2126 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2127
2128 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2129 {
2130 mDevice->SetStreamSourceFreq(i, 1);
2131 }
2132
2133 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
2134 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2135 }
2136
2137 ASSERT(mMaskedClearSavedState != NULL);
2138
2139 if (mMaskedClearSavedState != NULL)
2140 {
2141 hr = mMaskedClearSavedState->Capture();
2142 ASSERT(SUCCEEDED(hr));
2143 }
2144
2145 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2146 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2147 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2148 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2149 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2150 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2151 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2152 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2153
2154 if (flags & D3DCLEAR_TARGET)
2155 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002156 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
2157 gl_d3d9::ConvertColorMask(mState.blend.colorMaskRed,
2158 mState.blend.colorMaskGreen,
2159 mState.blend.colorMaskBlue,
2160 mState.blend.colorMaskAlpha));
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002161 }
2162 else
2163 {
2164 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2165 }
2166
2167 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2168 {
2169 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2170 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2171 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2172 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002173 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.depthStencil.stencilWritemask);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002174 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2175 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2176 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002177 }
2178 else
2179 {
2180 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2181 }
2182
2183 mDevice->SetPixelShader(NULL);
2184 mDevice->SetVertexShader(NULL);
2185 mDevice->SetFVF(D3DFVF_XYZRHW);
2186 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2187 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2188 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2189 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2190 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2191 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2192 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
2193
2194 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2195 {
2196 mDevice->SetStreamSourceFreq(i, 1);
2197 }
2198
2199 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2200 quad[0][0] = -0.5f;
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002201 quad[0][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002202 quad[0][2] = 0.0f;
2203 quad[0][3] = 1.0f;
2204
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002205 quad[1][0] = mRenderTargetDesc.width - 0.5f;
2206 quad[1][1] = mRenderTargetDesc.height - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002207 quad[1][2] = 0.0f;
2208 quad[1][3] = 1.0f;
2209
2210 quad[2][0] = -0.5f;
2211 quad[2][1] = -0.5f;
2212 quad[2][2] = 0.0f;
2213 quad[2][3] = 1.0f;
2214
daniel@transgaming.com39cee2e2012-11-28 19:39:14 +00002215 quad[3][0] = mRenderTargetDesc.width - 0.5f;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002216 quad[3][1] = -0.5f;
2217 quad[3][2] = 0.0f;
2218 quad[3][3] = 1.0f;
2219
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002220 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002221 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2222
2223 if (flags & D3DCLEAR_ZBUFFER)
2224 {
2225 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2226 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2227 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
2228 }
2229
2230 if (mMaskedClearSavedState != NULL)
2231 {
2232 mMaskedClearSavedState->Apply();
2233 }
2234 }
2235 else if (flags)
2236 {
2237 mDevice->Clear(0, NULL, flags, color, depth, stencil);
2238 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002239
2240 mRenderer->clear(mask, mState.colorClearValue, mState.depthClearValue, mState.stencilClearValue,
2241 framebufferObject);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002242}
2243
2244void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2245{
2246 if (!mState.currentProgram)
2247 {
2248 return error(GL_INVALID_OPERATION);
2249 }
2250
2251 D3DPRIMITIVETYPE primitiveType;
2252 int primitiveCount;
2253
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002254 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002255 return error(GL_INVALID_ENUM);
2256
2257 if (primitiveCount <= 0)
2258 {
2259 return;
2260 }
2261
2262 if (!applyRenderTarget(false))
2263 {
2264 return;
2265 }
2266
2267 applyState(mode);
2268
2269 GLsizei repeatDraw = 1;
2270 GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
2271 if (err != GL_NO_ERROR)
2272 {
2273 return error(err);
2274 }
2275
2276 applyShaders();
2277 applyTextures();
2278
daniel@transgaming.com62a28462012-07-24 18:33:59 +00002279 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002280 {
2281 return error(GL_INVALID_OPERATION);
2282 }
2283
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002284 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002285 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002286 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002287
2288 if (mode == GL_LINE_LOOP)
2289 {
2290 drawLineLoop(count, GL_NONE, NULL, 0);
2291 }
2292 else if (instances > 0)
2293 {
2294 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
2295 if (countingIB)
2296 {
2297 if (mAppliedIBSerial != countingIB->getSerial())
2298 {
2299 mDevice->SetIndices(countingIB->getBuffer());
2300 mAppliedIBSerial = countingIB->getSerial();
2301 }
2302
2303 for (int i = 0; i < repeatDraw; i++)
2304 {
2305 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
2306 }
2307 }
2308 else
2309 {
2310 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
2311 return error(GL_OUT_OF_MEMORY);
2312 }
2313 }
2314 else // Regular case
2315 {
2316 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
2317 }
2318 }
2319}
2320
2321void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2322{
2323 if (!mState.currentProgram)
2324 {
2325 return error(GL_INVALID_OPERATION);
2326 }
2327
2328 if (!indices && !mState.elementArrayBuffer)
2329 {
2330 return error(GL_INVALID_OPERATION);
2331 }
2332
2333 D3DPRIMITIVETYPE primitiveType;
2334 int primitiveCount;
2335
daniel@transgaming.com682a37c2012-11-28 19:34:44 +00002336 if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002337 return error(GL_INVALID_ENUM);
2338
2339 if (primitiveCount <= 0)
2340 {
2341 return;
2342 }
2343
2344 if (!applyRenderTarget(false))
2345 {
2346 return;
2347 }
2348
2349 applyState(mode);
2350
2351 TranslatedIndexData indexInfo;
2352 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
2353 if (err != GL_NO_ERROR)
2354 {
2355 return error(err);
2356 }
2357
2358 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2359 GLsizei repeatDraw = 1;
2360 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
2361 if (err != GL_NO_ERROR)
2362 {
2363 return error(err);
2364 }
2365
2366 applyShaders();
2367 applyTextures();
2368
daniel@transgaming.come3e826d2012-11-28 19:42:35 +00002369 if (!getCurrentProgramBinary()->validateSamplers(NULL))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002370 {
2371 return error(GL_INVALID_OPERATION);
2372 }
2373
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002374 if (!skipDraw(mode))
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002375 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002376 mRenderer->startScene();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002377
2378 if (mode == GL_LINE_LOOP)
2379 {
2380 drawLineLoop(count, type, indices, indexInfo.minIndex);
2381 }
2382 else
2383 {
2384 for (int i = 0; i < repeatDraw; i++)
2385 {
2386 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
2387 }
2388 }
2389 }
2390}
2391
2392// Implements glFlush when block is false, glFinish when block is true
2393void Context::sync(bool block)
2394{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002395 mRenderer->sync(block);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002396}
2397
2398void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
2399{
2400 // Get the raw indices for an indexed draw
2401 if (type != GL_NONE && mState.elementArrayBuffer.get())
2402 {
2403 Buffer *indexBuffer = mState.elementArrayBuffer.get();
2404 intptr_t offset = reinterpret_cast<intptr_t>(indices);
2405 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
2406 }
2407
2408 UINT startIndex = 0;
2409 bool succeeded = false;
2410
2411 if (supports32bitIndices())
2412 {
2413 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
2414
2415 if (!mLineLoopIB)
2416 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002417 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002418 }
2419
2420 if (mLineLoopIB)
2421 {
2422 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
2423
2424 UINT offset = 0;
2425 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
2426 startIndex = offset / 4;
2427
2428 if (data)
2429 {
2430 switch (type)
2431 {
2432 case GL_NONE: // Non-indexed draw
2433 for (int i = 0; i < count; i++)
2434 {
2435 data[i] = i;
2436 }
2437 data[count] = 0;
2438 break;
2439 case GL_UNSIGNED_BYTE:
2440 for (int i = 0; i < count; i++)
2441 {
2442 data[i] = static_cast<const GLubyte*>(indices)[i];
2443 }
2444 data[count] = static_cast<const GLubyte*>(indices)[0];
2445 break;
2446 case GL_UNSIGNED_SHORT:
2447 for (int i = 0; i < count; i++)
2448 {
2449 data[i] = static_cast<const GLushort*>(indices)[i];
2450 }
2451 data[count] = static_cast<const GLushort*>(indices)[0];
2452 break;
2453 case GL_UNSIGNED_INT:
2454 for (int i = 0; i < count; i++)
2455 {
2456 data[i] = static_cast<const GLuint*>(indices)[i];
2457 }
2458 data[count] = static_cast<const GLuint*>(indices)[0];
2459 break;
2460 default: UNREACHABLE();
2461 }
2462
2463 mLineLoopIB->unmap();
2464 succeeded = true;
2465 }
2466 }
2467 }
2468 else
2469 {
2470 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
2471
2472 if (!mLineLoopIB)
2473 {
daniel@transgaming.com6716a272012-10-31 18:31:39 +00002474 mLineLoopIB = new StreamingIndexBuffer(mRenderer, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002475 }
2476
2477 if (mLineLoopIB)
2478 {
2479 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
2480
2481 UINT offset = 0;
2482 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
2483 startIndex = offset / 2;
2484
2485 if (data)
2486 {
2487 switch (type)
2488 {
2489 case GL_NONE: // Non-indexed draw
2490 for (int i = 0; i < count; i++)
2491 {
2492 data[i] = i;
2493 }
2494 data[count] = 0;
2495 break;
2496 case GL_UNSIGNED_BYTE:
2497 for (int i = 0; i < count; i++)
2498 {
2499 data[i] = static_cast<const GLubyte*>(indices)[i];
2500 }
2501 data[count] = static_cast<const GLubyte*>(indices)[0];
2502 break;
2503 case GL_UNSIGNED_SHORT:
2504 for (int i = 0; i < count; i++)
2505 {
2506 data[i] = static_cast<const GLushort*>(indices)[i];
2507 }
2508 data[count] = static_cast<const GLushort*>(indices)[0];
2509 break;
2510 case GL_UNSIGNED_INT:
2511 for (int i = 0; i < count; i++)
2512 {
2513 data[i] = static_cast<const GLuint*>(indices)[i];
2514 }
2515 data[count] = static_cast<const GLuint*>(indices)[0];
2516 break;
2517 default: UNREACHABLE();
2518 }
2519
2520 mLineLoopIB->unmap();
2521 succeeded = true;
2522 }
2523 }
2524 }
2525
2526 if (succeeded)
2527 {
2528 if (mAppliedIBSerial != mLineLoopIB->getSerial())
2529 {
2530 mDevice->SetIndices(mLineLoopIB->getBuffer());
2531 mAppliedIBSerial = mLineLoopIB->getSerial();
2532 }
2533
2534 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
2535 }
2536 else
2537 {
2538 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
2539 return error(GL_OUT_OF_MEMORY);
2540 }
2541}
2542
2543void Context::recordInvalidEnum()
2544{
2545 mInvalidEnum = true;
2546}
2547
2548void Context::recordInvalidValue()
2549{
2550 mInvalidValue = true;
2551}
2552
2553void Context::recordInvalidOperation()
2554{
2555 mInvalidOperation = true;
2556}
2557
2558void Context::recordOutOfMemory()
2559{
2560 mOutOfMemory = true;
2561}
2562
2563void Context::recordInvalidFramebufferOperation()
2564{
2565 mInvalidFramebufferOperation = true;
2566}
2567
2568// Get one of the recorded errors and clear its flag, if any.
2569// [OpenGL ES 2.0.24] section 2.5 page 13.
2570GLenum Context::getError()
2571{
2572 if (mInvalidEnum)
2573 {
2574 mInvalidEnum = false;
2575
2576 return GL_INVALID_ENUM;
2577 }
2578
2579 if (mInvalidValue)
2580 {
2581 mInvalidValue = false;
2582
2583 return GL_INVALID_VALUE;
2584 }
2585
2586 if (mInvalidOperation)
2587 {
2588 mInvalidOperation = false;
2589
2590 return GL_INVALID_OPERATION;
2591 }
2592
2593 if (mOutOfMemory)
2594 {
2595 mOutOfMemory = false;
2596
2597 return GL_OUT_OF_MEMORY;
2598 }
2599
2600 if (mInvalidFramebufferOperation)
2601 {
2602 mInvalidFramebufferOperation = false;
2603
2604 return GL_INVALID_FRAMEBUFFER_OPERATION;
2605 }
2606
2607 return GL_NO_ERROR;
2608}
2609
2610GLenum Context::getResetStatus()
2611{
2612 if (mResetStatus == GL_NO_ERROR)
2613 {
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002614 // mResetStatus will be set by the markContextLost callback
2615 // in the case a notification is sent
2616 mRenderer->testDeviceLost(true);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002617 }
2618
2619 GLenum status = mResetStatus;
2620
2621 if (mResetStatus != GL_NO_ERROR)
2622 {
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002623 if (mRenderer->testDeviceResettable())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002624 {
2625 mResetStatus = GL_NO_ERROR;
2626 }
2627 }
2628
2629 return status;
2630}
2631
2632bool Context::isResetNotificationEnabled()
2633{
2634 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
2635}
2636
2637bool Context::supportsShaderModel3() const
2638{
2639 return mSupportsShaderModel3;
2640}
2641
2642float Context::getMaximumPointSize() const
2643{
2644 return mSupportsShaderModel3 ? mMaximumPointSize : ALIASED_POINT_SIZE_RANGE_MAX_SM2;
2645}
2646
2647int Context::getMaximumVaryingVectors() const
2648{
2649 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2650}
2651
2652unsigned int Context::getMaximumVertexTextureImageUnits() const
2653{
2654 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
2655}
2656
2657unsigned int Context::getMaximumCombinedTextureImageUnits() const
2658{
2659 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
2660}
2661
2662int Context::getMaximumFragmentUniformVectors() const
2663{
2664 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
2665}
2666
2667int Context::getMaxSupportedSamples() const
2668{
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002669 return mRenderer->getMaxSupportedSamples();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002670}
2671
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002672bool Context::supportsEventQueries() const
2673{
2674 return mSupportsEventQueries;
2675}
2676
2677bool Context::supportsOcclusionQueries() const
2678{
2679 return mSupportsOcclusionQueries;
2680}
2681
2682bool Context::supportsDXT1Textures() const
2683{
2684 return mSupportsDXT1Textures;
2685}
2686
2687bool Context::supportsDXT3Textures() const
2688{
2689 return mSupportsDXT3Textures;
2690}
2691
2692bool Context::supportsDXT5Textures() const
2693{
2694 return mSupportsDXT5Textures;
2695}
2696
2697bool Context::supportsFloat32Textures() const
2698{
2699 return mSupportsFloat32Textures;
2700}
2701
2702bool Context::supportsFloat32LinearFilter() const
2703{
2704 return mSupportsFloat32LinearFilter;
2705}
2706
2707bool Context::supportsFloat32RenderableTextures() const
2708{
2709 return mSupportsFloat32RenderableTextures;
2710}
2711
2712bool Context::supportsFloat16Textures() const
2713{
2714 return mSupportsFloat16Textures;
2715}
2716
2717bool Context::supportsFloat16LinearFilter() const
2718{
2719 return mSupportsFloat16LinearFilter;
2720}
2721
2722bool Context::supportsFloat16RenderableTextures() const
2723{
2724 return mSupportsFloat16RenderableTextures;
2725}
2726
2727int Context::getMaximumRenderbufferDimension() const
2728{
2729 return mMaxRenderbufferDimension;
2730}
2731
2732int Context::getMaximumTextureDimension() const
2733{
2734 return mMaxTextureDimension;
2735}
2736
2737int Context::getMaximumCubeTextureDimension() const
2738{
2739 return mMaxCubeTextureDimension;
2740}
2741
2742int Context::getMaximumTextureLevel() const
2743{
2744 return mMaxTextureLevel;
2745}
2746
2747bool Context::supportsLuminanceTextures() const
2748{
2749 return mSupportsLuminanceTextures;
2750}
2751
2752bool Context::supportsLuminanceAlphaTextures() const
2753{
2754 return mSupportsLuminanceAlphaTextures;
2755}
2756
2757bool Context::supportsDepthTextures() const
2758{
2759 return mSupportsDepthTextures;
2760}
2761
2762bool Context::supports32bitIndices() const
2763{
2764 return mSupports32bitIndices;
2765}
2766
2767bool Context::supportsNonPower2Texture() const
2768{
2769 return mSupportsNonPower2Texture;
2770}
2771
2772bool Context::supportsInstancing() const
2773{
2774 return mSupportsInstancing;
2775}
2776
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00002777bool Context::supportsTextureFilterAnisotropy() const
2778{
2779 return mSupportsTextureFilterAnisotropy;
2780}
2781
2782float Context::getTextureMaxAnisotropy() const
2783{
2784 return mMaxTextureAnisotropy;
2785}
2786
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002787bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
2788{
2789 Framebuffer *framebuffer = getReadFramebuffer();
2790 if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2791 {
2792 return error(GL_INVALID_OPERATION, false);
2793 }
2794
2795 Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
2796 if (!renderbuffer)
2797 {
2798 return error(GL_INVALID_OPERATION, false);
2799 }
2800
daniel@transgaming.com20d36662012-10-31 19:51:43 +00002801 *format = gl::ExtractFormat(renderbuffer->getActualFormat());
2802 *type = gl::ExtractType(renderbuffer->getActualFormat());
daniel@transgaming.com42944b02012-09-27 17:45:57 +00002803
2804 return true;
2805}
2806
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002807void Context::detachBuffer(GLuint buffer)
2808{
2809 // [OpenGL ES 2.0.24] section 2.9 page 22:
2810 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
2811 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
2812
2813 if (mState.arrayBuffer.id() == buffer)
2814 {
2815 mState.arrayBuffer.set(NULL);
2816 }
2817
2818 if (mState.elementArrayBuffer.id() == buffer)
2819 {
2820 mState.elementArrayBuffer.set(NULL);
2821 }
2822
2823 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
2824 {
2825 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
2826 {
2827 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
2828 }
2829 }
2830}
2831
2832void Context::detachTexture(GLuint texture)
2833{
2834 // [OpenGL ES 2.0.24] section 3.8 page 84:
2835 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
2836 // rebound to texture object zero
2837
2838 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
2839 {
2840 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
2841 {
2842 if (mState.samplerTexture[type][sampler].id() == texture)
2843 {
2844 mState.samplerTexture[type][sampler].set(NULL);
2845 }
2846 }
2847 }
2848
2849 // [OpenGL ES 2.0.24] section 4.4 page 112:
2850 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
2851 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
2852 // image was attached in the currently bound framebuffer.
2853
2854 Framebuffer *readFramebuffer = getReadFramebuffer();
2855 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2856
2857 if (readFramebuffer)
2858 {
2859 readFramebuffer->detachTexture(texture);
2860 }
2861
2862 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2863 {
2864 drawFramebuffer->detachTexture(texture);
2865 }
2866}
2867
2868void Context::detachFramebuffer(GLuint framebuffer)
2869{
2870 // [OpenGL ES 2.0.24] section 4.4 page 107:
2871 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
2872 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
2873
2874 if (mState.readFramebuffer == framebuffer)
2875 {
2876 bindReadFramebuffer(0);
2877 }
2878
2879 if (mState.drawFramebuffer == framebuffer)
2880 {
2881 bindDrawFramebuffer(0);
2882 }
2883}
2884
2885void Context::detachRenderbuffer(GLuint renderbuffer)
2886{
2887 // [OpenGL ES 2.0.24] section 4.4 page 109:
2888 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
2889 // had been executed with the target RENDERBUFFER and name of zero.
2890
2891 if (mState.renderbuffer.id() == renderbuffer)
2892 {
2893 bindRenderbuffer(0);
2894 }
2895
2896 // [OpenGL ES 2.0.24] section 4.4 page 111:
2897 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
2898 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
2899 // point to which this image was attached in the currently bound framebuffer.
2900
2901 Framebuffer *readFramebuffer = getReadFramebuffer();
2902 Framebuffer *drawFramebuffer = getDrawFramebuffer();
2903
2904 if (readFramebuffer)
2905 {
2906 readFramebuffer->detachRenderbuffer(renderbuffer);
2907 }
2908
2909 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
2910 {
2911 drawFramebuffer->detachRenderbuffer(renderbuffer);
2912 }
2913}
2914
2915Texture *Context::getIncompleteTexture(TextureType type)
2916{
2917 Texture *t = mIncompleteTextures[type].get();
2918
2919 if (t == NULL)
2920 {
2921 static const GLubyte color[] = { 0, 0, 0, 255 };
2922
2923 switch (type)
2924 {
2925 default:
2926 UNREACHABLE();
2927 // default falls through to TEXTURE_2D
2928
2929 case TEXTURE_2D:
2930 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00002931 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002932 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2933 t = incomplete2d;
2934 }
2935 break;
2936
2937 case TEXTURE_CUBE:
2938 {
daniel@transgaming.com370482e2012-11-28 19:32:13 +00002939 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002940
2941 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2942 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2943 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2944 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2945 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2946 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
2947
2948 t = incompleteCube;
2949 }
2950 break;
2951 }
2952
2953 mIncompleteTextures[type].set(t);
2954 }
2955
2956 return t;
2957}
2958
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002959bool Context::skipDraw(GLenum drawMode)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002960{
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002961 if (drawMode == GL_POINTS)
2962 {
2963 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
2964 // which affects varying interpolation. Since the value of gl_PointSize is
2965 // undefined when not written, just skip drawing to avoid unexpected results.
2966 if (!getCurrentProgramBinary()->usesPointSize())
2967 {
2968 // This is stictly speaking not an error, but developers should be
2969 // notified of risking undefined behavior.
2970 ERR("Point rendering without writing to gl_PointSize.");
2971
2972 return true;
2973 }
2974 }
2975 else if (isTriangleMode(drawMode))
2976 {
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00002977 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
daniel@transgaming.com087e5782012-09-17 21:28:47 +00002978 {
2979 return true;
2980 }
2981 }
2982
2983 return false;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00002984}
2985
2986bool Context::isTriangleMode(GLenum drawMode)
2987{
2988 switch (drawMode)
2989 {
2990 case GL_TRIANGLES:
2991 case GL_TRIANGLE_FAN:
2992 case GL_TRIANGLE_STRIP:
2993 return true;
2994 case GL_POINTS:
2995 case GL_LINES:
2996 case GL_LINE_LOOP:
2997 case GL_LINE_STRIP:
2998 return false;
2999 default: UNREACHABLE();
3000 }
3001
3002 return false;
3003}
3004
3005void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3006{
3007 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3008
3009 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3010 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3011 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3012 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
3013
3014 mVertexDataManager->dirtyCurrentValue(index);
3015}
3016
3017void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3018{
3019 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3020
3021 mState.vertexAttribute[index].mDivisor = divisor;
3022}
3023
3024// keep list sorted in following order
3025// OES extensions
3026// EXT extensions
3027// Vendor extensions
3028void Context::initExtensionString()
3029{
3030 mExtensionString = "";
3031
3032 // OES extensions
3033 if (supports32bitIndices())
3034 {
3035 mExtensionString += "GL_OES_element_index_uint ";
3036 }
3037
3038 mExtensionString += "GL_OES_packed_depth_stencil ";
3039 mExtensionString += "GL_OES_get_program_binary ";
3040 mExtensionString += "GL_OES_rgb8_rgba8 ";
3041 mExtensionString += "GL_OES_standard_derivatives ";
3042
3043 if (supportsFloat16Textures())
3044 {
3045 mExtensionString += "GL_OES_texture_half_float ";
3046 }
3047 if (supportsFloat16LinearFilter())
3048 {
3049 mExtensionString += "GL_OES_texture_half_float_linear ";
3050 }
3051 if (supportsFloat32Textures())
3052 {
3053 mExtensionString += "GL_OES_texture_float ";
3054 }
3055 if (supportsFloat32LinearFilter())
3056 {
3057 mExtensionString += "GL_OES_texture_float_linear ";
3058 }
3059
3060 if (supportsNonPower2Texture())
3061 {
3062 mExtensionString += "GL_OES_texture_npot ";
3063 }
3064
3065 // Multi-vendor (EXT) extensions
3066 if (supportsOcclusionQueries())
3067 {
3068 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3069 }
3070
3071 mExtensionString += "GL_EXT_read_format_bgra ";
3072 mExtensionString += "GL_EXT_robustness ";
3073
3074 if (supportsDXT1Textures())
3075 {
3076 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3077 }
3078
daniel@transgaming.com07ab8412012-07-12 15:17:09 +00003079 if (supportsTextureFilterAnisotropy())
3080 {
3081 mExtensionString += "GL_EXT_texture_filter_anisotropic ";
3082 }
3083
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003084 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
3085 mExtensionString += "GL_EXT_texture_storage ";
3086
3087 // ANGLE-specific extensions
3088 if (supportsDepthTextures())
3089 {
3090 mExtensionString += "GL_ANGLE_depth_texture ";
3091 }
3092
3093 mExtensionString += "GL_ANGLE_framebuffer_blit ";
3094 if (getMaxSupportedSamples() != 0)
3095 {
3096 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3097 }
3098
3099 if (supportsInstancing())
3100 {
3101 mExtensionString += "GL_ANGLE_instanced_arrays ";
3102 }
3103
3104 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3105
3106 if (supportsDXT3Textures())
3107 {
3108 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3109 }
3110 if (supportsDXT5Textures())
3111 {
3112 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
3113 }
3114
3115 mExtensionString += "GL_ANGLE_texture_usage ";
3116 mExtensionString += "GL_ANGLE_translated_shader_source ";
3117
3118 // Other vendor-specific extensions
3119 if (supportsEventQueries())
3120 {
3121 mExtensionString += "GL_NV_fence ";
3122 }
3123
3124 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3125 if (end != std::string::npos)
3126 {
3127 mExtensionString.resize(end+1);
3128 }
3129}
3130
3131const char *Context::getExtensionString() const
3132{
3133 return mExtensionString.c_str();
3134}
3135
3136void Context::initRendererString()
3137{
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003138 mRendererString = "ANGLE (";
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00003139 mRendererString += mRenderer->getAdapterDescription();
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003140 mRendererString += ")";
3141}
3142
3143const char *Context::getRendererString() const
3144{
3145 return mRendererString.c_str();
3146}
3147
3148void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3149 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3150 GLbitfield mask)
3151{
3152 Framebuffer *readFramebuffer = getReadFramebuffer();
3153 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3154
3155 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3156 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3157 {
3158 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3159 }
3160
3161 if (drawFramebuffer->getSamples() != 0)
3162 {
3163 return error(GL_INVALID_OPERATION);
3164 }
3165
3166 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3167 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3168 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3169 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3170
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003171 Rectangle sourceRect;
3172 Rectangle destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003173
3174 if (srcX0 < srcX1)
3175 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003176 sourceRect.x = srcX0;
3177 destRect.x = dstX0;
3178 sourceRect.width = srcX1 - srcX0;
3179 destRect.width = dstX1 - dstX0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003180 }
3181 else
3182 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003183 sourceRect.x = srcX1;
3184 destRect.x = dstX1;
3185 sourceRect.width = srcX0 - srcX1;
3186 destRect.width = dstX0 - dstX1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003187 }
3188
3189 if (srcY0 < srcY1)
3190 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003191 sourceRect.height = srcY1 - srcY0;
3192 destRect.height = dstY1 - dstY0;
3193 sourceRect.y = srcY0;
3194 destRect.y = dstY0;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003195 }
3196 else
3197 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003198 sourceRect.height = srcY0 - srcY1;
3199 destRect.height = dstY0 - srcY1;
3200 sourceRect.y = srcY1;
3201 destRect.y = dstY1;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003202 }
3203
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003204 Rectangle sourceScissoredRect = sourceRect;
3205 Rectangle destScissoredRect = destRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003206
daniel@transgaming.comf39967e2012-11-28 19:35:56 +00003207 if (mState.rasterizer.scissorTest)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003208 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003209 // Only write to parts of the destination framebuffer which pass the scissor test.
3210 if (destRect.x < mState.scissor.x)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003211 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003212 int xDiff = mState.scissor.x - destRect.x;
3213 destScissoredRect.x = mState.scissor.x;
3214 destScissoredRect.width -= xDiff;
3215 sourceScissoredRect.x += xDiff;
3216 sourceScissoredRect.width -= xDiff;
3217
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003218 }
3219
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003220 if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003221 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003222 int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
3223 destScissoredRect.width -= xDiff;
3224 sourceScissoredRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003225 }
3226
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003227 if (destRect.y < mState.scissor.y)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003228 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003229 int yDiff = mState.scissor.y - destRect.y;
3230 destScissoredRect.y = mState.scissor.y;
3231 destScissoredRect.height -= yDiff;
3232 sourceScissoredRect.y += yDiff;
3233 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003234 }
3235
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003236 if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003237 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003238 int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
3239 destScissoredRect.height -= yDiff;
3240 sourceScissoredRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003241 }
3242 }
3243
3244 bool blitRenderTarget = false;
3245 bool blitDepthStencil = false;
3246
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003247 Rectangle sourceTrimmedRect = sourceScissoredRect;
3248 Rectangle destTrimmedRect = destScissoredRect;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003249
3250 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3251 // the actual draw and read surfaces.
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003252 if (sourceTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003253 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003254 int xDiff = 0 - sourceTrimmedRect.x;
3255 sourceTrimmedRect.x = 0;
3256 sourceTrimmedRect.width -= xDiff;
3257 destTrimmedRect.x += xDiff;
3258 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003259 }
3260
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003261 if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003262 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003263 int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
3264 sourceTrimmedRect.width -= xDiff;
3265 destTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003266 }
3267
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003268 if (sourceTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003269 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003270 int yDiff = 0 - sourceTrimmedRect.y;
3271 sourceTrimmedRect.y = 0;
3272 sourceTrimmedRect.height -= yDiff;
3273 destTrimmedRect.y += yDiff;
3274 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003275 }
3276
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003277 if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003278 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003279 int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
3280 sourceTrimmedRect.height -= yDiff;
3281 destTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003282 }
3283
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003284 if (destTrimmedRect.x < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003285 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003286 int xDiff = 0 - destTrimmedRect.x;
3287 destTrimmedRect.x = 0;
3288 destTrimmedRect.width -= xDiff;
3289 sourceTrimmedRect.x += xDiff;
3290 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003291 }
3292
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003293 if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003294 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003295 int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
3296 destTrimmedRect.width -= xDiff;
3297 sourceTrimmedRect.width -= xDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003298 }
3299
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003300 if (destTrimmedRect.y < 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003301 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003302 int yDiff = 0 - destTrimmedRect.y;
3303 destTrimmedRect.y = 0;
3304 destTrimmedRect.height -= yDiff;
3305 sourceTrimmedRect.y += yDiff;
3306 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003307 }
3308
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003309 if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003310 {
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003311 int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
3312 destTrimmedRect.height -= yDiff;
3313 sourceTrimmedRect.height -= yDiff;
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003314 }
3315
3316 bool partialBufferCopy = false;
daniel@transgaming.com48ab81c2012-11-28 19:39:21 +00003317 if (sourceTrimmedRect.height < readBufferHeight ||
3318 sourceTrimmedRect.width < readBufferWidth ||
3319 destTrimmedRect.height < drawBufferHeight ||
3320 destTrimmedRect.width < drawBufferWidth ||
3321 sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003322 {
3323 partialBufferCopy = true;
3324 }
3325
3326 if (mask & GL_COLOR_BUFFER_BIT)
3327 {
3328 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3329 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3330 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3331 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3332 if (!validReadType || !validDrawType ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003333 readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003334 {
3335 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3336 return error(GL_INVALID_OPERATION);
3337 }
3338
3339 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3340 {
3341 return error(GL_INVALID_OPERATION);
3342 }
3343
3344 blitRenderTarget = true;
3345
3346 }
3347
3348 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3349 {
3350 Renderbuffer *readDSBuffer = NULL;
3351 Renderbuffer *drawDSBuffer = NULL;
3352
3353 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3354 // both a depth and stencil buffer, it will be the same buffer.
3355
3356 if (mask & GL_DEPTH_BUFFER_BIT)
3357 {
3358 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3359 {
3360 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003361 readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003362 {
3363 return error(GL_INVALID_OPERATION);
3364 }
3365
3366 blitDepthStencil = true;
3367 readDSBuffer = readFramebuffer->getDepthbuffer();
3368 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3369 }
3370 }
3371
3372 if (mask & GL_STENCIL_BUFFER_BIT)
3373 {
3374 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3375 {
3376 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
daniel@transgaming.com20d36662012-10-31 19:51:43 +00003377 readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003378 {
3379 return error(GL_INVALID_OPERATION);
3380 }
3381
3382 blitDepthStencil = true;
3383 readDSBuffer = readFramebuffer->getStencilbuffer();
3384 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3385 }
3386 }
3387
3388 if (partialBufferCopy)
3389 {
3390 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3391 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3392 }
3393
3394 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3395 (readDSBuffer && readDSBuffer->getSamples() != 0))
3396 {
3397 return error(GL_INVALID_OPERATION);
3398 }
3399 }
3400
3401 if (blitRenderTarget || blitDepthStencil)
3402 {
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003403 mRenderer->blitRect(readFramebuffer, &sourceTrimmedRect, drawFramebuffer, &destTrimmedRect, blitRenderTarget, blitDepthStencil);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003404 }
3405}
3406
3407VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
3408{
3409 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3410 {
3411 mVertexDeclCache[i].vertexDeclaration = NULL;
3412 mVertexDeclCache[i].lruCount = 0;
3413 }
3414}
3415
3416VertexDeclarationCache::~VertexDeclarationCache()
3417{
3418 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3419 {
3420 if (mVertexDeclCache[i].vertexDeclaration)
3421 {
3422 mVertexDeclCache[i].vertexDeclaration->Release();
3423 }
3424 }
3425}
3426
daniel@transgaming.com5ae3ccc2012-07-24 18:29:38 +00003427GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003428{
3429 *repeatDraw = 1;
3430
3431 int indexedAttribute = MAX_VERTEX_ATTRIBS;
3432 int instancedAttribute = MAX_VERTEX_ATTRIBS;
3433
3434 if (instances > 0)
3435 {
3436 // Find an indexed attribute to be mapped to D3D stream 0
3437 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3438 {
3439 if (attributes[i].active)
3440 {
3441 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3442 {
3443 if (attributes[i].divisor == 0)
3444 {
3445 indexedAttribute = i;
3446 }
3447 }
3448 else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3449 {
3450 if (attributes[i].divisor != 0)
3451 {
3452 instancedAttribute = i;
3453 }
3454 }
3455 else break; // Found both an indexed and instanced attribute
3456 }
3457 }
3458
3459 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
3460 {
3461 return GL_INVALID_OPERATION;
3462 }
3463 }
3464
3465 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
3466 D3DVERTEXELEMENT9 *element = &elements[0];
3467
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003468 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3469 {
3470 if (attributes[i].active)
3471 {
3472 int stream = i;
3473
3474 if (instances > 0)
3475 {
3476 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
3477 if (instancedAttribute == MAX_VERTEX_ATTRIBS)
3478 {
3479 *repeatDraw = instances;
3480 }
3481 else
3482 {
3483 if (i == indexedAttribute)
3484 {
3485 stream = 0;
3486 }
3487 else if (i == 0)
3488 {
3489 stream = indexedAttribute;
3490 }
3491
3492 UINT frequency = 1;
3493
3494 if (attributes[i].divisor == 0)
3495 {
3496 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
3497 }
3498 else
3499 {
3500 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
3501 }
3502
3503 device->SetStreamSourceFreq(stream, frequency);
3504 mInstancingEnabled = true;
3505 }
3506 }
3507
3508 if (mAppliedVBs[stream].serial != attributes[i].serial ||
3509 mAppliedVBs[stream].stride != attributes[i].stride ||
3510 mAppliedVBs[stream].offset != attributes[i].offset)
3511 {
3512 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
3513 mAppliedVBs[stream].serial = attributes[i].serial;
3514 mAppliedVBs[stream].stride = attributes[i].stride;
3515 mAppliedVBs[stream].offset = attributes[i].offset;
3516 }
3517
3518 element->Stream = stream;
3519 element->Offset = 0;
3520 element->Type = attributes[i].type;
3521 element->Method = D3DDECLMETHOD_DEFAULT;
3522 element->Usage = D3DDECLUSAGE_TEXCOORD;
3523 element->UsageIndex = programBinary->getSemanticIndex(i);
3524 element++;
3525 }
3526 }
3527
3528 if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
3529 {
3530 if (mInstancingEnabled)
3531 {
3532 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3533 {
3534 device->SetStreamSourceFreq(i, 1);
3535 }
3536
3537 mInstancingEnabled = false;
3538 }
3539 }
3540
3541 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
3542 *(element++) = end;
3543
3544 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3545 {
3546 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
3547 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
3548 {
3549 entry->lruCount = ++mMaxLru;
3550 if(entry->vertexDeclaration != mLastSetVDecl)
3551 {
3552 device->SetVertexDeclaration(entry->vertexDeclaration);
3553 mLastSetVDecl = entry->vertexDeclaration;
3554 }
3555
3556 return GL_NO_ERROR;
3557 }
3558 }
3559
3560 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
3561
3562 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3563 {
3564 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
3565 {
3566 lastCache = &mVertexDeclCache[i];
3567 }
3568 }
3569
3570 if (lastCache->vertexDeclaration != NULL)
3571 {
3572 lastCache->vertexDeclaration->Release();
3573 lastCache->vertexDeclaration = NULL;
3574 // mLastSetVDecl is set to the replacement, so we don't have to worry
3575 // about it.
3576 }
3577
3578 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
3579 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
3580 device->SetVertexDeclaration(lastCache->vertexDeclaration);
3581 mLastSetVDecl = lastCache->vertexDeclaration;
3582 lastCache->lruCount = ++mMaxLru;
3583
3584 return GL_NO_ERROR;
3585}
3586
3587void VertexDeclarationCache::markStateDirty()
3588{
3589 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3590 {
3591 mAppliedVBs[i].serial = 0;
3592 }
3593
3594 mLastSetVDecl = NULL;
3595 mInstancingEnabled = true; // Forces it to be disabled when not used
3596}
3597
3598}
3599
3600extern "C"
3601{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003602gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003603{
daniel@transgaming.com03d39092012-11-28 19:31:59 +00003604 return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003605}
3606
3607void glDestroyContext(gl::Context *context)
3608{
3609 delete context;
3610
3611 if (context == gl::getContext())
3612 {
3613 gl::makeCurrent(NULL, NULL, NULL);
3614 }
3615}
3616
3617void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
3618{
3619 gl::makeCurrent(context, display, surface);
3620}
3621
3622gl::Context *glGetCurrentContext()
3623{
3624 return gl::getContext();
3625}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003626
apatrick@chromium.org144f2802012-07-12 01:42:34 +00003627}