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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00002// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Context.cpp: Implements the gl::Context class, managing all GL state and performing
8// rendering operations. It is the GLES2 specific implementation of EGLContext.
9
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000010#include "libGLESv2/Context.h"
daniel@transgaming.com16973022010-03-11 19:22:19 +000011
12#include <algorithm>
13
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000014#include "libEGL/Display.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000015
16#include "libGLESv2/main.h"
17#include "libGLESv2/mathutil.h"
18#include "libGLESv2/utilities.h"
19#include "libGLESv2/Blit.h"
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000020#include "libGLESv2/ResourceManager.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000021#include "libGLESv2/Buffer.h"
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +000022#include "libGLESv2/Fence.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000023#include "libGLESv2/FrameBuffer.h"
24#include "libGLESv2/Program.h"
daniel@transgaming.com86bdb822012-01-20 18:24:39 +000025#include "libGLESv2/Query.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000026#include "libGLESv2/RenderBuffer.h"
27#include "libGLESv2/Shader.h"
28#include "libGLESv2/Texture.h"
daniel@transgaming.com8fd34bd2011-02-18 02:52:14 +000029#include "libGLESv2/VertexDataManager.h"
30#include "libGLESv2/IndexDataManager.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000031
daniel@transgaming.com86487c22010-03-11 19:41:43 +000032#undef near
33#undef far
34
jbauman@chromium.org399c35f2011-04-28 23:19:51 +000035namespace
36{
37 enum { CLOSING_INDEX_BUFFER_SIZE = 4096 };
38}
39
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000040namespace gl
41{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +000042Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000043{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +000044 ASSERT(robustAccess == false); // Unimplemented
45
daniel@transgaming.comc941e252011-10-26 02:32:31 +000046 mDisplay = NULL;
47 mDevice = NULL;
48
benvanik@google.com1a233342011-04-28 19:44:39 +000049 mFenceHandleAllocator.setBaseHandle(0);
50
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000051 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
daniel@transgaming.com092bd482010-05-12 03:39:36 +000052
daniel@transgaming.com428d1582010-05-04 03:35:25 +000053 mState.depthClearValue = 1.0f;
54 mState.stencilClearValue = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000055
daniel@transgaming.com428d1582010-05-04 03:35:25 +000056 mState.cullFace = false;
57 mState.cullMode = GL_BACK;
58 mState.frontFace = GL_CCW;
59 mState.depthTest = false;
60 mState.depthFunc = GL_LESS;
61 mState.blend = false;
62 mState.sourceBlendRGB = GL_ONE;
63 mState.sourceBlendAlpha = GL_ONE;
64 mState.destBlendRGB = GL_ZERO;
65 mState.destBlendAlpha = GL_ZERO;
66 mState.blendEquationRGB = GL_FUNC_ADD;
67 mState.blendEquationAlpha = GL_FUNC_ADD;
68 mState.blendColor.red = 0;
69 mState.blendColor.green = 0;
70 mState.blendColor.blue = 0;
71 mState.blendColor.alpha = 0;
72 mState.stencilTest = false;
73 mState.stencilFunc = GL_ALWAYS;
74 mState.stencilRef = 0;
75 mState.stencilMask = -1;
76 mState.stencilWritemask = -1;
77 mState.stencilBackFunc = GL_ALWAYS;
78 mState.stencilBackRef = 0;
79 mState.stencilBackMask = - 1;
80 mState.stencilBackWritemask = -1;
81 mState.stencilFail = GL_KEEP;
82 mState.stencilPassDepthFail = GL_KEEP;
83 mState.stencilPassDepthPass = GL_KEEP;
84 mState.stencilBackFail = GL_KEEP;
85 mState.stencilBackPassDepthFail = GL_KEEP;
86 mState.stencilBackPassDepthPass = GL_KEEP;
87 mState.polygonOffsetFill = false;
88 mState.polygonOffsetFactor = 0.0f;
89 mState.polygonOffsetUnits = 0.0f;
90 mState.sampleAlphaToCoverage = false;
91 mState.sampleCoverage = false;
92 mState.sampleCoverageValue = 1.0f;
daniel@transgaming.coma36f98e2010-05-18 18:51:09 +000093 mState.sampleCoverageInvert = false;
daniel@transgaming.com428d1582010-05-04 03:35:25 +000094 mState.scissorTest = false;
95 mState.dither = true;
96 mState.generateMipmapHint = GL_DONT_CARE;
alokp@chromium.orgd303ef92010-09-09 17:30:15 +000097 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000098
daniel@transgaming.com428d1582010-05-04 03:35:25 +000099 mState.lineWidth = 1.0f;
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +0000100
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000101 mState.viewportX = 0;
102 mState.viewportY = 0;
103 mState.viewportWidth = config->mDisplayMode.Width;
104 mState.viewportHeight = config->mDisplayMode.Height;
105 mState.zNear = 0.0f;
106 mState.zFar = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000107
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000108 mState.scissorX = 0;
109 mState.scissorY = 0;
110 mState.scissorWidth = config->mDisplayMode.Width;
111 mState.scissorHeight = config->mDisplayMode.Height;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000112
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000113 mState.colorMaskRed = true;
114 mState.colorMaskGreen = true;
115 mState.colorMaskBlue = true;
116 mState.colorMaskAlpha = true;
117 mState.depthMask = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000118
daniel@transgaming.com0d25b002010-07-28 19:21:07 +0000119 if (shareContext != NULL)
120 {
121 mResourceManager = shareContext->mResourceManager;
122 mResourceManager->addRef();
123 }
124 else
125 {
126 mResourceManager = new ResourceManager();
127 }
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000128
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000129 // [OpenGL ES 2.0.24] section 3.7 page 83:
130 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
131 // and cube map texture state vectors respectively associated with them.
132 // In order that access to these initial textures not be lost, they are treated as texture
133 // objects all of whose names are 0.
134
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +0000135 mTexture2DZero.set(new Texture2D(0));
136 mTextureCubeMapZero.set(new TextureCubeMap(0));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000137
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000138 mState.activeSampler = 0;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000139 bindArrayBuffer(0);
140 bindElementArrayBuffer(0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000141 bindTextureCubeMap(0);
142 bindTexture2D(0);
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000143 bindReadFramebuffer(0);
144 bindDrawFramebuffer(0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000145 bindRenderbuffer(0);
146
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000147 mState.currentProgram = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000148
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000149 mState.packAlignment = 4;
150 mState.unpackAlignment = 4;
bsalomon@google.com56d46ab2011-11-23 14:53:10 +0000151 mState.packReverseRowOrder = false;
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +0000152
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000153 mVertexDataManager = NULL;
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000154 mIndexDataManager = NULL;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000155 mBlit = NULL;
jbauman@chromium.org399c35f2011-04-28 23:19:51 +0000156 mClosingIB = NULL;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000157
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000158 mInvalidEnum = false;
159 mInvalidValue = false;
160 mInvalidOperation = false;
161 mOutOfMemory = false;
162 mInvalidFramebufferOperation = false;
daniel@transgaming.com159acdf2010-03-21 04:31:24 +0000163
164 mHasBeenCurrent = false;
daniel@transgaming.com09fcc9f2011-11-09 17:46:47 +0000165 mContextLost = false;
daniel@transgaming.com17f548c2011-11-09 17:47:02 +0000166 mResetStatus = GL_NO_ERROR;
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +0000167 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
168 mRobustAccess = robustAccess;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000169
gman@chromium.org50c526d2011-08-10 05:19:44 +0000170 mSupportsDXT1Textures = false;
171 mSupportsDXT3Textures = false;
172 mSupportsDXT5Textures = false;
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +0000173 mSupportsEventQueries = false;
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000174 mSupportsOcclusionQueries = false;
gman@chromium.org50c526d2011-08-10 05:19:44 +0000175 mNumCompressedTextureFormats = 0;
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000176 mMaxSupportedSamples = 0;
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +0000177 mMaskedClearSavedState = NULL;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000178 markAllStateDirty();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000179}
180
181Context::~Context()
182{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000183 if (mState.currentProgram != 0)
184 {
185 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
186 if (programObject)
187 {
188 programObject->release();
189 }
190 mState.currentProgram = 0;
191 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000192
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000193 while (!mFramebufferMap.empty())
194 {
195 deleteFramebuffer(mFramebufferMap.begin()->first);
196 }
197
daniel@transgaming.comfe208882010-09-01 15:47:57 +0000198 while (!mFenceMap.empty())
199 {
200 deleteFence(mFenceMap.begin()->first);
201 }
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +0000202
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000203 while (!mQueryMap.empty())
204 {
205 deleteQuery(mQueryMap.begin()->first);
206 }
207
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000208 while (!mMultiSampleSupport.empty())
209 {
210 delete [] mMultiSampleSupport.begin()->second;
211 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
212 }
213
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +0000214 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000215 {
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +0000216 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000217 {
218 mState.samplerTexture[type][sampler].set(NULL);
219 }
220 }
221
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +0000222 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
daniel@transgaming.com12d54072010-03-16 06:23:26 +0000223 {
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +0000224 mIncompleteTextures[type].set(NULL);
daniel@transgaming.com12d54072010-03-16 06:23:26 +0000225 }
226
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000227 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
228 {
229 mState.vertexAttribute[i].mBoundBuffer.set(NULL);
230 }
231
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000232 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
233 {
234 mState.activeQuery[i].set(NULL);
235 }
236
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000237 mState.arrayBuffer.set(NULL);
238 mState.elementArrayBuffer.set(NULL);
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000239 mState.renderbuffer.set(NULL);
240
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +0000241 mTexture2DZero.set(NULL);
242 mTextureCubeMapZero.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000243
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000244 delete mVertexDataManager;
daniel@transgaming.comf8b58a02010-03-26 04:08:45 +0000245 delete mIndexDataManager;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000246 delete mBlit;
jbauman@chromium.org399c35f2011-04-28 23:19:51 +0000247 delete mClosingIB;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000248
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +0000249 if (mMaskedClearSavedState)
250 {
251 mMaskedClearSavedState->Release();
252 }
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000253
daniel@transgaming.com0d25b002010-07-28 19:21:07 +0000254 mResourceManager->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000255}
256
257void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
258{
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000259 mDisplay = display;
260 mDevice = mDisplay->getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000261
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000262 if (!mHasBeenCurrent)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000263 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000264 mDeviceCaps = mDisplay->getDeviceCaps();
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000265
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000266 mVertexDataManager = new VertexDataManager(this, mDevice);
267 mIndexDataManager = new IndexDataManager(this, mDevice);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000268 mBlit = new Blit(this);
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000269
daniel@transgaming.com5d752f22010-10-07 13:37:20 +0000270 mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion == D3DPS_VERSION(3, 0);
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000271 mSupportsVertexTexture = mDisplay->getVertexTextureSupport();
272 mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();
daniel@transgaming.com5d752f22010-10-07 13:37:20 +0000273
274 mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),
275 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
276 mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
277 mMaxRenderbufferDimension = mMaxTextureDimension;
278 mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
279 TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d",
280 mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel);
281
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000282 const D3DFORMAT renderBufferFormats[] =
283 {
284 D3DFMT_A8R8G8B8,
daniel@transgaming.com63977542010-08-24 19:21:02 +0000285 D3DFMT_X8R8G8B8,
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000286 D3DFMT_R5G6B5,
287 D3DFMT_D24S8
288 };
289
290 int max = 0;
291 for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)
292 {
293 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000294 mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
daniel@transgaming.com1f135d82010-08-24 19:20:36 +0000295 mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;
296
297 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
298 {
299 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
300 {
301 max = j;
302 }
303 }
304 }
305
306 mMaxSupportedSamples = max;
307
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000308 mSupportsEventQueries = mDisplay->getEventQuerySupport();
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000309 mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000310 mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();
311 mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();
312 mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +0000313 mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
314 mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
daniel@transgaming.comc941e252011-10-26 02:32:31 +0000315 mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();
316 mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();
daniel@transgaming.com01868132010-08-24 19:21:17 +0000317
daniel@transgaming.com83921382011-01-08 05:46:00 +0000318 mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
319
gman@chromium.org50c526d2011-08-10 05:19:44 +0000320 mNumCompressedTextureFormats = 0;
321 if (supportsDXT1Textures())
322 {
323 mNumCompressedTextureFormats += 2;
324 }
325 if (supportsDXT3Textures())
326 {
327 mNumCompressedTextureFormats += 1;
328 }
329 if (supportsDXT5Textures())
330 {
331 mNumCompressedTextureFormats += 1;
332 }
333
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000334 initExtensionString();
daniel@transgaming.comc23ff642011-08-16 20:28:45 +0000335 initRendererString();
daniel@transgaming.comc808c5a2010-05-14 17:31:01 +0000336
337 mState.viewportX = 0;
338 mState.viewportY = 0;
339 mState.viewportWidth = surface->getWidth();
340 mState.viewportHeight = surface->getHeight();
341
342 mState.scissorX = 0;
343 mState.scissorY = 0;
344 mState.scissorWidth = surface->getWidth();
345 mState.scissorHeight = surface->getHeight();
346
347 mHasBeenCurrent = true;
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000348 }
349
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000350 // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
351 IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000352 IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000353
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000354 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +0000355 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000356 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000357
358 setFramebufferZero(framebufferZero);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000359
daniel@transgaming.comd36c6a02010-08-31 12:15:09 +0000360 if (defaultRenderTarget)
361 {
362 defaultRenderTarget->Release();
363 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000364
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000365 if (depthStencil)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000366 {
daniel@transgaming.com0009d622010-03-16 06:23:31 +0000367 depthStencil->Release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000368 }
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +0000369
daniel@transgaming.com092bd482010-05-12 03:39:36 +0000370 markAllStateDirty();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000371}
372
daniel@transgaming.com092bd482010-05-12 03:39:36 +0000373// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000374void Context::markAllStateDirty()
375{
daniel@transgaming.com38e76e52011-03-21 16:39:10 +0000376 for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
377 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000378 mAppliedTextureSerialPS[t] = 0;
379 }
380
381 for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
382 {
383 mAppliedTextureSerialVS[t] = 0;
daniel@transgaming.com38e76e52011-03-21 16:39:10 +0000384 }
385
daniel@transgaming.coma9eb5da2011-03-21 16:39:16 +0000386 mAppliedProgramSerial = 0;
daniel@transgaming.com092bd482010-05-12 03:39:36 +0000387 mAppliedRenderTargetSerial = 0;
daniel@transgaming.com339ae702010-05-12 03:40:20 +0000388 mAppliedDepthbufferSerial = 0;
apatrick@chromium.org85dc42b2010-09-14 03:10:08 +0000389 mAppliedStencilbufferSerial = 0;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +0000390 mAppliedIBSerial = 0;
vangelis@chromium.orgcf66ebb2010-09-14 22:15:43 +0000391 mDepthStencilInitialized = false;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +0000392 mViewportInitialized = false;
393 mRenderTargetDescInitialized = false;
394
395 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000396
397 mClearStateDirty = true;
398 mCullStateDirty = true;
399 mDepthStateDirty = true;
400 mMaskStateDirty = true;
401 mBlendStateDirty = true;
402 mStencilStateDirty = true;
403 mPolygonOffsetStateDirty = true;
404 mScissorStateDirty = true;
405 mSampleStateDirty = true;
406 mDitherStateDirty = true;
daniel@transgaming.com0d25b002010-07-28 19:21:07 +0000407 mFrontFaceDirty = true;
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +0000408 mDxUniformsDirty = true;
jbauman@chromium.orgc6209852011-10-07 15:19:26 +0000409 mCachedCurrentProgram = NULL;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000410}
411
daniel@transgaming.com09fcc9f2011-11-09 17:46:47 +0000412void Context::markContextLost()
413{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +0000414 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
415 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
daniel@transgaming.com09fcc9f2011-11-09 17:46:47 +0000416 mContextLost = true;
417}
418
419bool Context::isContextLost()
420{
421 return mContextLost;
422}
423
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000424void Context::setClearColor(float red, float green, float blue, float alpha)
425{
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000426 mState.colorClearValue.red = red;
427 mState.colorClearValue.green = green;
428 mState.colorClearValue.blue = blue;
429 mState.colorClearValue.alpha = alpha;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000430}
431
432void Context::setClearDepth(float depth)
433{
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000434 mState.depthClearValue = depth;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000435}
436
437void Context::setClearStencil(int stencil)
438{
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000439 mState.stencilClearValue = stencil;
440}
441
442void Context::setCullFace(bool enabled)
443{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000444 if (mState.cullFace != enabled)
445 {
446 mState.cullFace = enabled;
447 mCullStateDirty = true;
448 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000449}
450
451bool Context::isCullFaceEnabled() const
452{
453 return mState.cullFace;
454}
455
456void Context::setCullMode(GLenum mode)
457{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000458 if (mState.cullMode != mode)
459 {
460 mState.cullMode = mode;
461 mCullStateDirty = true;
462 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000463}
464
465void Context::setFrontFace(GLenum front)
466{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000467 if (mState.frontFace != front)
468 {
469 mState.frontFace = front;
470 mFrontFaceDirty = true;
471 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000472}
473
474void Context::setDepthTest(bool enabled)
475{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000476 if (mState.depthTest != enabled)
477 {
478 mState.depthTest = enabled;
479 mDepthStateDirty = true;
480 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000481}
482
483bool Context::isDepthTestEnabled() const
484{
485 return mState.depthTest;
486}
487
488void Context::setDepthFunc(GLenum depthFunc)
489{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000490 if (mState.depthFunc != depthFunc)
491 {
492 mState.depthFunc = depthFunc;
493 mDepthStateDirty = true;
494 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000495}
496
497void Context::setDepthRange(float zNear, float zFar)
498{
499 mState.zNear = zNear;
500 mState.zFar = zFar;
501}
502
503void Context::setBlend(bool enabled)
504{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000505 if (mState.blend != enabled)
506 {
507 mState.blend = enabled;
508 mBlendStateDirty = true;
509 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000510}
511
512bool Context::isBlendEnabled() const
513{
514 return mState.blend;
515}
516
517void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
518{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000519 if (mState.sourceBlendRGB != sourceRGB ||
520 mState.sourceBlendAlpha != sourceAlpha ||
521 mState.destBlendRGB != destRGB ||
522 mState.destBlendAlpha != destAlpha)
523 {
524 mState.sourceBlendRGB = sourceRGB;
525 mState.destBlendRGB = destRGB;
526 mState.sourceBlendAlpha = sourceAlpha;
527 mState.destBlendAlpha = destAlpha;
528 mBlendStateDirty = true;
529 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000530}
531
532void Context::setBlendColor(float red, float green, float blue, float alpha)
533{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000534 if (mState.blendColor.red != red ||
535 mState.blendColor.green != green ||
536 mState.blendColor.blue != blue ||
537 mState.blendColor.alpha != alpha)
538 {
539 mState.blendColor.red = red;
540 mState.blendColor.green = green;
541 mState.blendColor.blue = blue;
542 mState.blendColor.alpha = alpha;
543 mBlendStateDirty = true;
544 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000545}
546
547void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
548{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000549 if (mState.blendEquationRGB != rgbEquation ||
550 mState.blendEquationAlpha != alphaEquation)
551 {
552 mState.blendEquationRGB = rgbEquation;
553 mState.blendEquationAlpha = alphaEquation;
554 mBlendStateDirty = true;
555 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000556}
557
558void Context::setStencilTest(bool enabled)
559{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000560 if (mState.stencilTest != enabled)
561 {
562 mState.stencilTest = enabled;
563 mStencilStateDirty = true;
564 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000565}
566
567bool Context::isStencilTestEnabled() const
568{
569 return mState.stencilTest;
570}
571
572void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
573{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000574 if (mState.stencilFunc != stencilFunc ||
575 mState.stencilRef != stencilRef ||
576 mState.stencilMask != stencilMask)
577 {
578 mState.stencilFunc = stencilFunc;
daniel@transgaming.comdd7948b2010-06-02 16:12:34 +0000579 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000580 mState.stencilMask = stencilMask;
581 mStencilStateDirty = true;
582 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000583}
584
585void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
586{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000587 if (mState.stencilBackFunc != stencilBackFunc ||
588 mState.stencilBackRef != stencilBackRef ||
589 mState.stencilBackMask != stencilBackMask)
590 {
591 mState.stencilBackFunc = stencilBackFunc;
daniel@transgaming.comdd7948b2010-06-02 16:12:34 +0000592 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000593 mState.stencilBackMask = stencilBackMask;
594 mStencilStateDirty = true;
595 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000596}
597
598void Context::setStencilWritemask(GLuint stencilWritemask)
599{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000600 if (mState.stencilWritemask != stencilWritemask)
601 {
602 mState.stencilWritemask = stencilWritemask;
603 mStencilStateDirty = true;
604 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000605}
606
607void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
608{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000609 if (mState.stencilBackWritemask != stencilBackWritemask)
610 {
611 mState.stencilBackWritemask = stencilBackWritemask;
612 mStencilStateDirty = true;
613 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000614}
615
616void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
617{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000618 if (mState.stencilFail != stencilFail ||
619 mState.stencilPassDepthFail != stencilPassDepthFail ||
620 mState.stencilPassDepthPass != stencilPassDepthPass)
621 {
622 mState.stencilFail = stencilFail;
623 mState.stencilPassDepthFail = stencilPassDepthFail;
624 mState.stencilPassDepthPass = stencilPassDepthPass;
625 mStencilStateDirty = true;
626 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000627}
628
629void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
630{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000631 if (mState.stencilBackFail != stencilBackFail ||
632 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
633 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
634 {
635 mState.stencilBackFail = stencilBackFail;
636 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
637 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
638 mStencilStateDirty = true;
639 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000640}
641
642void Context::setPolygonOffsetFill(bool enabled)
643{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000644 if (mState.polygonOffsetFill != enabled)
645 {
646 mState.polygonOffsetFill = enabled;
647 mPolygonOffsetStateDirty = true;
648 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000649}
650
651bool Context::isPolygonOffsetFillEnabled() const
652{
653 return mState.polygonOffsetFill;
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000654
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000655}
656
657void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
658{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000659 if (mState.polygonOffsetFactor != factor ||
660 mState.polygonOffsetUnits != units)
661 {
662 mState.polygonOffsetFactor = factor;
663 mState.polygonOffsetUnits = units;
664 mPolygonOffsetStateDirty = true;
665 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000666}
667
668void Context::setSampleAlphaToCoverage(bool enabled)
669{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000670 if (mState.sampleAlphaToCoverage != enabled)
671 {
672 mState.sampleAlphaToCoverage = enabled;
673 mSampleStateDirty = true;
674 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000675}
676
677bool Context::isSampleAlphaToCoverageEnabled() const
678{
679 return mState.sampleAlphaToCoverage;
680}
681
682void Context::setSampleCoverage(bool enabled)
683{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000684 if (mState.sampleCoverage != enabled)
685 {
686 mState.sampleCoverage = enabled;
687 mSampleStateDirty = true;
688 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000689}
690
691bool Context::isSampleCoverageEnabled() const
692{
693 return mState.sampleCoverage;
694}
695
daniel@transgaming.coma36f98e2010-05-18 18:51:09 +0000696void Context::setSampleCoverageParams(GLclampf value, bool invert)
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000697{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000698 if (mState.sampleCoverageValue != value ||
699 mState.sampleCoverageInvert != invert)
700 {
701 mState.sampleCoverageValue = value;
702 mState.sampleCoverageInvert = invert;
703 mSampleStateDirty = true;
704 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000705}
706
707void Context::setScissorTest(bool enabled)
708{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000709 if (mState.scissorTest != enabled)
710 {
711 mState.scissorTest = enabled;
712 mScissorStateDirty = true;
713 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000714}
715
716bool Context::isScissorTestEnabled() const
717{
718 return mState.scissorTest;
719}
720
721void Context::setDither(bool enabled)
722{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000723 if (mState.dither != enabled)
724 {
725 mState.dither = enabled;
726 mDitherStateDirty = true;
727 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000728}
729
730bool Context::isDitherEnabled() const
731{
732 return mState.dither;
733}
734
735void Context::setLineWidth(GLfloat width)
736{
737 mState.lineWidth = width;
738}
739
740void Context::setGenerateMipmapHint(GLenum hint)
741{
742 mState.generateMipmapHint = hint;
743}
744
alokp@chromium.orgd303ef92010-09-09 17:30:15 +0000745void Context::setFragmentShaderDerivativeHint(GLenum hint)
746{
747 mState.fragmentShaderDerivativeHint = hint;
748 // TODO: Propagate the hint to shader translator so we can write
749 // ddx, ddx_coarse, or ddx_fine depending on the hint.
750 // Ignore for now. It is valid for implementations to ignore hint.
751}
752
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000753void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
754{
755 mState.viewportX = x;
756 mState.viewportY = y;
757 mState.viewportWidth = width;
758 mState.viewportHeight = height;
759}
760
761void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
762{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000763 if (mState.scissorX != x || mState.scissorY != y ||
764 mState.scissorWidth != width || mState.scissorHeight != height)
765 {
766 mState.scissorX = x;
767 mState.scissorY = y;
768 mState.scissorWidth = width;
769 mState.scissorHeight = height;
770 mScissorStateDirty = true;
771 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000772}
773
774void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
775{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000776 if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
777 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
778 {
779 mState.colorMaskRed = red;
780 mState.colorMaskGreen = green;
781 mState.colorMaskBlue = blue;
782 mState.colorMaskAlpha = alpha;
783 mMaskStateDirty = true;
784 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000785}
786
787void Context::setDepthMask(bool mask)
788{
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +0000789 if (mState.depthMask != mask)
790 {
791 mState.depthMask = mask;
792 mMaskStateDirty = true;
793 }
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000794}
795
daniel@transgaming.comdfd57022011-05-11 15:37:25 +0000796void Context::setActiveSampler(unsigned int active)
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000797{
798 mState.activeSampler = active;
799}
800
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000801GLuint Context::getReadFramebufferHandle() const
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000802{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000803 return mState.readFramebuffer;
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000804}
805
806GLuint Context::getDrawFramebufferHandle() const
807{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000808 return mState.drawFramebuffer;
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000809}
810
811GLuint Context::getRenderbufferHandle() const
812{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000813 return mState.renderbuffer.id();
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000814}
815
816GLuint Context::getArrayBufferHandle() const
817{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000818 return mState.arrayBuffer.id();
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000819}
820
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000821GLuint Context::getActiveQuery(GLenum target) const
822{
823 Query *queryObject = NULL;
824
825 switch (target)
826 {
827 case GL_ANY_SAMPLES_PASSED_EXT:
828 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
829 break;
830 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
831 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
832 break;
833 default:
834 ASSERT(false);
835 }
836
837 if (queryObject)
838 {
839 return queryObject->id();
840 }
841 else
842 {
843 return 0;
844 }
845}
846
daniel@transgaming.com83921382011-01-08 05:46:00 +0000847void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000848{
daniel@transgaming.com83921382011-01-08 05:46:00 +0000849 mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000850}
851
daniel@transgaming.com83921382011-01-08 05:46:00 +0000852const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000853{
854 return mState.vertexAttribute[attribNum];
855}
856
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000857void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000858 GLsizei stride, const void *pointer)
859{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +0000860 mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000861 mState.vertexAttribute[attribNum].mSize = size;
862 mState.vertexAttribute[attribNum].mType = type;
863 mState.vertexAttribute[attribNum].mNormalized = normalized;
864 mState.vertexAttribute[attribNum].mStride = stride;
865 mState.vertexAttribute[attribNum].mPointer = pointer;
866}
867
868const void *Context::getVertexAttribPointer(unsigned int attribNum) const
869{
870 return mState.vertexAttribute[attribNum].mPointer;
871}
872
daniel@transgaming.com83921382011-01-08 05:46:00 +0000873const VertexAttributeArray &Context::getVertexAttributes()
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000874{
875 return mState.vertexAttribute;
876}
877
878void Context::setPackAlignment(GLint alignment)
879{
880 mState.packAlignment = alignment;
881}
882
883GLint Context::getPackAlignment() const
884{
885 return mState.packAlignment;
886}
887
888void Context::setUnpackAlignment(GLint alignment)
889{
890 mState.unpackAlignment = alignment;
891}
892
893GLint Context::getUnpackAlignment() const
894{
895 return mState.unpackAlignment;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000896}
897
bsalomon@google.com56d46ab2011-11-23 14:53:10 +0000898void Context::setPackReverseRowOrder(bool reverseRowOrder)
899{
900 mState.packReverseRowOrder = reverseRowOrder;
901}
902
903bool Context::getPackReverseRowOrder() const
904{
905 return mState.packReverseRowOrder;
906}
907
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000908GLuint Context::createBuffer()
909{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000910 return mResourceManager->createBuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000911}
912
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000913GLuint Context::createProgram()
914{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000915 return mResourceManager->createProgram();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000916}
917
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000918GLuint Context::createShader(GLenum type)
919{
920 return mResourceManager->createShader(type);
921}
922
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000923GLuint Context::createTexture()
924{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000925 return mResourceManager->createTexture();
926}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000927
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000928GLuint Context::createRenderbuffer()
929{
930 return mResourceManager->createRenderbuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000931}
932
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000933// Returns an unused framebuffer name
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000934GLuint Context::createFramebuffer()
935{
benvanik@google.com1a233342011-04-28 19:44:39 +0000936 GLuint handle = mFramebufferHandleAllocator.allocate();
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +0000937
938 mFramebufferMap[handle] = NULL;
939
940 return handle;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000941}
942
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +0000943GLuint Context::createFence()
944{
benvanik@google.com1a233342011-04-28 19:44:39 +0000945 GLuint handle = mFenceHandleAllocator.allocate();
daniel@transgaming.comfe208882010-09-01 15:47:57 +0000946
947 mFenceMap[handle] = new Fence;
948
949 return handle;
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +0000950}
951
daniel@transgaming.com86bdb822012-01-20 18:24:39 +0000952// Returns an unused query name
953GLuint Context::createQuery()
954{
955 GLuint handle = mQueryHandleAllocator.allocate();
956
957 mQueryMap[handle] = NULL;
958
959 return handle;
960}
961
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000962void Context::deleteBuffer(GLuint buffer)
963{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000964 if (mResourceManager->getBuffer(buffer))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000965 {
966 detachBuffer(buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000967 }
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000968
969 mResourceManager->deleteBuffer(buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000970}
971
972void Context::deleteShader(GLuint shader)
973{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000974 mResourceManager->deleteShader(shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000975}
976
977void Context::deleteProgram(GLuint program)
978{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000979 mResourceManager->deleteProgram(program);
jbauman@chromium.orgc6209852011-10-07 15:19:26 +0000980 mCachedCurrentProgram = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000981}
982
983void Context::deleteTexture(GLuint texture)
984{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000985 if (mResourceManager->getTexture(texture))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000986 {
987 detachTexture(texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000988 }
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000989
990 mResourceManager->deleteTexture(texture);
991}
992
993void Context::deleteRenderbuffer(GLuint renderbuffer)
994{
995 if (mResourceManager->getRenderbuffer(renderbuffer))
996 {
997 detachRenderbuffer(renderbuffer);
998 }
999
1000 mResourceManager->deleteRenderbuffer(renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001001}
1002
1003void Context::deleteFramebuffer(GLuint framebuffer)
1004{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001005 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
1006
1007 if (framebufferObject != mFramebufferMap.end())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001008 {
1009 detachFramebuffer(framebuffer);
apatrick@chromium.org55255022010-09-11 02:12:47 +00001010
benvanik@google.com1a233342011-04-28 19:44:39 +00001011 mFramebufferHandleAllocator.release(framebufferObject->first);
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001012 delete framebufferObject->second;
1013 mFramebufferMap.erase(framebufferObject);
1014 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001015}
daniel@transgaming.comfe208882010-09-01 15:47:57 +00001016
1017void Context::deleteFence(GLuint fence)
1018{
1019 FenceMap::iterator fenceObject = mFenceMap.find(fence);
1020
1021 if (fenceObject != mFenceMap.end())
1022 {
benvanik@google.com1a233342011-04-28 19:44:39 +00001023 mFenceHandleAllocator.release(fenceObject->first);
daniel@transgaming.comfe208882010-09-01 15:47:57 +00001024 delete fenceObject->second;
1025 mFenceMap.erase(fenceObject);
1026 }
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00001027}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001028
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00001029void Context::deleteQuery(GLuint query)
1030{
1031 QueryMap::iterator queryObject = mQueryMap.find(query);
1032 if (queryObject != mQueryMap.end())
1033 {
1034 mQueryHandleAllocator.release(queryObject->first);
1035 if (queryObject->second)
1036 {
1037 queryObject->second->release();
1038 }
1039 mQueryMap.erase(queryObject);
1040 }
1041}
1042
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001043Buffer *Context::getBuffer(GLuint handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001044{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001045 return mResourceManager->getBuffer(handle);
1046}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001047
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001048Shader *Context::getShader(GLuint handle)
1049{
1050 return mResourceManager->getShader(handle);
1051}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001052
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001053Program *Context::getProgram(GLuint handle)
1054{
1055 return mResourceManager->getProgram(handle);
1056}
1057
1058Texture *Context::getTexture(GLuint handle)
1059{
1060 return mResourceManager->getTexture(handle);
1061}
1062
1063Renderbuffer *Context::getRenderbuffer(GLuint handle)
1064{
1065 return mResourceManager->getRenderbuffer(handle);
1066}
1067
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001068Framebuffer *Context::getReadFramebuffer()
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001069{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001070 return getFramebuffer(mState.readFramebuffer);
1071}
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001072
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001073Framebuffer *Context::getDrawFramebuffer()
1074{
jbauman@chromium.org040c4db2011-10-13 21:35:52 +00001075 return mBoundDrawFramebuffer;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001076}
1077
1078void Context::bindArrayBuffer(unsigned int buffer)
1079{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001080 mResourceManager->checkBufferAllocation(buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001081
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001082 mState.arrayBuffer.set(getBuffer(buffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001083}
1084
1085void Context::bindElementArrayBuffer(unsigned int buffer)
1086{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001087 mResourceManager->checkBufferAllocation(buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001088
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001089 mState.elementArrayBuffer.set(getBuffer(buffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001090}
1091
1092void Context::bindTexture2D(GLuint texture)
1093{
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001094 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001095
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001096 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001097}
1098
1099void Context::bindTextureCubeMap(GLuint texture)
1100{
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001101 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001102
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001103 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001104}
1105
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001106void Context::bindReadFramebuffer(GLuint framebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001107{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001108 if (!getFramebuffer(framebuffer))
1109 {
1110 mFramebufferMap[framebuffer] = new Framebuffer();
1111 }
1112
1113 mState.readFramebuffer = framebuffer;
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001114}
1115
1116void Context::bindDrawFramebuffer(GLuint framebuffer)
1117{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001118 if (!getFramebuffer(framebuffer))
1119 {
1120 mFramebufferMap[framebuffer] = new Framebuffer();
1121 }
1122
1123 mState.drawFramebuffer = framebuffer;
jbauman@chromium.org040c4db2011-10-13 21:35:52 +00001124
1125 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001126}
1127
1128void Context::bindRenderbuffer(GLuint renderbuffer)
1129{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001130 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1131
1132 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001133}
1134
1135void Context::useProgram(GLuint program)
1136{
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001137 GLuint priorProgram = mState.currentProgram;
1138 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
daniel@transgaming.com71cd8682010-04-29 03:35:25 +00001139
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001140 if (priorProgram != program)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001141 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001142 Program *newProgram = mResourceManager->getProgram(program);
1143 Program *oldProgram = mResourceManager->getProgram(priorProgram);
jbauman@chromium.orgc6209852011-10-07 15:19:26 +00001144 mCachedCurrentProgram = NULL;
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +00001145 mDxUniformsDirty = true;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00001146
1147 if (newProgram)
1148 {
1149 newProgram->addRef();
1150 }
1151
1152 if (oldProgram)
1153 {
1154 oldProgram->release();
1155 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001156 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001157}
1158
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00001159void Context::beginQuery(GLenum target, GLuint query)
1160{
1161 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1162 // of zero, if the active query object name for <target> is non-zero (for the
1163 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1164 // the active query for either target is non-zero), if <id> is the name of an
1165 // existing query object whose type does not match <target>, or if <id> is the
1166 // active query object name for any query type, the error INVALID_OPERATION is
1167 // generated.
1168
1169 // Ensure no other queries are active
1170 // NOTE: If other queries than occlusion are supported, we will need to check
1171 // separately that:
1172 // a) The query ID passed is not the current active query for any target/type
1173 // b) There are no active queries for the requested target (and in the case
1174 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1175 // no query may be active for either if glBeginQuery targets either.
1176 for (int i = 0; i < QUERY_TYPE_COUNT; i++)
1177 {
1178 if (mState.activeQuery[i].get() != NULL)
1179 {
1180 return error(GL_INVALID_OPERATION);
1181 }
1182 }
1183
1184 QueryType qType;
1185 switch (target)
1186 {
1187 case GL_ANY_SAMPLES_PASSED_EXT:
1188 qType = QUERY_ANY_SAMPLES_PASSED;
1189 break;
1190 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1191 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1192 break;
1193 default:
1194 ASSERT(false);
apatrick@chromium.orga1d80592012-01-25 21:52:10 +00001195 return;
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00001196 }
1197
1198 Query *queryObject = getQuery(query, true, target);
1199
1200 // check that name was obtained with glGenQueries
1201 if (!queryObject)
1202 {
1203 return error(GL_INVALID_OPERATION);
1204 }
1205
1206 // check for type mismatch
1207 if (queryObject->getType() != target)
1208 {
1209 return error(GL_INVALID_OPERATION);
1210 }
1211
1212 // set query as active for specified target
1213 mState.activeQuery[qType].set(queryObject);
1214
1215 // begin query
1216 queryObject->begin();
1217}
1218
1219void Context::endQuery(GLenum target)
1220{
1221 QueryType qType;
1222
1223 switch (target)
1224 {
1225 case GL_ANY_SAMPLES_PASSED_EXT:
1226 qType = QUERY_ANY_SAMPLES_PASSED;
1227 break;
1228 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1229 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1230 break;
1231 default:
1232 ASSERT(false);
apatrick@chromium.orga1d80592012-01-25 21:52:10 +00001233 return;
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00001234 }
1235
1236 Query *queryObject = mState.activeQuery[qType].get();
1237
1238 if (queryObject == NULL)
1239 {
1240 return error(GL_INVALID_OPERATION);
1241 }
1242
1243 queryObject->end();
1244
1245 mState.activeQuery[qType].set(NULL);
1246}
1247
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001248void Context::setFramebufferZero(Framebuffer *buffer)
1249{
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001250 delete mFramebufferMap[0];
1251 mFramebufferMap[0] = buffer;
jbauman@chromium.org040c4db2011-10-13 21:35:52 +00001252 if (mState.drawFramebuffer == 0)
1253 {
1254 mBoundDrawFramebuffer = buffer;
1255 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001256}
1257
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001258void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001259{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001260 Renderbuffer *renderbufferObject = mState.renderbuffer.get();
1261 renderbufferObject->setStorage(renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001262}
1263
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00001264Framebuffer *Context::getFramebuffer(unsigned int handle)
1265{
1266 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
1267
1268 if (framebuffer == mFramebufferMap.end())
1269 {
1270 return NULL;
1271 }
1272 else
1273 {
1274 return framebuffer->second;
1275 }
1276}
1277
daniel@transgaming.comfe208882010-09-01 15:47:57 +00001278Fence *Context::getFence(unsigned int handle)
1279{
1280 FenceMap::iterator fence = mFenceMap.find(handle);
1281
1282 if (fence == mFenceMap.end())
1283 {
1284 return NULL;
1285 }
1286 else
1287 {
1288 return fence->second;
1289 }
1290}
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00001291
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00001292Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1293{
1294 QueryMap::iterator query = mQueryMap.find(handle);
1295
1296 if (query == mQueryMap.end())
1297 {
1298 return NULL;
1299 }
1300 else
1301 {
1302 if (!query->second && create)
1303 {
1304 query->second = new Query(handle, type);
1305 query->second->addRef();
1306 }
1307 return query->second;
1308 }
1309}
1310
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001311Buffer *Context::getArrayBuffer()
1312{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001313 return mState.arrayBuffer.get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001314}
1315
1316Buffer *Context::getElementArrayBuffer()
1317{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001318 return mState.elementArrayBuffer.get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001319}
1320
1321Program *Context::getCurrentProgram()
1322{
jbauman@chromium.orgc6209852011-10-07 15:19:26 +00001323 if (!mCachedCurrentProgram)
1324 {
1325 mCachedCurrentProgram = mResourceManager->getProgram(mState.currentProgram);
1326 }
1327 return mCachedCurrentProgram;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001328}
1329
1330Texture2D *Context::getTexture2D()
1331{
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001332 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001333}
1334
1335TextureCubeMap *Context::getTextureCubeMap()
1336{
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001337 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001338}
1339
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001340Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001341{
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001342 GLuint texid = mState.samplerTexture[type][sampler].id();
daniel@transgaming.com4195fc42010-04-08 03:51:09 +00001343
daniel@transgaming.coma5a8a0a2010-11-19 14:55:32 +00001344 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
daniel@transgaming.com4195fc42010-04-08 03:51:09 +00001345 {
1346 switch (type)
1347 {
1348 default: UNREACHABLE();
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001349 case TEXTURE_2D: return mTexture2DZero.get();
1350 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
daniel@transgaming.com4195fc42010-04-08 03:51:09 +00001351 }
1352 }
1353
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001354 return mState.samplerTexture[type][sampler].get();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001355}
1356
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001357bool Context::getBooleanv(GLenum pname, GLboolean *params)
1358{
1359 switch (pname)
1360 {
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001361 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1362 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1363 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001364 case GL_COLOR_WRITEMASK:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001365 params[0] = mState.colorMaskRed;
1366 params[1] = mState.colorMaskGreen;
1367 params[2] = mState.colorMaskBlue;
1368 params[3] = mState.colorMaskAlpha;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001369 break;
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001370 case GL_CULL_FACE: *params = mState.cullFace; break;
1371 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
1372 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
1373 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1374 case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
1375 case GL_STENCIL_TEST: *params = mState.stencilTest; break;
1376 case GL_DEPTH_TEST: *params = mState.depthTest; break;
1377 case GL_BLEND: *params = mState.blend; break;
1378 case GL_DITHER: *params = mState.dither; break;
1379 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001380 default:
1381 return false;
1382 }
1383
1384 return true;
1385}
1386
1387bool Context::getFloatv(GLenum pname, GLfloat *params)
1388{
1389 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1390 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1391 // GetIntegerv as its native query function. As it would require conversion in any
1392 // case, this should make no difference to the calling application.
1393 switch (pname)
1394 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001395 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1396 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1397 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1398 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1399 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001400 case GL_ALIASED_LINE_WIDTH_RANGE:
1401 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1402 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1403 break;
1404 case GL_ALIASED_POINT_SIZE_RANGE:
1405 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001406 params[1] = supportsShaderModel3() ? gl::ALIASED_POINT_SIZE_RANGE_MAX_SM3 : gl::ALIASED_POINT_SIZE_RANGE_MAX_SM2;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001407 break;
1408 case GL_DEPTH_RANGE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001409 params[0] = mState.zNear;
1410 params[1] = mState.zFar;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001411 break;
1412 case GL_COLOR_CLEAR_VALUE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001413 params[0] = mState.colorClearValue.red;
1414 params[1] = mState.colorClearValue.green;
1415 params[2] = mState.colorClearValue.blue;
1416 params[3] = mState.colorClearValue.alpha;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001417 break;
daniel@transgaming.comc1641352010-04-26 15:33:36 +00001418 case GL_BLEND_COLOR:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001419 params[0] = mState.blendColor.red;
1420 params[1] = mState.blendColor.green;
1421 params[2] = mState.blendColor.blue;
1422 params[3] = mState.blendColor.alpha;
daniel@transgaming.comc1641352010-04-26 15:33:36 +00001423 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001424 default:
1425 return false;
1426 }
1427
1428 return true;
1429}
1430
1431bool Context::getIntegerv(GLenum pname, GLint *params)
1432{
1433 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1434 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1435 // GetIntegerv as its native query function. As it would require conversion in any
1436 // case, this should make no difference to the calling application. You may find it in
1437 // Context::getFloatv.
1438 switch (pname)
1439 {
1440 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1441 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001442 case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break;
daniel@transgaming.comaf29cac2011-05-11 15:36:31 +00001443 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
1444 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001445 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
daniel@transgaming.com458da142010-11-28 02:03:02 +00001446 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001447 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001448 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001449 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001450 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1451 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
daniel@transgaming.com9d7fc1d2010-10-27 15:49:42 +00001452 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1453 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1454 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001455 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001456 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1457 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00001458 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001459 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
1460 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00001461 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
daniel@transgaming.comb28a23b2010-05-20 19:18:06 +00001462 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
1463 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
1464 case GL_STENCIL_REF: *params = mState.stencilRef; break;
1465 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
1466 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
1467 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
1468 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
1469 case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
1470 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
1471 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
1472 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
1473 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
1474 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
1475 case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
1476 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
1477 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
1478 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
1479 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
1480 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
1481 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
1482 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
1483 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
1484 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1485 case GL_SUBPIXEL_BITS: *params = 4; break;
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001486 case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
1487 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
daniel@transgaming.com01868132010-08-24 19:21:17 +00001488 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
gman@chromium.org50c526d2011-08-10 05:19:44 +00001489 params[0] = mNumCompressedTextureFormats;
daniel@transgaming.com01868132010-08-24 19:21:17 +00001490 break;
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001491 case GL_MAX_SAMPLES_ANGLE:
1492 {
1493 GLsizei maxSamples = getMaxSupportedSamples();
1494 if (maxSamples != 0)
1495 {
1496 *params = maxSamples;
1497 }
1498 else
1499 {
1500 return false;
1501 }
1502
1503 break;
1504 }
1505 case GL_SAMPLE_BUFFERS:
1506 case GL_SAMPLES:
1507 {
1508 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1509 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1510 {
1511 switch (pname)
1512 {
1513 case GL_SAMPLE_BUFFERS:
1514 if (framebuffer->getSamples() != 0)
1515 {
1516 *params = 1;
1517 }
1518 else
1519 {
1520 *params = 0;
1521 }
1522 break;
1523 case GL_SAMPLES:
1524 *params = framebuffer->getSamples();
1525 break;
1526 }
1527 }
1528 else
1529 {
1530 *params = 0;
1531 }
1532 }
1533 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001534 case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break;
1535 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
1536 case GL_MAX_VIEWPORT_DIMS:
1537 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001538 int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001539 params[0] = maxDimension;
1540 params[1] = maxDimension;
1541 }
1542 break;
daniel@transgaming.com01868132010-08-24 19:21:17 +00001543 case GL_COMPRESSED_TEXTURE_FORMATS:
1544 {
gman@chromium.org50c526d2011-08-10 05:19:44 +00001545 if (supportsDXT1Textures())
daniel@transgaming.com01868132010-08-24 19:21:17 +00001546 {
gman@chromium.org50c526d2011-08-10 05:19:44 +00001547 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1548 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1549 }
1550 if (supportsDXT3Textures())
1551 {
1552 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1553 }
1554 if (supportsDXT5Textures())
1555 {
1556 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
daniel@transgaming.com01868132010-08-24 19:21:17 +00001557 }
1558 }
1559 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001560 case GL_VIEWPORT:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001561 params[0] = mState.viewportX;
1562 params[1] = mState.viewportY;
1563 params[2] = mState.viewportWidth;
1564 params[3] = mState.viewportHeight;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001565 break;
1566 case GL_SCISSOR_BOX:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001567 params[0] = mState.scissorX;
1568 params[1] = mState.scissorY;
1569 params[2] = mState.scissorWidth;
1570 params[3] = mState.scissorHeight;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001571 break;
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001572 case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
1573 case GL_FRONT_FACE: *params = mState.frontFace; break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001574 case GL_RED_BITS:
1575 case GL_GREEN_BITS:
1576 case GL_BLUE_BITS:
1577 case GL_ALPHA_BITS:
1578 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001579 gl::Framebuffer *framebuffer = getDrawFramebuffer();
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00001580 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001581
1582 if (colorbuffer)
1583 {
1584 switch (pname)
1585 {
1586 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1587 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1588 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1589 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1590 }
1591 }
1592 else
1593 {
1594 *params = 0;
1595 }
1596 }
1597 break;
1598 case GL_DEPTH_BITS:
1599 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001600 gl::Framebuffer *framebuffer = getDrawFramebuffer();
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00001601 gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001602
1603 if (depthbuffer)
1604 {
1605 *params = depthbuffer->getDepthSize();
1606 }
1607 else
1608 {
1609 *params = 0;
1610 }
1611 }
1612 break;
1613 case GL_STENCIL_BITS:
1614 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001615 gl::Framebuffer *framebuffer = getDrawFramebuffer();
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00001616 gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001617
1618 if (stencilbuffer)
1619 {
1620 *params = stencilbuffer->getStencilSize();
1621 }
1622 else
1623 {
1624 *params = 0;
1625 }
1626 }
1627 break;
1628 case GL_TEXTURE_BINDING_2D:
1629 {
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +00001630 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001631 {
1632 error(GL_INVALID_OPERATION);
1633 return false;
1634 }
1635
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001636 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001637 }
1638 break;
1639 case GL_TEXTURE_BINDING_CUBE_MAP:
1640 {
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +00001641 if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001642 {
1643 error(GL_INVALID_OPERATION);
1644 return false;
1645 }
1646
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00001647 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001648 }
1649 break;
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001650 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1651 *params = mResetStrategy;
1652 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001653 default:
1654 return false;
1655 }
1656
1657 return true;
1658}
1659
1660bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
1661{
1662 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
1663 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
1664 // to the fact that it is stored internally as a float, and so would require conversion
1665 // if returned from Context::getIntegerv. Since this conversion is already implemented
1666 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
1667 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
1668 // application.
1669 switch (pname)
1670 {
gman@chromium.org50c526d2011-08-10 05:19:44 +00001671 case GL_COMPRESSED_TEXTURE_FORMATS:
1672 {
1673 *type = GL_INT;
1674 *numParams = mNumCompressedTextureFormats;
1675 }
1676 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001677 case GL_SHADER_BINARY_FORMATS:
1678 {
1679 *type = GL_INT;
1680 *numParams = 0;
1681 }
1682 break;
1683 case GL_MAX_VERTEX_ATTRIBS:
1684 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1685 case GL_MAX_VARYING_VECTORS:
1686 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
1687 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
1688 case GL_MAX_TEXTURE_IMAGE_UNITS:
1689 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1690 case GL_MAX_RENDERBUFFER_SIZE:
1691 case GL_NUM_SHADER_BINARY_FORMATS:
1692 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1693 case GL_ARRAY_BUFFER_BINDING:
1694 case GL_FRAMEBUFFER_BINDING:
1695 case GL_RENDERBUFFER_BINDING:
1696 case GL_CURRENT_PROGRAM:
1697 case GL_PACK_ALIGNMENT:
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00001698 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001699 case GL_UNPACK_ALIGNMENT:
1700 case GL_GENERATE_MIPMAP_HINT:
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00001701 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001702 case GL_RED_BITS:
1703 case GL_GREEN_BITS:
1704 case GL_BLUE_BITS:
1705 case GL_ALPHA_BITS:
1706 case GL_DEPTH_BITS:
1707 case GL_STENCIL_BITS:
1708 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
1709 case GL_CULL_FACE_MODE:
1710 case GL_FRONT_FACE:
1711 case GL_ACTIVE_TEXTURE:
1712 case GL_STENCIL_FUNC:
1713 case GL_STENCIL_VALUE_MASK:
1714 case GL_STENCIL_REF:
1715 case GL_STENCIL_FAIL:
1716 case GL_STENCIL_PASS_DEPTH_FAIL:
1717 case GL_STENCIL_PASS_DEPTH_PASS:
1718 case GL_STENCIL_BACK_FUNC:
1719 case GL_STENCIL_BACK_VALUE_MASK:
1720 case GL_STENCIL_BACK_REF:
1721 case GL_STENCIL_BACK_FAIL:
1722 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
1723 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
1724 case GL_DEPTH_FUNC:
1725 case GL_BLEND_SRC_RGB:
1726 case GL_BLEND_SRC_ALPHA:
1727 case GL_BLEND_DST_RGB:
1728 case GL_BLEND_DST_ALPHA:
1729 case GL_BLEND_EQUATION_RGB:
1730 case GL_BLEND_EQUATION_ALPHA:
1731 case GL_STENCIL_WRITEMASK:
1732 case GL_STENCIL_BACK_WRITEMASK:
1733 case GL_STENCIL_CLEAR_VALUE:
1734 case GL_SUBPIXEL_BITS:
1735 case GL_MAX_TEXTURE_SIZE:
1736 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
1737 case GL_SAMPLE_BUFFERS:
1738 case GL_SAMPLES:
1739 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1740 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1741 case GL_TEXTURE_BINDING_2D:
1742 case GL_TEXTURE_BINDING_CUBE_MAP:
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001743 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001744 {
1745 *type = GL_INT;
1746 *numParams = 1;
1747 }
1748 break;
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001749 case GL_MAX_SAMPLES_ANGLE:
1750 {
1751 if (getMaxSupportedSamples() != 0)
1752 {
1753 *type = GL_INT;
1754 *numParams = 1;
1755 }
1756 else
1757 {
1758 return false;
1759 }
1760 }
1761 break;
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001762 case GL_MAX_VIEWPORT_DIMS:
1763 {
1764 *type = GL_INT;
1765 *numParams = 2;
1766 }
1767 break;
1768 case GL_VIEWPORT:
1769 case GL_SCISSOR_BOX:
1770 {
1771 *type = GL_INT;
1772 *numParams = 4;
1773 }
1774 break;
1775 case GL_SHADER_COMPILER:
1776 case GL_SAMPLE_COVERAGE_INVERT:
1777 case GL_DEPTH_WRITEMASK:
daniel@transgaming.com79f66772010-04-13 03:26:09 +00001778 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
1779 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
1780 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
1781 case GL_SAMPLE_COVERAGE:
1782 case GL_SCISSOR_TEST:
1783 case GL_STENCIL_TEST:
1784 case GL_DEPTH_TEST:
1785 case GL_BLEND:
1786 case GL_DITHER:
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00001787 case GL_CONTEXT_ROBUST_ACCESS_EXT:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001788 {
1789 *type = GL_BOOL;
1790 *numParams = 1;
1791 }
1792 break;
1793 case GL_COLOR_WRITEMASK:
1794 {
1795 *type = GL_BOOL;
1796 *numParams = 4;
1797 }
1798 break;
1799 case GL_POLYGON_OFFSET_FACTOR:
1800 case GL_POLYGON_OFFSET_UNITS:
1801 case GL_SAMPLE_COVERAGE_VALUE:
1802 case GL_DEPTH_CLEAR_VALUE:
1803 case GL_LINE_WIDTH:
1804 {
1805 *type = GL_FLOAT;
1806 *numParams = 1;
1807 }
1808 break;
1809 case GL_ALIASED_LINE_WIDTH_RANGE:
1810 case GL_ALIASED_POINT_SIZE_RANGE:
1811 case GL_DEPTH_RANGE:
1812 {
1813 *type = GL_FLOAT;
1814 *numParams = 2;
1815 }
1816 break;
1817 case GL_COLOR_CLEAR_VALUE:
daniel@transgaming.comc1641352010-04-26 15:33:36 +00001818 case GL_BLEND_COLOR:
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001819 {
1820 *type = GL_FLOAT;
1821 *numParams = 4;
1822 }
1823 break;
1824 default:
1825 return false;
1826 }
1827
1828 return true;
1829}
1830
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001831// Applies the render target surface, depth stencil surface, viewport rectangle and
1832// scissor rectangle to the Direct3D 9 device
1833bool Context::applyRenderTarget(bool ignoreViewport)
1834{
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001835 Framebuffer *framebufferObject = getDrawFramebuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001836
1837 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
1838 {
daniel@transgaming.comb5a3a6b2011-03-21 16:38:46 +00001839 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001840 }
1841
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001842 bool renderTargetChanged = false;
daniel@transgaming.com092bd482010-05-12 03:39:36 +00001843 unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
1844 if (renderTargetSerial != mAppliedRenderTargetSerial)
1845 {
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001846 IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00001847 if (!renderTarget)
1848 {
1849 return false; // Context must be lost
1850 }
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001851 mDevice->SetRenderTarget(0, renderTarget);
daniel@transgaming.com092bd482010-05-12 03:39:36 +00001852 mAppliedRenderTargetSerial = renderTargetSerial;
daniel@transgaming.combc3699d2010-08-05 14:48:49 +00001853 mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001854 renderTargetChanged = true;
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001855 renderTarget->Release();
daniel@transgaming.com092bd482010-05-12 03:39:36 +00001856 }
1857
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001858 IDirect3DSurface9 *depthStencil = NULL;
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00001859 unsigned int depthbufferSerial = 0;
1860 unsigned int stencilbufferSerial = 0;
1861 if (framebufferObject->getDepthbufferType() != GL_NONE)
1862 {
1863 depthStencil = framebufferObject->getDepthbuffer()->getDepthStencil();
apatrick@chromium.orgb2bdd062010-10-05 02:24:30 +00001864 if (!depthStencil)
1865 {
1866 ERR("Depth stencil pointer unexpectedly null.");
1867 return false;
1868 }
1869
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00001870 depthbufferSerial = framebufferObject->getDepthbuffer()->getSerial();
1871 }
1872 else if (framebufferObject->getStencilbufferType() != GL_NONE)
1873 {
1874 depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.orgb2bdd062010-10-05 02:24:30 +00001875 if (!depthStencil)
1876 {
1877 ERR("Depth stencil pointer unexpectedly null.");
1878 return false;
1879 }
1880
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00001881 stencilbufferSerial = framebufferObject->getStencilbuffer()->getSerial();
1882 }
1883
1884 if (depthbufferSerial != mAppliedDepthbufferSerial ||
apatrick@chromium.org85dc42b2010-09-14 03:10:08 +00001885 stencilbufferSerial != mAppliedStencilbufferSerial ||
vangelis@chromium.orgcf66ebb2010-09-14 22:15:43 +00001886 !mDepthStencilInitialized)
daniel@transgaming.com339ae702010-05-12 03:40:20 +00001887 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001888 mDevice->SetDepthStencilSurface(depthStencil);
daniel@transgaming.com339ae702010-05-12 03:40:20 +00001889 mAppliedDepthbufferSerial = depthbufferSerial;
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00001890 mAppliedStencilbufferSerial = stencilbufferSerial;
vangelis@chromium.orgcf66ebb2010-09-14 22:15:43 +00001891 mDepthStencilInitialized = true;
daniel@transgaming.com339ae702010-05-12 03:40:20 +00001892 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001893
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001894 if (!mRenderTargetDescInitialized || renderTargetChanged)
1895 {
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001896 IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00001897 if (!renderTarget)
1898 {
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001899 return false; // Context must be lost
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00001900 }
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001901 renderTarget->GetDesc(&mRenderTargetDesc);
1902 mRenderTargetDescInitialized = true;
daniel@transgaming.coma5798952011-12-13 17:30:43 +00001903 renderTarget->Release();
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001904 }
1905
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001906 D3DVIEWPORT9 viewport;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001907
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001908 float zNear = clamp01(mState.zNear);
1909 float zFar = clamp01(mState.zFar);
1910
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001911 if (ignoreViewport)
1912 {
1913 viewport.X = 0;
1914 viewport.Y = 0;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001915 viewport.Width = mRenderTargetDesc.Width;
1916 viewport.Height = mRenderTargetDesc.Height;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001917 viewport.MinZ = 0.0f;
1918 viewport.MaxZ = 1.0f;
1919 }
1920 else
1921 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001922 RECT rect = transformPixelRect(mState.viewportX, mState.viewportY, mState.viewportWidth, mState.viewportHeight, mRenderTargetDesc.Height);
1923 viewport.X = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
1924 viewport.Y = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
1925 viewport.Width = clamp(rect.right - rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
1926 viewport.Height = clamp(rect.bottom - rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001927 viewport.MinZ = zNear;
1928 viewport.MaxZ = zFar;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001929 }
1930
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00001931 if (viewport.Width <= 0 || viewport.Height <= 0)
1932 {
1933 return false; // Nothing to render
1934 }
1935
jbauman@chromium.org241e70d2011-11-03 23:07:05 +00001936 if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001937 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001938 mDevice->SetViewport(&viewport);
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001939 mSetViewport = viewport;
1940 mViewportInitialized = true;
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +00001941 mDxUniformsDirty = true;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001942 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001943
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001944 if (mScissorStateDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001945 {
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001946 if (mState.scissorTest)
1947 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00001948 RECT rect = transformPixelRect(mState.scissorX, mState.scissorY, mState.scissorWidth, mState.scissorHeight, mRenderTargetDesc.Height);
1949 rect.left = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
1950 rect.top = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
1951 rect.right = clamp(rect.right, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
1952 rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001953 mDevice->SetScissorRect(&rect);
1954 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001955 }
1956 else
1957 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00001958 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001959 }
daniel@transgaming.combc3699d2010-08-05 14:48:49 +00001960
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00001961 mScissorStateDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001962 }
1963
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +00001964 if (mState.currentProgram && mDxUniformsDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001965 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001966 Program *programObject = getCurrentProgram();
1967
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001968 GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001969 GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
daniel@transgaming.com31754962010-11-28 02:02:52 +00001970 programObject->setUniform2fv(halfPixelSize, 1, xy);
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001971
daniel@transgaming.comd9a54f92011-12-22 18:32:53 +00001972 // These values are used for computing gl_FragCoord in Program::linkVaryings(). The approach depends on Shader Model 3.0 support.
1973 GLint coord = programObject->getDxCoordLocation();
1974 float h = mSupportsShaderModel3 ? mRenderTargetDesc.Height : mState.viewportHeight / 2.0f;
1975 GLfloat whxy[4] = {mState.viewportWidth / 2.0f, h,
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001976 (float)mState.viewportX + mState.viewportWidth / 2.0f,
1977 (float)mState.viewportY + mState.viewportHeight / 2.0f};
daniel@transgaming.comd9a54f92011-12-22 18:32:53 +00001978 programObject->setUniform4fv(coord, 1, whxy);
daniel@transgaming.com9b5f5442010-03-16 05:43:55 +00001979
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001980 GLint depth = programObject->getDxDepthLocation();
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001981 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
daniel@transgaming.com31754962010-11-28 02:02:52 +00001982 programObject->setUniform2fv(depth, 1, dz);
daniel@transgaming.com9b5f5442010-03-16 05:43:55 +00001983
daniel@transgaming.com31754962010-11-28 02:02:52 +00001984 GLint depthRange = programObject->getDxDepthRangeLocation();
1985 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
1986 programObject->setUniform3fv(depthRange, 1, nearFarDiff);
jbauman@chromium.org54f59ef2011-10-12 17:03:34 +00001987 mDxUniformsDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001988 }
1989
1990 return true;
1991}
1992
1993// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
daniel@transgaming.com5af64272010-04-15 20:45:12 +00001994void Context::applyState(GLenum drawMode)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001995{
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00001996 Program *programObject = getCurrentProgram();
1997
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001998 Framebuffer *framebufferObject = getDrawFramebuffer();
1999
2000 GLenum adjustedFrontFace = adjustWinding(mState.frontFace);
2001
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002002 GLint frontCCW = programObject->getDxFrontCCWLocation();
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002003 GLint ccw = (adjustedFrontFace == GL_CCW);
daniel@transgaming.com79b820b2010-03-16 05:48:57 +00002004 programObject->setUniform1iv(frontCCW, 1, &ccw);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002005
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002006 GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002007 GLint alwaysFront = !isTriangleMode(drawMode);
2008 programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
2009
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002010 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002011 bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;
2012 // Apparently some ATI cards have a bug where a draw with a zero color
2013 // write mask can cause later draws to have incorrect results. Instead,
2014 // set a nonzero color write mask but modify the blend state so that no
2015 // drawing is done.
2016 // http://code.google.com/p/angleproject/issues/detail?id=169
2017
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002018 if (mCullStateDirty || mFrontFaceDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002019 {
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002020 if (mState.cullFace)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002021 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002022 mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, adjustedFrontFace));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002023 }
2024 else
2025 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002026 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002027 }
2028
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002029 mCullStateDirty = false;
2030 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002031
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002032 if (mDepthStateDirty)
2033 {
daniel@transgaming.com317887f2011-05-11 15:26:12 +00002034 if (mState.depthTest)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002035 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002036 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
2037 mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002038 }
2039 else
2040 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002041 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002042 }
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002043
2044 mDepthStateDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002045 }
2046
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002047 if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
2048 {
2049 mBlendStateDirty = true;
2050 mMaskStateDirty = true;
2051 }
2052
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002053 if (mBlendStateDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002054 {
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002055 if (mState.blend)
daniel@transgaming.com1436e262010-03-17 03:58:56 +00002056 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002057 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002058
2059 if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
2060 mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
2061 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002062 mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002063 }
2064 else
2065 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002066 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002067 unorm<8>(mState.blendColor.alpha),
2068 unorm<8>(mState.blendColor.alpha),
2069 unorm<8>(mState.blendColor.alpha)));
2070 }
2071
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002072 mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
2073 mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
2074 mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002075
2076 if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
2077 mState.destBlendRGB != mState.destBlendAlpha ||
2078 mState.blendEquationRGB != mState.blendEquationAlpha)
2079 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002080 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002081
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002082 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
2083 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
2084 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002085 }
2086 else
2087 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002088 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002089 }
daniel@transgaming.com1436e262010-03-17 03:58:56 +00002090 }
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002091 else
daniel@transgaming.comaede6302010-04-29 03:35:48 +00002092 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002093 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
daniel@transgaming.comaede6302010-04-29 03:35:48 +00002094 }
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002095
2096 mBlendStateDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002097 }
2098
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002099 if (mStencilStateDirty || mFrontFaceDirty)
2100 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002101 if (mState.stencilTest && framebufferObject->hasStencil())
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002102 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002103 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2104 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002105
2106 // FIXME: Unsupported by D3D9
2107 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
2108 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
2109 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
2110 if (mState.stencilWritemask != mState.stencilBackWritemask ||
2111 mState.stencilRef != mState.stencilBackRef ||
2112 mState.stencilMask != mState.stencilBackMask)
2113 {
2114 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
2115 return error(GL_INVALID_OPERATION);
2116 }
2117
daniel@transgaming.comdd7948b2010-06-02 16:12:34 +00002118 // get the maximum size of the stencil ref
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00002119 gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
daniel@transgaming.comdd7948b2010-06-02 16:12:34 +00002120 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2121
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002122 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
2123 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002124 es2dx::ConvertComparison(mState.stencilFunc));
2125
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002126 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2127 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002128
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002129 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002130 es2dx::ConvertStencilOp(mState.stencilFail));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002131 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002132 es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002133 mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002134 es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
2135
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002136 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
2137 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002138 es2dx::ConvertComparison(mState.stencilBackFunc));
2139
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002140 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2141 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002142
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002143 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002144 es2dx::ConvertStencilOp(mState.stencilBackFail));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002145 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002146 es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002147 mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002148 es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
2149 }
2150 else
2151 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002152 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002153 }
2154
2155 mStencilStateDirty = false;
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002156 mFrontFaceDirty = false;
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002157 }
2158
2159 if (mMaskStateDirty)
2160 {
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002161 int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
2162 mState.colorMaskBlue, mState.colorMaskAlpha);
2163 if (colorMask == 0 && !zeroColorMaskAllowed)
2164 {
2165 // Enable green channel, but set blending so nothing will be drawn.
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002166 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
2167 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002168
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002169 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
2170 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
2171 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002172 }
2173 else
2174 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002175 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
jbauman@chromium.org03208d52011-06-15 01:15:24 +00002176 }
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002177 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002178
2179 mMaskStateDirty = false;
2180 }
2181
2182 if (mPolygonOffsetStateDirty)
2183 {
2184 if (mState.polygonOffsetFill)
2185 {
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00002186 gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002187 if (depthbuffer)
2188 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002189 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002190 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002191 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002192 }
2193 }
2194 else
2195 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002196 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
2197 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002198 }
2199
2200 mPolygonOffsetStateDirty = false;
2201 }
2202
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002203 if (mSampleStateDirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002204 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002205 if (mState.sampleAlphaToCoverage)
daniel@transgaming.coma87bdf52010-04-29 03:38:55 +00002206 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002207 FIXME("Sample alpha to coverage is unimplemented.");
2208 }
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002209
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002210 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002211 if (mState.sampleCoverage)
2212 {
2213 unsigned int mask = 0;
2214 if (mState.sampleCoverageValue != 0)
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002215 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002216 float threshold = 0.5f;
2217
2218 for (int i = 0; i < framebufferObject->getSamples(); ++i)
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002219 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002220 mask <<= 1;
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002221
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002222 if ((i + 1) * mState.sampleCoverageValue >= threshold)
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002223 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002224 threshold += 1.0f;
2225 mask |= 1;
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002226 }
2227 }
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002228 }
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002229
2230 if (mState.sampleCoverageInvert)
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002231 {
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002232 mask = ~mask;
enne@chromium.orgc5f8dea2010-09-21 16:40:30 +00002233 }
daniel@transgaming.com3203c102011-06-08 12:41:32 +00002234
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002235 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00002236 }
2237 else
2238 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002239 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
daniel@transgaming.coma87bdf52010-04-29 03:38:55 +00002240 }
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002241
2242 mSampleStateDirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002243 }
2244
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002245 if (mDitherStateDirty)
2246 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002247 mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
daniel@transgaming.coma79f9d12010-05-12 03:40:01 +00002248
2249 mDitherStateDirty = false;
2250 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002251}
2252
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00002253GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002254{
daniel@transgaming.combaa74512011-04-13 14:56:47 +00002255 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002256
daniel@transgaming.com2fc9f902012-01-27 15:39:00 +00002257 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances);
daniel@transgaming.com81655a72010-05-20 19:18:17 +00002258 if (err != GL_NO_ERROR)
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00002259 {
daniel@transgaming.com81655a72010-05-20 19:18:17 +00002260 return err;
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00002261 }
2262
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00002263 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, getCurrentProgram(), instances);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002264}
2265
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002266// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.comd2820bf2012-01-27 15:38:48 +00002267GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00002268{
daniel@transgaming.com83921382011-01-08 05:46:00 +00002269 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00002270
daniel@transgaming.com81655a72010-05-20 19:18:17 +00002271 if (err == GL_NO_ERROR)
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00002272 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00002273 if (indexInfo->serial != mAppliedIBSerial)
2274 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002275 mDevice->SetIndices(indexInfo->indexBuffer);
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00002276 mAppliedIBSerial = indexInfo->serial;
2277 }
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00002278 }
2279
daniel@transgaming.com81655a72010-05-20 19:18:17 +00002280 return err;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002281}
2282
2283// Applies the shaders and shader constants to the Direct3D 9 device
2284void Context::applyShaders()
2285{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002286 Program *programObject = getCurrentProgram();
daniel@transgaming.coma9eb5da2011-03-21 16:39:16 +00002287 if (programObject->getSerial() != mAppliedProgramSerial)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002288 {
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00002289 IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
2290 IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
2291
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002292 mDevice->SetPixelShader(pixelShader);
2293 mDevice->SetVertexShader(vertexShader);
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002294 programObject->dirtyAllUniforms();
daniel@transgaming.coma9eb5da2011-03-21 16:39:16 +00002295 mAppliedProgramSerial = programObject->getSerial();
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002296 }
2297
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002298 programObject->applyUniforms();
2299}
2300
2301// Applies the textures and sampler states to the Direct3D 9 device
2302void Context::applyTextures()
2303{
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002304 applyTextures(SAMPLER_PIXEL);
2305
2306 if (mSupportsVertexTexture)
2307 {
2308 applyTextures(SAMPLER_VERTEX);
2309 }
2310}
2311
daniel@transgaming.com9ba680a2011-05-11 15:37:11 +00002312// For each Direct3D 9 sampler of either the pixel or vertex stage,
2313// looks up the corresponding OpenGL texture image unit and texture type,
2314// and sets the texture and its addressing/filtering state (or NULL when inactive).
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002315void Context::applyTextures(SamplerType type)
2316{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002317 Program *programObject = getCurrentProgram();
2318
daniel@transgaming.com9ba680a2011-05-11 15:37:11 +00002319 int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00002320 unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
2321 int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
jbauman@chromium.orgb6e72222011-10-18 23:01:46 +00002322 int samplerRange = programObject->getUsedSamplerRange(type);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002323
jbauman@chromium.orgb6e72222011-10-18 23:01:46 +00002324 for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002325 {
daniel@transgaming.com9ba680a2011-05-11 15:37:11 +00002326 int textureUnit = programObject->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +00002327 int d3dSampler = samplerIndex + d3dSamplerOffset;
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002328
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002329 if (textureUnit != -1)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002330 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002331 TextureType textureType = programObject->getSamplerTextureType(type, samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002332
2333 Texture *texture = getSamplerTexture(textureUnit, textureType);
2334
daniel@transgaming.comfbc39522011-11-11 04:10:28 +00002335 if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyParameters() || texture->hasDirtyImages())
daniel@transgaming.com12d54072010-03-16 06:23:26 +00002336 {
daniel@transgaming.com38e76e52011-03-21 16:39:10 +00002337 IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();
2338
2339 if (d3dTexture)
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002340 {
daniel@transgaming.comfbc39522011-11-11 04:10:28 +00002341 if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyParameters())
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002342 {
2343 GLenum wrapS = texture->getWrapS();
2344 GLenum wrapT = texture->getWrapT();
2345 GLenum minFilter = texture->getMinFilter();
2346 GLenum magFilter = texture->getMagFilter();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002347
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002348 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
2349 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002350
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002351 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002352 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
2353 es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002354 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
2355 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002356 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002357
daniel@transgaming.comfbc39522011-11-11 04:10:28 +00002358 if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyImages())
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002359 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002360 mDevice->SetTexture(d3dSampler, d3dTexture);
daniel@transgaming.coma06aa872011-03-21 17:22:21 +00002361 }
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002362 }
2363 else
2364 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002365 mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002366 }
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002367
daniel@transgaming.comfbc39522011-11-11 04:10:28 +00002368 appliedTextureSerial[samplerIndex] = texture->getTextureSerial();
daniel@transgaming.com38e76e52011-03-21 16:39:10 +00002369 texture->resetDirty();
2370 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002371 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002372 else
2373 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002374 if (appliedTextureSerial[samplerIndex] != 0)
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002375 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002376 mDevice->SetTexture(d3dSampler, NULL);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002377 appliedTextureSerial[samplerIndex] = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002378 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002379 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002380 }
jbauman@chromium.orgb6e72222011-10-18 23:01:46 +00002381
2382 for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
2383 {
2384 if (appliedTextureSerial[samplerIndex] != 0)
2385 {
daniel@transgaming.comc5a7b692011-10-26 02:45:44 +00002386 mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);
jbauman@chromium.orgb6e72222011-10-18 23:01:46 +00002387 appliedTextureSerial[samplerIndex] = 0;
2388 }
2389 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002390}
2391
daniel@transgaming.comb7915a52011-11-12 03:14:20 +00002392void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2393 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002394{
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002395 Framebuffer *framebuffer = getReadFramebuffer();
daniel@transgaming.combbc57792010-07-28 19:21:05 +00002396
2397 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
2398 {
2399 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
2400 }
2401
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00002402 if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
2403 {
2404 return error(GL_INVALID_OPERATION);
2405 }
2406
daniel@transgaming.comb7915a52011-11-12 03:14:20 +00002407 GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
2408 // sized query sanity check
2409 if (bufSize)
2410 {
2411 int requiredSize = outputPitch * height;
2412 if (requiredSize > *bufSize)
2413 {
2414 return error(GL_INVALID_OPERATION);
2415 }
2416 }
2417
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002418 IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
daniel@transgaming.comd36c6a02010-08-31 12:15:09 +00002419 if (!renderTarget)
2420 {
2421 return; // Context must be lost, return silently
2422 }
2423
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002424 D3DSURFACE_DESC desc;
2425 renderTarget->GetDesc(&desc);
2426
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002427 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2428 {
2429 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.coma5798952011-12-13 17:30:43 +00002430 renderTarget->Release();
daniel@transgaming.com97b12412011-08-09 13:40:28 +00002431 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002432 }
2433
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00002434 HRESULT result;
2435 IDirect3DSurface9 *systemSurface = NULL;
2436 bool directToPixels = getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&
apatrick@chromium.orga1d80592012-01-25 21:52:10 +00002437 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00002438 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2439 if (directToPixels)
2440 {
2441 // Use the pixels ptr as a shared handle to write directly into client's memory
2442 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2443 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2444 if (FAILED(result))
2445 {
2446 // Try again without the shared handle
2447 directToPixels = false;
2448 }
2449 }
2450
2451 if (!directToPixels)
2452 {
2453 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2454 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2455 if (FAILED(result))
2456 {
2457 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2458 return error(GL_OUT_OF_MEMORY);
2459 }
2460 }
2461
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002462 result = mDevice->GetRenderTargetData(renderTarget, systemSurface);
apatrick@chromium.orgfebbea82011-12-07 19:10:16 +00002463 renderTarget->Release();
daniel@transgaming.coma5798952011-12-13 17:30:43 +00002464 renderTarget = NULL;
apatrick@chromium.orgfebbea82011-12-07 19:10:16 +00002465
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002466 if (FAILED(result))
2467 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002468 systemSurface->Release();
2469
daniel@transgaming.com6f5c5fc2011-11-09 17:46:39 +00002470 // It turns out that D3D will sometimes produce more error
2471 // codes than those documented.
2472 if (checkDeviceLost(result))
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002473 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6f5c5fc2011-11-09 17:46:39 +00002474 else
2475 {
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002476 UNREACHABLE();
daniel@transgaming.com6f5c5fc2011-11-09 17:46:39 +00002477 return;
apatrick@chromium.org6db8cab2010-07-22 20:39:50 +00002478 }
daniel@transgaming.com6f5c5fc2011-11-09 17:46:39 +00002479
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002480 }
2481
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00002482 if (directToPixels)
2483 {
2484 systemSurface->Release();
2485 return;
2486 }
2487
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002488 D3DLOCKED_RECT lock;
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002489 RECT rect = transformPixelRect(x, y, width, height, desc.Height);
2490 rect.left = clamp(rect.left, 0L, static_cast<LONG>(desc.Width));
2491 rect.top = clamp(rect.top, 0L, static_cast<LONG>(desc.Height));
2492 rect.right = clamp(rect.right, 0L, static_cast<LONG>(desc.Width));
2493 rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(desc.Height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002494
2495 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2496
2497 if (FAILED(result))
2498 {
2499 UNREACHABLE();
2500 systemSurface->Release();
2501
2502 return; // No sensible error to generate
2503 }
2504
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002505 unsigned char *dest = (unsigned char*)pixels;
daniel@transgaming.comafb23952010-04-13 03:25:54 +00002506 unsigned short *dest16 = (unsigned short*)pixels;
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00002507
2508 unsigned char *source;
2509 int inputPitch;
2510 if (getPackReverseRowOrder())
2511 {
2512 source = (unsigned char*)lock.pBits;
2513 inputPitch = lock.Pitch;
2514 }
2515 else
2516 {
2517 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2518 inputPitch = -lock.Pitch;
2519 }
daniel@transgaming.com713914b2010-05-04 03:35:17 +00002520
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002521 for (int j = 0; j < rect.bottom - rect.top; j++)
2522 {
daniel@transgaming.coma9198d92010-08-08 04:49:56 +00002523 if (desc.Format == D3DFMT_A8R8G8B8 &&
2524 format == GL_BGRA_EXT &&
2525 type == GL_UNSIGNED_BYTE)
2526 {
2527 // Fast path for EXT_read_format_bgra, given
2528 // an RGBA source buffer. Note that buffers with no
2529 // alpha go through the slow path below.
2530 memcpy(dest + j * outputPitch,
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002531 source + j * inputPitch,
daniel@transgaming.coma9198d92010-08-08 04:49:56 +00002532 (rect.right - rect.left) * 4);
2533 continue;
2534 }
2535
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002536 for (int i = 0; i < rect.right - rect.left; i++)
2537 {
2538 float r;
2539 float g;
2540 float b;
2541 float a;
2542
2543 switch (desc.Format)
2544 {
2545 case D3DFMT_R5G6B5:
2546 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002547 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002548
2549 a = 1.0f;
2550 b = (rgb & 0x001F) * (1.0f / 0x001F);
2551 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2552 r = (rgb & 0xF800) * (1.0f / 0xF800);
2553 }
2554 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002555 case D3DFMT_A1R5G5B5:
2556 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002557 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002558
2559 a = (argb & 0x8000) ? 1.0f : 0.0f;
2560 b = (argb & 0x001F) * (1.0f / 0x001F);
2561 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2562 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2563 }
2564 break;
2565 case D3DFMT_A8R8G8B8:
2566 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002567 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002568
2569 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2570 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2571 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2572 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2573 }
2574 break;
2575 case D3DFMT_X8R8G8B8:
2576 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002577 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002578
2579 a = 1.0f;
2580 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2581 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2582 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2583 }
2584 break;
2585 case D3DFMT_A2R10G10B10:
2586 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002587 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002588
2589 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2590 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2591 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2592 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2593 }
2594 break;
daniel@transgaming.com1297d922010-09-01 15:47:47 +00002595 case D3DFMT_A32B32G32R32F:
2596 {
2597 // float formats in D3D are stored rgba, rather than the other way round
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002598 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2599 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2600 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2601 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
daniel@transgaming.com1297d922010-09-01 15:47:47 +00002602 }
2603 break;
2604 case D3DFMT_A16B16G16R16F:
2605 {
2606 // float formats in D3D are stored rgba, rather than the other way round
2607 float abgr[4];
2608
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00002609 D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4);
daniel@transgaming.com1297d922010-09-01 15:47:47 +00002610
2611 a = abgr[3];
2612 b = abgr[2];
2613 g = abgr[1];
2614 r = abgr[0];
2615 }
2616 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002617 default:
2618 UNIMPLEMENTED(); // FIXME
2619 UNREACHABLE();
apatrick@chromium.orga1d80592012-01-25 21:52:10 +00002620 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002621 }
2622
2623 switch (format)
2624 {
2625 case GL_RGBA:
2626 switch (type)
2627 {
2628 case GL_UNSIGNED_BYTE:
daniel@transgaming.com713914b2010-05-04 03:35:17 +00002629 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2630 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2631 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2632 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002633 break;
2634 default: UNREACHABLE();
2635 }
2636 break;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +00002637 case GL_BGRA_EXT:
2638 switch (type)
2639 {
2640 case GL_UNSIGNED_BYTE:
2641 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2642 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2643 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2644 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2645 break;
2646 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2647 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2648 // this type is packed as follows:
2649 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2650 // --------------------------------------------------------------------------------
2651 // | 4th | 3rd | 2nd | 1st component |
2652 // --------------------------------------------------------------------------------
2653 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2654 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2655 ((unsigned short)(15 * a + 0.5f) << 12)|
2656 ((unsigned short)(15 * r + 0.5f) << 8) |
2657 ((unsigned short)(15 * g + 0.5f) << 4) |
2658 ((unsigned short)(15 * b + 0.5f) << 0);
2659 break;
2660 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2661 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2662 // this type is packed as follows:
2663 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2664 // --------------------------------------------------------------------------------
2665 // | 4th | 3rd | 2nd | 1st component |
2666 // --------------------------------------------------------------------------------
2667 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2668 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2669 ((unsigned short)( a + 0.5f) << 15) |
2670 ((unsigned short)(31 * r + 0.5f) << 10) |
2671 ((unsigned short)(31 * g + 0.5f) << 5) |
2672 ((unsigned short)(31 * b + 0.5f) << 0);
2673 break;
2674 default: UNREACHABLE();
2675 }
2676 break;
daniel@transgaming.comafb23952010-04-13 03:25:54 +00002677 case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002678 switch (type)
2679 {
daniel@transgaming.comafb23952010-04-13 03:25:54 +00002680 case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE
daniel@transgaming.com713914b2010-05-04 03:35:17 +00002681 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2682 ((unsigned short)(31 * b + 0.5f) << 0) |
2683 ((unsigned short)(63 * g + 0.5f) << 5) |
2684 ((unsigned short)(31 * r + 0.5f) << 11);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002685 break;
2686 default: UNREACHABLE();
2687 }
2688 break;
2689 default: UNREACHABLE();
2690 }
2691 }
2692 }
2693
2694 systemSurface->UnlockRect();
2695
2696 systemSurface->Release();
2697}
2698
2699void Context::clear(GLbitfield mask)
2700{
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002701 Framebuffer *framebufferObject = getDrawFramebuffer();
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002702
2703 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2704 {
daniel@transgaming.comb5a3a6b2011-03-21 16:38:46 +00002705 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002706 }
2707
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002708 DWORD flags = 0;
2709
2710 if (mask & GL_COLOR_BUFFER_BIT)
2711 {
2712 mask &= ~GL_COLOR_BUFFER_BIT;
daniel@transgaming.comc6f53402010-06-24 13:02:19 +00002713
2714 if (framebufferObject->getColorbufferType() != GL_NONE)
2715 {
2716 flags |= D3DCLEAR_TARGET;
2717 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002718 }
2719
2720 if (mask & GL_DEPTH_BUFFER_BIT)
2721 {
2722 mask &= ~GL_DEPTH_BUFFER_BIT;
daniel@transgaming.comc6f53402010-06-24 13:02:19 +00002723 if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002724 {
2725 flags |= D3DCLEAR_ZBUFFER;
2726 }
2727 }
2728
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002729 GLuint stencilUnmasked = 0x0;
2730
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002731 if (mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002732 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002733 mask &= ~GL_STENCIL_BUFFER_BIT;
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002734 if (framebufferObject->getStencilbufferType() != GL_NONE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002735 {
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002736 IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
apatrick@chromium.orgb2bdd062010-10-05 02:24:30 +00002737 if (!depthStencil)
2738 {
2739 ERR("Depth stencil pointer unexpectedly null.");
2740 return;
2741 }
2742
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002743 D3DSURFACE_DESC desc;
2744 depthStencil->GetDesc(&desc);
2745
daniel@transgaming.comd2fd4f22011-02-01 18:49:11 +00002746 unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00002747 stencilUnmasked = (0x1 << stencilSize) - 1;
2748
2749 if (stencilUnmasked != 0x0)
2750 {
2751 flags |= D3DCLEAR_STENCIL;
2752 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002753 }
2754 }
2755
2756 if (mask != 0)
2757 {
2758 return error(GL_INVALID_VALUE);
2759 }
2760
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002761 if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
2762 {
2763 return;
2764 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002765
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002766 D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002767 unorm<8>(mState.colorClearValue.red),
2768 unorm<8>(mState.colorClearValue.green),
2769 unorm<8>(mState.colorClearValue.blue));
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002770 float depth = clamp01(mState.depthClearValue);
2771 int stencil = mState.stencilClearValue & 0x000000FF;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002772
daniel@transgaming.com56397df2011-12-22 19:39:18 +00002773 bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002774
2775 const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002776 (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002777 const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002778 !(mState.colorMaskRed && mState.colorMaskGreen &&
2779 mState.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002780
2781 if (needMaskedColorClear || needMaskedStencilClear)
2782 {
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002783 // State which is altered in all paths from this point to the clear call is saved.
2784 // State which is altered in only some paths will be flagged dirty in the case that
2785 // that path is taken.
2786 HRESULT hr;
2787 if (mMaskedClearSavedState == NULL)
2788 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002789 hr = mDevice->BeginStateBlock();
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002790 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2791
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002792 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2793 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2794 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2795 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2796 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2797 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2798 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2799 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
2800 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
2801 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2802 mDevice->SetPixelShader(NULL);
2803 mDevice->SetVertexShader(NULL);
2804 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
2805 mDevice->SetStreamSource(0, NULL, 0, 0);
2806 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2807 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2808 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2809 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2810 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2811 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2812 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00002813
2814 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2815 {
2816 mDevice->SetStreamSourceFreq(i, 1);
2817 }
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002818
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002819 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002820 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
2821 }
2822
2823 ASSERT(mMaskedClearSavedState != NULL);
2824
2825 if (mMaskedClearSavedState != NULL)
2826 {
2827 hr = mMaskedClearSavedState->Capture();
2828 ASSERT(SUCCEEDED(hr));
2829 }
2830
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002831 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
2832 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2833 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2834 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2835 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2836 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2837 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2838 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002839
2840 if (flags & D3DCLEAR_TARGET)
2841 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002842 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002843 }
2844 else
2845 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002846 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002847 }
2848
2849 if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
2850 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002851 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
2852 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
2853 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
2854 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
2855 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
2856 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
2857 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
2858 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002859 mStencilStateDirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002860 }
2861 else
2862 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002863 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002864 }
2865
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002866 mDevice->SetPixelShader(NULL);
2867 mDevice->SetVertexShader(NULL);
2868 mDevice->SetFVF(D3DFVF_XYZRHW);
2869 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
2870 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
2871 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
2872 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2873 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
2874 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
2875 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002876
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00002877 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2878 {
2879 mDevice->SetStreamSourceFreq(i, 1);
2880 }
2881
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002882 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
2883 quad[0][0] = -0.5f;
daniel@transgaming.com56397df2011-12-22 19:39:18 +00002884 quad[0][1] = mRenderTargetDesc.Height - 0.5f;
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002885 quad[0][2] = 0.0f;
2886 quad[0][3] = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002887
daniel@transgaming.com56397df2011-12-22 19:39:18 +00002888 quad[1][0] = mRenderTargetDesc.Width - 0.5f;
2889 quad[1][1] = mRenderTargetDesc.Height - 0.5f;
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002890 quad[1][2] = 0.0f;
2891 quad[1][3] = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002892
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002893 quad[2][0] = -0.5f;
2894 quad[2][1] = -0.5f;
2895 quad[2][2] = 0.0f;
2896 quad[2][3] = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002897
daniel@transgaming.com56397df2011-12-22 19:39:18 +00002898 quad[3][0] = mRenderTargetDesc.Width - 0.5f;
daniel@transgaming.com1615be22011-02-09 16:30:06 +00002899 quad[3][1] = -0.5f;
2900 quad[3][2] = 0.0f;
2901 quad[3][3] = 1.0f;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002902
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002903 mDisplay->startScene();
2904 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002905
2906 if (flags & D3DCLEAR_ZBUFFER)
2907 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002908 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2909 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2910 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002911 }
daniel@transgaming.com8f05d1a2010-06-07 02:06:03 +00002912
2913 if (mMaskedClearSavedState != NULL)
2914 {
2915 mMaskedClearSavedState->Apply();
2916 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002917 }
daniel@transgaming.com8ede24f2010-05-05 18:47:58 +00002918 else if (flags)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002919 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002920 mDevice->Clear(0, NULL, flags, color, depth, stencil);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002921 }
2922}
2923
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00002924void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002925{
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002926 if (!mState.currentProgram)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002927 {
2928 return error(GL_INVALID_OPERATION);
2929 }
2930
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002931 D3DPRIMITIVETYPE primitiveType;
2932 int primitiveCount;
2933
2934 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
2935 return error(GL_INVALID_ENUM);
2936
2937 if (primitiveCount <= 0)
2938 {
2939 return;
2940 }
2941
2942 if (!applyRenderTarget(false))
2943 {
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00002944 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002945 }
2946
daniel@transgaming.com5af64272010-04-15 20:45:12 +00002947 applyState(mode);
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00002948
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00002949 GLenum err = applyVertexBuffer(first, count, instances);
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00002950 if (err != GL_NO_ERROR)
2951 {
2952 return error(err);
2953 }
2954
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002955 applyShaders();
2956 applyTextures();
2957
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002958 if (!getCurrentProgram()->validateSamplers(false))
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002959 {
2960 return error(GL_INVALID_OPERATION);
2961 }
2962
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002963 if (!cullSkipsDraw(mode))
2964 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00002965 mDisplay->startScene();
daniel@transgaming.com83921382011-01-08 05:46:00 +00002966
daniel@transgaming.comf6549452012-01-27 15:39:08 +00002967 if (instances == 0)
2968 {
2969 mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
2970 }
2971 else
2972 {
2973 StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
2974 if (countingIB)
2975 {
2976 if (mAppliedIBSerial != countingIB->getSerial())
2977 {
2978 mDevice->SetIndices(countingIB->getBuffer());
2979 mAppliedIBSerial = countingIB->getSerial();
2980 }
2981
2982 mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
2983 }
2984 else
2985 {
2986 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
2987 return error(GL_OUT_OF_MEMORY);
2988 }
2989 }
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00002990
2991 if (mode == GL_LINE_LOOP) // Draw the last segment separately
2992 {
daniel@transgaming.com102ca742011-11-24 22:34:14 +00002993 drawClosingLine(0, count - 1, 0);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00002994 }
daniel@transgaming.comace5e662010-03-21 04:31:20 +00002995 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002996}
2997
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00002998void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002999{
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003000 if (!mState.currentProgram)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003001 {
3002 return error(GL_INVALID_OPERATION);
3003 }
3004
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003005 if (!indices && !mState.elementArrayBuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003006 {
3007 return error(GL_INVALID_OPERATION);
3008 }
3009
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003010 D3DPRIMITIVETYPE primitiveType;
3011 int primitiveCount;
3012
3013 if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
3014 return error(GL_INVALID_ENUM);
3015
3016 if (primitiveCount <= 0)
3017 {
3018 return;
3019 }
3020
3021 if (!applyRenderTarget(false))
3022 {
daniel@transgaming.combaeb8c52010-05-05 18:50:39 +00003023 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003024 }
3025
daniel@transgaming.com5af64272010-04-15 20:45:12 +00003026 applyState(mode);
daniel@transgaming.com41d8dd82010-05-12 03:45:03 +00003027
3028 TranslatedIndexData indexInfo;
3029 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
3030 if (err != GL_NO_ERROR)
3031 {
3032 return error(err);
3033 }
3034
daniel@transgaming.com83921382011-01-08 05:46:00 +00003035 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00003036 err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances);
daniel@transgaming.com838bcea2010-05-20 19:17:42 +00003037 if (err != GL_NO_ERROR)
3038 {
3039 return error(err);
3040 }
3041
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003042 applyShaders();
3043 applyTextures();
3044
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00003045 if (!getCurrentProgram()->validateSamplers(false))
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00003046 {
3047 return error(GL_INVALID_OPERATION);
3048 }
3049
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003050 if (!cullSkipsDraw(mode))
3051 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003052 mDisplay->startScene();
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003053
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003054 mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003055
3056 if (mode == GL_LINE_LOOP) // Draw the last segment separately
3057 {
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003058 drawClosingLine(count, type, indices, indexInfo.minIndex);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003059 }
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003060 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003061}
3062
daniel@transgaming.com0d86aa72011-10-26 02:35:10 +00003063// Implements glFlush when block is false, glFinish when block is true
3064void Context::sync(bool block)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003065{
apatrick@chromium.orga5ddde92012-01-10 23:00:07 +00003066 mDisplay->sync(block);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003067}
3068
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003069void Context::drawClosingLine(unsigned int first, unsigned int last, int minIndex)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003070{
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003071 bool succeeded = false;
3072 UINT offset;
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003073
3074 if (supports32bitIndices())
3075 {
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003076 const int spaceNeeded = 2 * sizeof(unsigned int);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003077
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003078 if (!mClosingIB)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003079 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003080 mClosingIB = new StreamingIndexBuffer(mDevice, CLOSING_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003081 }
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003082
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003083 mClosingIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
3084
3085 unsigned int *data = static_cast<unsigned int*>(mClosingIB->map(spaceNeeded, &offset));
3086 if (data)
3087 {
3088 data[0] = last;
3089 data[1] = first;
3090 mClosingIB->unmap();
3091 offset /= 4;
3092 succeeded = true;
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003093 }
3094 }
3095 else
3096 {
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003097 const int spaceNeeded = 2 * sizeof(unsigned short);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003098
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003099 if (!mClosingIB)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003100 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003101 mClosingIB = new StreamingIndexBuffer(mDevice, CLOSING_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003102 }
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003103
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003104 mClosingIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
3105
3106 unsigned short *data = static_cast<unsigned short*>(mClosingIB->map(spaceNeeded, &offset));
3107 if (data)
3108 {
3109 data[0] = last;
3110 data[1] = first;
3111 mClosingIB->unmap();
3112 offset /= 2;
3113 succeeded = true;
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003114 }
3115 }
3116
jbauman@chromium.org399c35f2011-04-28 23:19:51 +00003117 if (succeeded)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003118 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003119 mDevice->SetIndices(mClosingIB->getBuffer());
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00003120 mAppliedIBSerial = mClosingIB->getSerial();
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003121
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003122 mDevice->DrawIndexedPrimitive(D3DPT_LINELIST, -minIndex, minIndex, last, offset, 1);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003123 }
3124 else
3125 {
3126 ERR("Could not create an index buffer for closing a line loop.");
3127 error(GL_OUT_OF_MEMORY);
3128 }
3129}
3130
daniel@transgaming.comd2820bf2012-01-27 15:38:48 +00003131void Context::drawClosingLine(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003132{
3133 unsigned int first = 0;
3134 unsigned int last = 0;
3135
3136 if (mState.elementArrayBuffer.get())
3137 {
3138 Buffer *indexBuffer = mState.elementArrayBuffer.get();
3139 intptr_t offset = reinterpret_cast<intptr_t>(indices);
3140 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
3141 }
3142
3143 switch (type)
3144 {
3145 case GL_UNSIGNED_BYTE:
3146 first = static_cast<const GLubyte*>(indices)[0];
3147 last = static_cast<const GLubyte*>(indices)[count - 1];
3148 break;
3149 case GL_UNSIGNED_SHORT:
3150 first = static_cast<const GLushort*>(indices)[0];
3151 last = static_cast<const GLushort*>(indices)[count - 1];
3152 break;
3153 case GL_UNSIGNED_INT:
3154 first = static_cast<const GLuint*>(indices)[0];
3155 last = static_cast<const GLuint*>(indices)[count - 1];
3156 break;
3157 default: UNREACHABLE();
3158 }
3159
daniel@transgaming.com102ca742011-11-24 22:34:14 +00003160 drawClosingLine(first, last, minIndex);
daniel@transgaming.comddcd7372011-01-08 05:46:33 +00003161}
3162
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003163void Context::recordInvalidEnum()
3164{
3165 mInvalidEnum = true;
3166}
3167
3168void Context::recordInvalidValue()
3169{
3170 mInvalidValue = true;
3171}
3172
3173void Context::recordInvalidOperation()
3174{
3175 mInvalidOperation = true;
3176}
3177
3178void Context::recordOutOfMemory()
3179{
3180 mOutOfMemory = true;
3181}
3182
3183void Context::recordInvalidFramebufferOperation()
3184{
3185 mInvalidFramebufferOperation = true;
3186}
3187
3188// Get one of the recorded errors and clear its flag, if any.
3189// [OpenGL ES 2.0.24] section 2.5 page 13.
3190GLenum Context::getError()
3191{
3192 if (mInvalidEnum)
3193 {
3194 mInvalidEnum = false;
3195
3196 return GL_INVALID_ENUM;
3197 }
3198
3199 if (mInvalidValue)
3200 {
3201 mInvalidValue = false;
3202
3203 return GL_INVALID_VALUE;
3204 }
3205
3206 if (mInvalidOperation)
3207 {
3208 mInvalidOperation = false;
3209
3210 return GL_INVALID_OPERATION;
3211 }
3212
3213 if (mOutOfMemory)
3214 {
3215 mOutOfMemory = false;
3216
3217 return GL_OUT_OF_MEMORY;
3218 }
3219
3220 if (mInvalidFramebufferOperation)
3221 {
3222 mInvalidFramebufferOperation = false;
3223
3224 return GL_INVALID_FRAMEBUFFER_OPERATION;
3225 }
3226
3227 return GL_NO_ERROR;
3228}
3229
daniel@transgaming.com17f548c2011-11-09 17:47:02 +00003230GLenum Context::getResetStatus()
3231{
3232 if (mResetStatus == GL_NO_ERROR)
3233 {
3234 bool lost = mDisplay->testDeviceLost();
3235
3236 if (lost)
3237 {
3238 mDisplay->notifyDeviceLost(); // Sets mResetStatus
3239 }
3240 }
3241
3242 GLenum status = mResetStatus;
3243
3244 if (mResetStatus != GL_NO_ERROR)
3245 {
3246 if (mDisplay->testDeviceResettable())
3247 {
3248 mResetStatus = GL_NO_ERROR;
3249 }
3250 }
3251
3252 return status;
3253}
3254
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00003255bool Context::isResetNotificationEnabled()
3256{
3257 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
3258}
3259
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00003260bool Context::supportsShaderModel3() const
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00003261{
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00003262 return mSupportsShaderModel3;
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00003263}
3264
daniel@transgaming.com396c6432010-11-26 16:26:12 +00003265int Context::getMaximumVaryingVectors() const
3266{
3267 return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
3268}
3269
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00003270unsigned int Context::getMaximumVertexTextureImageUnits() const
daniel@transgaming.comaf29cac2011-05-11 15:36:31 +00003271{
3272 return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
3273}
3274
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00003275unsigned int Context::getMaximumCombinedTextureImageUnits() const
daniel@transgaming.comaf29cac2011-05-11 15:36:31 +00003276{
3277 return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
3278}
3279
daniel@transgaming.com458da142010-11-28 02:03:02 +00003280int Context::getMaximumFragmentUniformVectors() const
3281{
3282 return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
3283}
3284
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003285int Context::getMaxSupportedSamples() const
3286{
3287 return mMaxSupportedSamples;
3288}
3289
3290int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const
3291{
3292 if (requested == 0)
3293 {
3294 return requested;
3295 }
3296
3297 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
3298 if (itr == mMultiSampleSupport.end())
3299 {
3300 return -1;
3301 }
3302
3303 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
3304 {
3305 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
3306 {
3307 return i;
3308 }
3309 }
3310
3311 return -1;
3312}
3313
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003314bool Context::supportsEventQueries() const
3315{
3316 return mSupportsEventQueries;
3317}
3318
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00003319bool Context::supportsOcclusionQueries() const
3320{
3321 return mSupportsOcclusionQueries;
3322}
3323
gman@chromium.org50c526d2011-08-10 05:19:44 +00003324bool Context::supportsDXT1Textures() const
daniel@transgaming.com01868132010-08-24 19:21:17 +00003325{
gman@chromium.org50c526d2011-08-10 05:19:44 +00003326 return mSupportsDXT1Textures;
3327}
3328
3329bool Context::supportsDXT3Textures() const
3330{
3331 return mSupportsDXT3Textures;
3332}
3333
3334bool Context::supportsDXT5Textures() const
3335{
3336 return mSupportsDXT5Textures;
daniel@transgaming.com01868132010-08-24 19:21:17 +00003337}
3338
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003339bool Context::supportsFloat32Textures() const
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003340{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003341 return mSupportsFloat32Textures;
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003342}
3343
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003344bool Context::supportsFloat32LinearFilter() const
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003345{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003346 return mSupportsFloat32LinearFilter;
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003347}
3348
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003349bool Context::supportsFloat32RenderableTextures() const
daniel@transgaming.com1297d922010-09-01 15:47:47 +00003350{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003351 return mSupportsFloat32RenderableTextures;
daniel@transgaming.com1297d922010-09-01 15:47:47 +00003352}
3353
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003354bool Context::supportsFloat16Textures() const
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003355{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003356 return mSupportsFloat16Textures;
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003357}
3358
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003359bool Context::supportsFloat16LinearFilter() const
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003360{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003361 return mSupportsFloat16LinearFilter;
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00003362}
3363
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003364bool Context::supportsFloat16RenderableTextures() const
daniel@transgaming.com1297d922010-09-01 15:47:47 +00003365{
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003366 return mSupportsFloat16RenderableTextures;
daniel@transgaming.com1297d922010-09-01 15:47:47 +00003367}
3368
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00003369int Context::getMaximumRenderbufferDimension() const
3370{
3371 return mMaxRenderbufferDimension;
3372}
3373
3374int Context::getMaximumTextureDimension() const
3375{
3376 return mMaxTextureDimension;
3377}
3378
3379int Context::getMaximumCubeTextureDimension() const
3380{
3381 return mMaxCubeTextureDimension;
3382}
3383
3384int Context::getMaximumTextureLevel() const
3385{
3386 return mMaxTextureLevel;
3387}
3388
daniel@transgaming.comed828e52010-10-15 17:57:30 +00003389bool Context::supportsLuminanceTextures() const
3390{
3391 return mSupportsLuminanceTextures;
3392}
3393
3394bool Context::supportsLuminanceAlphaTextures() const
3395{
3396 return mSupportsLuminanceAlphaTextures;
3397}
3398
daniel@transgaming.com83921382011-01-08 05:46:00 +00003399bool Context::supports32bitIndices() const
3400{
3401 return mSupports32bitIndices;
3402}
3403
daniel@transgaming.com4f9ef0d2011-05-30 23:51:19 +00003404bool Context::supportsNonPower2Texture() const
3405{
3406 return mSupportsNonPower2Texture;
3407}
3408
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003409void Context::detachBuffer(GLuint buffer)
3410{
3411 // [OpenGL ES 2.0.24] section 2.9 page 22:
3412 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3413 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3414
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003415 if (mState.arrayBuffer.id() == buffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003416 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003417 mState.arrayBuffer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003418 }
3419
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003420 if (mState.elementArrayBuffer.id() == buffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003421 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003422 mState.elementArrayBuffer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003423 }
3424
3425 for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3426 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003427 if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003428 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003429 mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003430 }
3431 }
3432}
3433
3434void Context::detachTexture(GLuint texture)
3435{
3436 // [OpenGL ES 2.0.24] section 3.8 page 84:
3437 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3438 // rebound to texture object zero
3439
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003440 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003441 {
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +00003442 for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003443 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003444 if (mState.samplerTexture[type][sampler].id() == texture)
daniel@transgaming.com416485f2010-03-16 06:23:23 +00003445 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003446 mState.samplerTexture[type][sampler].set(NULL);
daniel@transgaming.com416485f2010-03-16 06:23:23 +00003447 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003448 }
3449 }
3450
3451 // [OpenGL ES 2.0.24] section 4.4 page 112:
3452 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3453 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3454 // image was attached in the currently bound framebuffer.
3455
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003456 Framebuffer *readFramebuffer = getReadFramebuffer();
3457 Framebuffer *drawFramebuffer = getDrawFramebuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003458
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003459 if (readFramebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003460 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003461 readFramebuffer->detachTexture(texture);
3462 }
3463
3464 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3465 {
3466 drawFramebuffer->detachTexture(texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003467 }
3468}
3469
3470void Context::detachFramebuffer(GLuint framebuffer)
3471{
3472 // [OpenGL ES 2.0.24] section 4.4 page 107:
3473 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3474 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3475
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00003476 if (mState.readFramebuffer == framebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003477 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003478 bindReadFramebuffer(0);
3479 }
3480
apatrick@chromium.orgff8bdfb2010-09-15 17:27:49 +00003481 if (mState.drawFramebuffer == framebuffer)
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003482 {
3483 bindDrawFramebuffer(0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003484 }
3485}
3486
3487void Context::detachRenderbuffer(GLuint renderbuffer)
3488{
3489 // [OpenGL ES 2.0.24] section 4.4 page 109:
3490 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3491 // had been executed with the target RENDERBUFFER and name of zero.
3492
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003493 if (mState.renderbuffer.id() == renderbuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003494 {
3495 bindRenderbuffer(0);
3496 }
3497
3498 // [OpenGL ES 2.0.24] section 4.4 page 111:
3499 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3500 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3501 // point to which this image was attached in the currently bound framebuffer.
3502
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003503 Framebuffer *readFramebuffer = getReadFramebuffer();
3504 Framebuffer *drawFramebuffer = getDrawFramebuffer();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003505
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003506 if (readFramebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003507 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00003508 readFramebuffer->detachRenderbuffer(renderbuffer);
3509 }
3510
3511 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3512 {
3513 drawFramebuffer->detachRenderbuffer(renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003514 }
3515}
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003516
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003517Texture *Context::getIncompleteTexture(TextureType type)
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003518{
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +00003519 Texture *t = mIncompleteTextures[type].get();
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003520
3521 if (t == NULL)
3522 {
3523 static const GLubyte color[] = { 0, 0, 0, 255 };
3524
3525 switch (type)
3526 {
3527 default:
3528 UNREACHABLE();
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003529 // default falls through to TEXTURE_2D
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003530
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003531 case TEXTURE_2D:
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003532 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003533 Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);
daniel@transgaming.com8a0a2db2011-03-21 16:38:20 +00003534 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003535 t = incomplete2d;
3536 }
3537 break;
3538
daniel@transgaming.com0e64dd62011-05-11 15:36:37 +00003539 case TEXTURE_CUBE:
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003540 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003541 TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003542
daniel@transgaming.com8a0a2db2011-03-21 16:38:20 +00003543 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3544 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3545 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3546 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3547 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
3548 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003549
3550 t = incompleteCube;
3551 }
3552 break;
3553 }
3554
apatrick@chromium.org4e3bad42010-09-15 17:31:48 +00003555 mIncompleteTextures[type].set(t);
daniel@transgaming.com12d54072010-03-16 06:23:26 +00003556 }
3557
3558 return t;
3559}
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003560
daniel@transgaming.com5af64272010-04-15 20:45:12 +00003561bool Context::cullSkipsDraw(GLenum drawMode)
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003562{
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003563 return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
daniel@transgaming.comace5e662010-03-21 04:31:20 +00003564}
3565
daniel@transgaming.com5af64272010-04-15 20:45:12 +00003566bool Context::isTriangleMode(GLenum drawMode)
3567{
3568 switch (drawMode)
3569 {
3570 case GL_TRIANGLES:
3571 case GL_TRIANGLE_FAN:
3572 case GL_TRIANGLE_STRIP:
3573 return true;
3574 case GL_POINTS:
3575 case GL_LINES:
3576 case GL_LINE_LOOP:
3577 case GL_LINE_STRIP:
3578 return false;
3579 default: UNREACHABLE();
3580 }
3581
3582 return false;
3583}
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00003584
3585void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3586{
3587 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3588
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003589 mState.vertexAttribute[index].mCurrentValue[0] = values[0];
3590 mState.vertexAttribute[index].mCurrentValue[1] = values[1];
3591 mState.vertexAttribute[index].mCurrentValue[2] = values[2];
3592 mState.vertexAttribute[index].mCurrentValue[3] = values[3];
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00003593
daniel@transgaming.com83921382011-01-08 05:46:00 +00003594 mVertexDataManager->dirtyCurrentValue(index);
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00003595}
3596
daniel@transgaming.comd2820bf2012-01-27 15:38:48 +00003597void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3598{
3599 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3600
3601 mState.vertexAttribute[index].mDivisor = divisor;
3602}
3603
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003604// keep list sorted in following order
3605// OES extensions
3606// EXT extensions
3607// Vendor extensions
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003608void Context::initExtensionString()
3609{
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003610 mExtensionString = "";
3611
3612 // OES extensions
3613 if (supports32bitIndices())
3614 {
3615 mExtensionString += "GL_OES_element_index_uint ";
3616 }
3617
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00003618 mExtensionString += "GL_OES_packed_depth_stencil ";
daniel@transgaming.comd36c2972010-08-24 19:21:07 +00003619 mExtensionString += "GL_OES_rgb8_rgba8 ";
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00003620 mExtensionString += "GL_OES_standard_derivatives ";
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00003621
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003622 if (supportsFloat16Textures())
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003623 {
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003624 mExtensionString += "GL_OES_texture_half_float ";
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003625 }
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003626 if (supportsFloat16LinearFilter())
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003627 {
3628 mExtensionString += "GL_OES_texture_half_float_linear ";
3629 }
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003630 if (supportsFloat32Textures())
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003631 {
3632 mExtensionString += "GL_OES_texture_float ";
3633 }
daniel@transgaming.combbeffbb2011-11-09 17:46:11 +00003634 if (supportsFloat32LinearFilter())
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003635 {
3636 mExtensionString += "GL_OES_texture_float_linear ";
3637 }
3638
3639 if (supportsNonPower2Texture())
3640 {
3641 mExtensionString += "GL_OES_texture_npot ";
3642 }
3643
3644 // Multi-vendor (EXT) extensions
daniel@transgaming.com86bdb822012-01-20 18:24:39 +00003645 if (supportsOcclusionQueries())
3646 {
3647 mExtensionString += "GL_EXT_occlusion_query_boolean ";
3648 }
3649
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003650 mExtensionString += "GL_EXT_read_format_bgra ";
daniel@transgaming.com8747f182011-11-09 17:50:38 +00003651 mExtensionString += "GL_EXT_robustness ";
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003652
gman@chromium.org50c526d2011-08-10 05:19:44 +00003653 if (supportsDXT1Textures())
daniel@transgaming.com01868132010-08-24 19:21:17 +00003654 {
3655 mExtensionString += "GL_EXT_texture_compression_dxt1 ";
3656 }
daniel@transgaming.comd470a1b2010-08-24 19:20:48 +00003657
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003658 mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
daniel@transgaming.comdf363722011-12-16 23:29:53 +00003659 mExtensionString += "GL_EXT_texture_storage ";
gman@chromium.org50c526d2011-08-10 05:19:44 +00003660
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003661 // ANGLE-specific extensions
3662 mExtensionString += "GL_ANGLE_framebuffer_blit ";
daniel@transgaming.com3ea20e72010-08-24 19:20:58 +00003663 if (getMaxSupportedSamples() != 0)
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003664 {
3665 mExtensionString += "GL_ANGLE_framebuffer_multisample ";
3666 }
3667
bsalomon@google.com56d46ab2011-11-23 14:53:10 +00003668 mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
3669
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003670 if (supportsDXT3Textures())
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003671 {
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003672 mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
3673 }
3674 if (supportsDXT5Textures())
3675 {
3676 mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003677 }
daniel@transgaming.com97412f72011-11-11 04:19:07 +00003678
3679 mExtensionString += "GL_ANGLE_texture_usage ";
zmo@google.coma574f782011-10-03 21:45:23 +00003680 mExtensionString += "GL_ANGLE_translated_shader_source ";
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003681
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003682 // Other vendor-specific extensions
3683 if (supportsEventQueries())
daniel@transgaming.com4f9ef0d2011-05-30 23:51:19 +00003684 {
daniel@transgaming.com8440e3f2011-09-26 18:25:12 +00003685 mExtensionString += "GL_NV_fence ";
daniel@transgaming.com4f9ef0d2011-05-30 23:51:19 +00003686 }
3687
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003688 std::string::size_type end = mExtensionString.find_last_not_of(' ');
3689 if (end != std::string::npos)
3690 {
3691 mExtensionString.resize(end+1);
3692 }
3693}
3694
3695const char *Context::getExtensionString() const
3696{
3697 return mExtensionString.c_str();
3698}
3699
daniel@transgaming.comc23ff642011-08-16 20:28:45 +00003700void Context::initRendererString()
3701{
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003702 D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
daniel@transgaming.comc23ff642011-08-16 20:28:45 +00003703
3704 mRendererString = "ANGLE (";
3705 mRendererString += identifier->Description;
3706 mRendererString += ")";
3707}
3708
3709const char *Context::getRendererString() const
3710{
3711 return mRendererString.c_str();
3712}
3713
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003714void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3715 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3716 GLbitfield mask)
3717{
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003718 Framebuffer *readFramebuffer = getReadFramebuffer();
3719 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3720
3721 if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
3722 !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3723 {
3724 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3725 }
3726
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003727 if (drawFramebuffer->getSamples() != 0)
3728 {
3729 return error(GL_INVALID_OPERATION);
3730 }
3731
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00003732 int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
3733 int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
3734 int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
3735 int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
3736
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003737 RECT sourceRect;
3738 RECT destRect;
3739
3740 if (srcX0 < srcX1)
3741 {
3742 sourceRect.left = srcX0;
3743 sourceRect.right = srcX1;
3744 destRect.left = dstX0;
3745 destRect.right = dstX1;
3746 }
3747 else
3748 {
3749 sourceRect.left = srcX1;
3750 destRect.left = dstX1;
3751 sourceRect.right = srcX0;
3752 destRect.right = dstX0;
3753 }
3754
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003755 if (srcY0 < srcY1)
3756 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00003757 sourceRect.top = readBufferHeight - srcY1;
3758 destRect.top = drawBufferHeight - dstY1;
3759 sourceRect.bottom = readBufferHeight - srcY0;
3760 destRect.bottom = drawBufferHeight - dstY0;
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003761 }
3762 else
3763 {
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00003764 sourceRect.top = readBufferHeight - srcY0;
3765 destRect.top = drawBufferHeight - dstY0;
3766 sourceRect.bottom = readBufferHeight - srcY1;
3767 destRect.bottom = drawBufferHeight - dstY1;
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003768 }
3769
3770 RECT sourceScissoredRect = sourceRect;
3771 RECT destScissoredRect = destRect;
3772
3773 if (mState.scissorTest)
3774 {
3775 // Only write to parts of the destination framebuffer which pass the scissor test
3776 // Please note: the destRect is now in D3D-style coordinates, so the *top* of the
3777 // rect will be checked against scissorY, rather than the bottom.
3778 if (destRect.left < mState.scissorX)
3779 {
3780 int xDiff = mState.scissorX - destRect.left;
3781 destScissoredRect.left = mState.scissorX;
3782 sourceScissoredRect.left += xDiff;
3783 }
3784
3785 if (destRect.right > mState.scissorX + mState.scissorWidth)
3786 {
3787 int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
3788 destScissoredRect.right = mState.scissorX + mState.scissorWidth;
3789 sourceScissoredRect.right -= xDiff;
3790 }
3791
3792 if (destRect.top < mState.scissorY)
3793 {
3794 int yDiff = mState.scissorY - destRect.top;
3795 destScissoredRect.top = mState.scissorY;
3796 sourceScissoredRect.top += yDiff;
3797 }
3798
3799 if (destRect.bottom > mState.scissorY + mState.scissorHeight)
3800 {
3801 int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
3802 destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
3803 sourceScissoredRect.bottom -= yDiff;
3804 }
3805 }
3806
3807 bool blitRenderTarget = false;
3808 bool blitDepthStencil = false;
3809
3810 RECT sourceTrimmedRect = sourceScissoredRect;
3811 RECT destTrimmedRect = destScissoredRect;
3812
3813 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3814 // the actual draw and read surfaces.
3815 if (sourceTrimmedRect.left < 0)
3816 {
3817 int xDiff = 0 - sourceTrimmedRect.left;
3818 sourceTrimmedRect.left = 0;
3819 destTrimmedRect.left += xDiff;
3820 }
3821
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003822 if (sourceTrimmedRect.right > readBufferWidth)
3823 {
3824 int xDiff = sourceTrimmedRect.right - readBufferWidth;
3825 sourceTrimmedRect.right = readBufferWidth;
3826 destTrimmedRect.right -= xDiff;
3827 }
3828
3829 if (sourceTrimmedRect.top < 0)
3830 {
3831 int yDiff = 0 - sourceTrimmedRect.top;
3832 sourceTrimmedRect.top = 0;
3833 destTrimmedRect.top += yDiff;
3834 }
3835
3836 if (sourceTrimmedRect.bottom > readBufferHeight)
3837 {
3838 int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
3839 sourceTrimmedRect.bottom = readBufferHeight;
3840 destTrimmedRect.bottom -= yDiff;
3841 }
3842
3843 if (destTrimmedRect.left < 0)
3844 {
3845 int xDiff = 0 - destTrimmedRect.left;
3846 destTrimmedRect.left = 0;
3847 sourceTrimmedRect.left += xDiff;
3848 }
3849
3850 if (destTrimmedRect.right > drawBufferWidth)
3851 {
3852 int xDiff = destTrimmedRect.right - drawBufferWidth;
3853 destTrimmedRect.right = drawBufferWidth;
3854 sourceTrimmedRect.right -= xDiff;
3855 }
3856
3857 if (destTrimmedRect.top < 0)
3858 {
3859 int yDiff = 0 - destTrimmedRect.top;
3860 destTrimmedRect.top = 0;
3861 sourceTrimmedRect.top += yDiff;
3862 }
3863
3864 if (destTrimmedRect.bottom > drawBufferHeight)
3865 {
3866 int yDiff = destTrimmedRect.bottom - drawBufferHeight;
3867 destTrimmedRect.bottom = drawBufferHeight;
3868 sourceTrimmedRect.bottom -= yDiff;
3869 }
3870
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003871 bool partialBufferCopy = false;
daniel@transgaming.com3aba7332011-01-14 15:08:35 +00003872 if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
3873 sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth ||
3874 destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
3875 destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003876 sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
3877 {
3878 partialBufferCopy = true;
3879 }
3880
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003881 if (mask & GL_COLOR_BUFFER_BIT)
3882 {
enne@chromium.org0fa74632010-09-21 16:18:52 +00003883 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3884 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3885 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
3886 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
3887 if (!validReadType || !validDrawType ||
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003888 readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat())
3889 {
3890 ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
3891 return error(GL_INVALID_OPERATION);
3892 }
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003893
3894 if (partialBufferCopy && readFramebuffer->getSamples() != 0)
3895 {
3896 return error(GL_INVALID_OPERATION);
3897 }
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003898
3899 blitRenderTarget = true;
3900
3901 }
3902
3903 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
3904 {
daniel@transgaming.comd14558a2011-11-09 17:46:18 +00003905 Renderbuffer *readDSBuffer = NULL;
3906 Renderbuffer *drawDSBuffer = NULL;
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003907
3908 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
3909 // both a depth and stencil buffer, it will be the same buffer.
3910
3911 if (mask & GL_DEPTH_BUFFER_BIT)
3912 {
3913 if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3914 {
3915 if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
3916 readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat())
3917 {
3918 return error(GL_INVALID_OPERATION);
3919 }
3920
3921 blitDepthStencil = true;
3922 readDSBuffer = readFramebuffer->getDepthbuffer();
3923 drawDSBuffer = drawFramebuffer->getDepthbuffer();
3924 }
3925 }
3926
3927 if (mask & GL_STENCIL_BUFFER_BIT)
3928 {
3929 if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3930 {
3931 if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
3932 readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat())
3933 {
3934 return error(GL_INVALID_OPERATION);
3935 }
3936
3937 blitDepthStencil = true;
3938 readDSBuffer = readFramebuffer->getStencilbuffer();
3939 drawDSBuffer = drawFramebuffer->getStencilbuffer();
3940 }
3941 }
3942
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003943 if (partialBufferCopy)
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003944 {
3945 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
3946 return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
3947 }
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003948
daniel@transgaming.com97446d22010-08-24 19:20:54 +00003949 if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
3950 (readDSBuffer && readDSBuffer->getSamples() != 0))
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00003951 {
3952 return error(GL_INVALID_OPERATION);
3953 }
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003954 }
3955
3956 if (blitRenderTarget || blitDepthStencil)
3957 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003958 mDisplay->endScene();
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003959
3960 if (blitRenderTarget)
3961 {
apatrick@chromium.orgfebbea82011-12-07 19:10:16 +00003962 IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();
3963 IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();
3964
3965 HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect,
3966 drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);
3967
3968 readRenderTarget->Release();
3969 drawRenderTarget->Release();
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003970
3971 if (FAILED(result))
3972 {
3973 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
3974 return;
3975 }
3976 }
3977
3978 if (blitDepthStencil)
3979 {
daniel@transgaming.comc941e252011-10-26 02:32:31 +00003980 HRESULT result = mDevice->StretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, D3DTEXF_NONE);
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00003981
3982 if (FAILED(result))
3983 {
3984 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
3985 return;
3986 }
3987 }
3988 }
3989}
3990
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00003991VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
3992{
3993 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
3994 {
3995 mVertexDeclCache[i].vertexDeclaration = NULL;
3996 mVertexDeclCache[i].lruCount = 0;
3997 }
3998}
3999
4000VertexDeclarationCache::~VertexDeclarationCache()
4001{
4002 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4003 {
4004 if (mVertexDeclCache[i].vertexDeclaration)
4005 {
4006 mVertexDeclCache[i].vertexDeclaration->Release();
4007 }
4008 }
4009}
4010
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00004011GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], Program *program, GLsizei instances)
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004012{
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00004013 int indexedAttribute = MAX_VERTEX_ATTRIBS;
4014
4015 if (instances > 0)
4016 {
4017 // Find an indexed attribute to be mapped to D3D stream 0
4018 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4019 {
4020 if (attributes[i].active && attributes[i].divisor == 0)
4021 {
4022 indexedAttribute = i;
4023 break;
4024 }
4025 }
4026
4027 if (indexedAttribute == MAX_VERTEX_ATTRIBS)
4028 {
4029 return GL_INVALID_OPERATION;
4030 }
4031 }
4032
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004033 D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
4034 D3DVERTEXELEMENT9 *element = &elements[0];
4035
4036 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4037 {
4038 if (attributes[i].active)
4039 {
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00004040 int stream = i;
4041
4042 if (instances > 0)
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004043 {
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00004044 if (i == indexedAttribute)
4045 {
4046 stream = 0;
4047 }
4048 else if (i == 0)
4049 {
4050 stream = indexedAttribute;
4051 }
4052
4053 UINT frequency = 1;
4054
4055 if (attributes[i].divisor == 0)
4056 {
4057 frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
4058 }
4059 else
4060 {
4061 frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
4062 }
4063
4064 device->SetStreamSourceFreq(stream, frequency);
4065 mInstancingEnabled = true;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004066 }
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004067
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00004068 if (mAppliedVBs[stream].serial != attributes[i].serial ||
4069 mAppliedVBs[stream].stride != attributes[i].stride ||
4070 mAppliedVBs[stream].offset != attributes[i].offset)
4071 {
4072 device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
4073 mAppliedVBs[stream].serial = attributes[i].serial;
4074 mAppliedVBs[stream].stride = attributes[i].stride;
4075 mAppliedVBs[stream].offset = attributes[i].offset;
4076 }
4077
4078 element->Stream = stream;
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004079 element->Offset = 0;
4080 element->Type = attributes[i].type;
4081 element->Method = D3DDECLMETHOD_DEFAULT;
4082 element->Usage = D3DDECLUSAGE_TEXCOORD;
4083 element->UsageIndex = program->getSemanticIndex(i);
4084 element++;
4085 }
4086 }
4087
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00004088 if (instances == 0)
4089 {
4090 if (mInstancingEnabled)
4091 {
4092 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4093 {
4094 device->SetStreamSourceFreq(i, 1);
4095 }
4096
4097 mInstancingEnabled = false;
4098 }
4099 }
4100
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004101 static const D3DVERTEXELEMENT9 end = D3DDECL_END();
4102 *(element++) = end;
4103
4104 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4105 {
4106 VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
4107 if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
4108 {
4109 entry->lruCount = ++mMaxLru;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004110 if(entry->vertexDeclaration != mLastSetVDecl)
4111 {
4112 device->SetVertexDeclaration(entry->vertexDeclaration);
4113 mLastSetVDecl = entry->vertexDeclaration;
4114 }
4115
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004116 return GL_NO_ERROR;
4117 }
4118 }
4119
4120 VertexDeclCacheEntry *lastCache = mVertexDeclCache;
4121
4122 for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
4123 {
4124 if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
4125 {
4126 lastCache = &mVertexDeclCache[i];
4127 }
4128 }
4129
4130 if (lastCache->vertexDeclaration != NULL)
4131 {
4132 lastCache->vertexDeclaration->Release();
4133 lastCache->vertexDeclaration = NULL;
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004134 // mLastSetVDecl is set to the replacement, so we don't have to worry
4135 // about it.
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004136 }
4137
4138 memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
4139 device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
4140 device->SetVertexDeclaration(lastCache->vertexDeclaration);
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004141 mLastSetVDecl = lastCache->vertexDeclaration;
daniel@transgaming.com09c2c1a2011-04-13 14:57:16 +00004142 lastCache->lruCount = ++mMaxLru;
4143
4144 return GL_NO_ERROR;
4145}
4146
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004147void VertexDeclarationCache::markStateDirty()
4148{
4149 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
4150 {
4151 mAppliedVBs[i].serial = 0;
4152 }
4153
4154 mLastSetVDecl = NULL;
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +00004155 mInstancingEnabled = true; // Forces it to be disabled when not used
jbauman@chromium.orgd8f3faa2011-09-02 01:10:47 +00004156}
4157
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004158}
4159
4160extern "C"
4161{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00004162gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004163{
daniel@transgaming.com4ff960d2011-11-09 17:47:09 +00004164 return new gl::Context(config, shareContext, notifyResets, robustAccess);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004165}
4166
4167void glDestroyContext(gl::Context *context)
4168{
4169 delete context;
4170
4171 if (context == gl::getContext())
4172 {
4173 gl::makeCurrent(NULL, NULL, NULL);
4174 }
4175}
4176
4177void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
4178{
4179 gl::makeCurrent(context, display, surface);
4180}
4181
4182gl::Context *glGetCurrentContext()
4183{
4184 return gl::getContext();
4185}
4186}