// SwiftShader Software Renderer | |
// | |
// Copyright(c) 2005-2013 TransGaming Inc. | |
// | |
// All rights reserved. No part of this software may be copied, distributed, transmitted, | |
// transcribed, stored in a retrieval system, translated into any human or computer | |
// language by any means, or disclosed to third parties without the explicit written | |
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
// or implied, including but not limited to any patent rights, are granted to you. | |
// | |
// Context.cpp: Implements the es2::Context class, managing all GL state and performing | |
// rendering operations. It is the GLES2 specific implementation of EGLContext. | |
#include "Context.h" | |
#include "main.h" | |
#include "mathutil.h" | |
#include "utilities.h" | |
#include "ResourceManager.h" | |
#include "Buffer.h" | |
#include "Fence.h" | |
#include "Framebuffer.h" | |
#include "Program.h" | |
#include "Query.h" | |
#include "Renderbuffer.h" | |
#include "Shader.h" | |
#include "Texture.h" | |
#include "VertexDataManager.h" | |
#include "IndexDataManager.h" | |
#include "libEGL/Display.h" | |
#include "libEGL/Surface.h" | |
#include "Common/Half.hpp" | |
#include <EGL/eglext.h> | |
#undef near | |
#undef far | |
namespace es2 | |
{ | |
Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) | |
: mConfig(config), clientVersion(clientVersion) | |
{ | |
sw::Context *context = new sw::Context(); | |
device = new es2::Device(context); | |
mFenceNameSpace.setBaseHandle(0); | |
setClearColor(0.0f, 0.0f, 0.0f, 0.0f); | |
mState.depthClearValue = 1.0f; | |
mState.stencilClearValue = 0; | |
mState.cullFace = false; | |
mState.cullMode = GL_BACK; | |
mState.frontFace = GL_CCW; | |
mState.depthTest = false; | |
mState.depthFunc = GL_LESS; | |
mState.blend = false; | |
mState.sourceBlendRGB = GL_ONE; | |
mState.sourceBlendAlpha = GL_ONE; | |
mState.destBlendRGB = GL_ZERO; | |
mState.destBlendAlpha = GL_ZERO; | |
mState.blendEquationRGB = GL_FUNC_ADD; | |
mState.blendEquationAlpha = GL_FUNC_ADD; | |
mState.blendColor.red = 0; | |
mState.blendColor.green = 0; | |
mState.blendColor.blue = 0; | |
mState.blendColor.alpha = 0; | |
mState.stencilTest = false; | |
mState.stencilFunc = GL_ALWAYS; | |
mState.stencilRef = 0; | |
mState.stencilMask = -1; | |
mState.stencilWritemask = -1; | |
mState.stencilBackFunc = GL_ALWAYS; | |
mState.stencilBackRef = 0; | |
mState.stencilBackMask = - 1; | |
mState.stencilBackWritemask = -1; | |
mState.stencilFail = GL_KEEP; | |
mState.stencilPassDepthFail = GL_KEEP; | |
mState.stencilPassDepthPass = GL_KEEP; | |
mState.stencilBackFail = GL_KEEP; | |
mState.stencilBackPassDepthFail = GL_KEEP; | |
mState.stencilBackPassDepthPass = GL_KEEP; | |
mState.polygonOffsetFill = false; | |
mState.polygonOffsetFactor = 0.0f; | |
mState.polygonOffsetUnits = 0.0f; | |
mState.sampleAlphaToCoverage = false; | |
mState.sampleCoverage = false; | |
mState.sampleCoverageValue = 1.0f; | |
mState.sampleCoverageInvert = false; | |
mState.scissorTest = false; | |
mState.dither = true; | |
mState.primitiveRestartFixedIndex = false; | |
mState.rasterizerDiscard = false; | |
mState.generateMipmapHint = GL_DONT_CARE; | |
mState.fragmentShaderDerivativeHint = GL_DONT_CARE; | |
mState.lineWidth = 1.0f; | |
mState.viewportX = 0; | |
mState.viewportY = 0; | |
mState.viewportWidth = config->mDisplayMode.width; | |
mState.viewportHeight = config->mDisplayMode.height; | |
mState.zNear = 0.0f; | |
mState.zFar = 1.0f; | |
mState.scissorX = 0; | |
mState.scissorY = 0; | |
mState.scissorWidth = config->mDisplayMode.width; | |
mState.scissorHeight = config->mDisplayMode.height; | |
mState.colorMaskRed = true; | |
mState.colorMaskGreen = true; | |
mState.colorMaskBlue = true; | |
mState.colorMaskAlpha = true; | |
mState.depthMask = true; | |
if(shareContext != NULL) | |
{ | |
mResourceManager = shareContext->mResourceManager; | |
mResourceManager->addRef(); | |
} | |
else | |
{ | |
mResourceManager = new ResourceManager(); | |
} | |
// [OpenGL ES 2.0.24] section 3.7 page 83: | |
// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional | |
// and cube map texture state vectors respectively associated with them. | |
// In order that access to these initial textures not be lost, they are treated as texture | |
// objects all of whose names are 0. | |
mTexture2DZero = new Texture2D(0); | |
mTexture3DZero = new Texture3D(0); | |
mTextureCubeMapZero = new TextureCubeMap(0); | |
mTextureExternalZero = new TextureExternal(0); | |
mState.activeSampler = 0; | |
bindArrayBuffer(0); | |
bindElementArrayBuffer(0); | |
bindTextureCubeMap(0); | |
bindTexture2D(0); | |
bindReadFramebuffer(0); | |
bindDrawFramebuffer(0); | |
bindRenderbuffer(0); | |
mState.currentProgram = 0; | |
mState.packAlignment = 4; | |
mState.unpackAlignment = 4; | |
mVertexDataManager = NULL; | |
mIndexDataManager = NULL; | |
mInvalidEnum = false; | |
mInvalidValue = false; | |
mInvalidOperation = false; | |
mOutOfMemory = false; | |
mInvalidFramebufferOperation = false; | |
mHasBeenCurrent = false; | |
markAllStateDirty(); | |
} | |
Context::~Context() | |
{ | |
if(mState.currentProgram != 0) | |
{ | |
Program *programObject = mResourceManager->getProgram(mState.currentProgram); | |
if(programObject) | |
{ | |
programObject->release(); | |
} | |
mState.currentProgram = 0; | |
} | |
while(!mFramebufferMap.empty()) | |
{ | |
deleteFramebuffer(mFramebufferMap.begin()->first); | |
} | |
while(!mFenceMap.empty()) | |
{ | |
deleteFence(mFenceMap.begin()->first); | |
} | |
while(!mQueryMap.empty()) | |
{ | |
deleteQuery(mQueryMap.begin()->first); | |
} | |
for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) | |
{ | |
for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) | |
{ | |
mState.samplerTexture[type][sampler] = NULL; | |
} | |
} | |
for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | |
{ | |
mState.vertexAttribute[i].mBoundBuffer = NULL; | |
} | |
for(int i = 0; i < QUERY_TYPE_COUNT; i++) | |
{ | |
mState.activeQuery[i] = NULL; | |
} | |
mState.arrayBuffer = NULL; | |
mState.elementArrayBuffer = NULL; | |
mState.renderbuffer = NULL; | |
mTexture2DZero = NULL; | |
mTexture3DZero = NULL; | |
mTextureCubeMapZero = NULL; | |
mTextureExternalZero = NULL; | |
delete mVertexDataManager; | |
delete mIndexDataManager; | |
mResourceManager->release(); | |
delete device; | |
} | |
void Context::makeCurrent(egl::Surface *surface) | |
{ | |
if(!mHasBeenCurrent) | |
{ | |
mVertexDataManager = new VertexDataManager(this); | |
mIndexDataManager = new IndexDataManager(); | |
mState.viewportX = 0; | |
mState.viewportY = 0; | |
mState.viewportWidth = surface->getWidth(); | |
mState.viewportHeight = surface->getHeight(); | |
mState.scissorX = 0; | |
mState.scissorY = 0; | |
mState.scissorWidth = surface->getWidth(); | |
mState.scissorHeight = surface->getHeight(); | |
mHasBeenCurrent = true; | |
} | |
// Wrap the existing resources into GL objects and assign them to the '0' names | |
egl::Image *defaultRenderTarget = surface->getRenderTarget(); | |
egl::Image *depthStencil = surface->getDepthStencil(); | |
Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); | |
DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); | |
Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); | |
setFramebufferZero(framebufferZero); | |
if(defaultRenderTarget) | |
{ | |
defaultRenderTarget->release(); | |
} | |
if(depthStencil) | |
{ | |
depthStencil->release(); | |
} | |
markAllStateDirty(); | |
} | |
void Context::destroy() | |
{ | |
delete this; | |
} | |
EGLint Context::getClientVersion() | |
{ | |
return clientVersion; | |
} | |
// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. | |
void Context::markAllStateDirty() | |
{ | |
mAppliedProgramSerial = 0; | |
mDepthStateDirty = true; | |
mMaskStateDirty = true; | |
mBlendStateDirty = true; | |
mStencilStateDirty = true; | |
mPolygonOffsetStateDirty = true; | |
mSampleStateDirty = true; | |
mDitherStateDirty = true; | |
mFrontFaceDirty = true; | |
} | |
void Context::setClearColor(float red, float green, float blue, float alpha) | |
{ | |
mState.colorClearValue.red = red; | |
mState.colorClearValue.green = green; | |
mState.colorClearValue.blue = blue; | |
mState.colorClearValue.alpha = alpha; | |
} | |
void Context::setClearDepth(float depth) | |
{ | |
mState.depthClearValue = depth; | |
} | |
void Context::setClearStencil(int stencil) | |
{ | |
mState.stencilClearValue = stencil; | |
} | |
void Context::setCullFace(bool enabled) | |
{ | |
mState.cullFace = enabled; | |
} | |
bool Context::isCullFaceEnabled() const | |
{ | |
return mState.cullFace; | |
} | |
void Context::setCullMode(GLenum mode) | |
{ | |
mState.cullMode = mode; | |
} | |
void Context::setFrontFace(GLenum front) | |
{ | |
if(mState.frontFace != front) | |
{ | |
mState.frontFace = front; | |
mFrontFaceDirty = true; | |
} | |
} | |
void Context::setDepthTest(bool enabled) | |
{ | |
if(mState.depthTest != enabled) | |
{ | |
mState.depthTest = enabled; | |
mDepthStateDirty = true; | |
} | |
} | |
bool Context::isDepthTestEnabled() const | |
{ | |
return mState.depthTest; | |
} | |
void Context::setDepthFunc(GLenum depthFunc) | |
{ | |
if(mState.depthFunc != depthFunc) | |
{ | |
mState.depthFunc = depthFunc; | |
mDepthStateDirty = true; | |
} | |
} | |
void Context::setDepthRange(float zNear, float zFar) | |
{ | |
mState.zNear = zNear; | |
mState.zFar = zFar; | |
} | |
void Context::setBlend(bool enabled) | |
{ | |
if(mState.blend != enabled) | |
{ | |
mState.blend = enabled; | |
mBlendStateDirty = true; | |
} | |
} | |
bool Context::isBlendEnabled() const | |
{ | |
return mState.blend; | |
} | |
void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) | |
{ | |
if(mState.sourceBlendRGB != sourceRGB || | |
mState.sourceBlendAlpha != sourceAlpha || | |
mState.destBlendRGB != destRGB || | |
mState.destBlendAlpha != destAlpha) | |
{ | |
mState.sourceBlendRGB = sourceRGB; | |
mState.destBlendRGB = destRGB; | |
mState.sourceBlendAlpha = sourceAlpha; | |
mState.destBlendAlpha = destAlpha; | |
mBlendStateDirty = true; | |
} | |
} | |
void Context::setBlendColor(float red, float green, float blue, float alpha) | |
{ | |
if(mState.blendColor.red != red || | |
mState.blendColor.green != green || | |
mState.blendColor.blue != blue || | |
mState.blendColor.alpha != alpha) | |
{ | |
mState.blendColor.red = red; | |
mState.blendColor.green = green; | |
mState.blendColor.blue = blue; | |
mState.blendColor.alpha = alpha; | |
mBlendStateDirty = true; | |
} | |
} | |
void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) | |
{ | |
if(mState.blendEquationRGB != rgbEquation || | |
mState.blendEquationAlpha != alphaEquation) | |
{ | |
mState.blendEquationRGB = rgbEquation; | |
mState.blendEquationAlpha = alphaEquation; | |
mBlendStateDirty = true; | |
} | |
} | |
void Context::setStencilTest(bool enabled) | |
{ | |
if(mState.stencilTest != enabled) | |
{ | |
mState.stencilTest = enabled; | |
mStencilStateDirty = true; | |
} | |
} | |
bool Context::isStencilTestEnabled() const | |
{ | |
return mState.stencilTest; | |
} | |
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) | |
{ | |
if(mState.stencilFunc != stencilFunc || | |
mState.stencilRef != stencilRef || | |
mState.stencilMask != stencilMask) | |
{ | |
mState.stencilFunc = stencilFunc; | |
mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; | |
mState.stencilMask = stencilMask; | |
mStencilStateDirty = true; | |
} | |
} | |
void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) | |
{ | |
if(mState.stencilBackFunc != stencilBackFunc || | |
mState.stencilBackRef != stencilBackRef || | |
mState.stencilBackMask != stencilBackMask) | |
{ | |
mState.stencilBackFunc = stencilBackFunc; | |
mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; | |
mState.stencilBackMask = stencilBackMask; | |
mStencilStateDirty = true; | |
} | |
} | |
void Context::setStencilWritemask(GLuint stencilWritemask) | |
{ | |
if(mState.stencilWritemask != stencilWritemask) | |
{ | |
mState.stencilWritemask = stencilWritemask; | |
mStencilStateDirty = true; | |
} | |
} | |
void Context::setStencilBackWritemask(GLuint stencilBackWritemask) | |
{ | |
if(mState.stencilBackWritemask != stencilBackWritemask) | |
{ | |
mState.stencilBackWritemask = stencilBackWritemask; | |
mStencilStateDirty = true; | |
} | |
} | |
void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) | |
{ | |
if(mState.stencilFail != stencilFail || | |
mState.stencilPassDepthFail != stencilPassDepthFail || | |
mState.stencilPassDepthPass != stencilPassDepthPass) | |
{ | |
mState.stencilFail = stencilFail; | |
mState.stencilPassDepthFail = stencilPassDepthFail; | |
mState.stencilPassDepthPass = stencilPassDepthPass; | |
mStencilStateDirty = true; | |
} | |
} | |
void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) | |
{ | |
if(mState.stencilBackFail != stencilBackFail || | |
mState.stencilBackPassDepthFail != stencilBackPassDepthFail || | |
mState.stencilBackPassDepthPass != stencilBackPassDepthPass) | |
{ | |
mState.stencilBackFail = stencilBackFail; | |
mState.stencilBackPassDepthFail = stencilBackPassDepthFail; | |
mState.stencilBackPassDepthPass = stencilBackPassDepthPass; | |
mStencilStateDirty = true; | |
} | |
} | |
void Context::setPolygonOffsetFill(bool enabled) | |
{ | |
if(mState.polygonOffsetFill != enabled) | |
{ | |
mState.polygonOffsetFill = enabled; | |
mPolygonOffsetStateDirty = true; | |
} | |
} | |
bool Context::isPolygonOffsetFillEnabled() const | |
{ | |
return mState.polygonOffsetFill; | |
} | |
void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) | |
{ | |
if(mState.polygonOffsetFactor != factor || | |
mState.polygonOffsetUnits != units) | |
{ | |
mState.polygonOffsetFactor = factor; | |
mState.polygonOffsetUnits = units; | |
mPolygonOffsetStateDirty = true; | |
} | |
} | |
void Context::setSampleAlphaToCoverage(bool enabled) | |
{ | |
if(mState.sampleAlphaToCoverage != enabled) | |
{ | |
mState.sampleAlphaToCoverage = enabled; | |
mSampleStateDirty = true; | |
} | |
} | |
bool Context::isSampleAlphaToCoverageEnabled() const | |
{ | |
return mState.sampleAlphaToCoverage; | |
} | |
void Context::setSampleCoverage(bool enabled) | |
{ | |
if(mState.sampleCoverage != enabled) | |
{ | |
mState.sampleCoverage = enabled; | |
mSampleStateDirty = true; | |
} | |
} | |
bool Context::isSampleCoverageEnabled() const | |
{ | |
return mState.sampleCoverage; | |
} | |
void Context::setSampleCoverageParams(GLclampf value, bool invert) | |
{ | |
if(mState.sampleCoverageValue != value || | |
mState.sampleCoverageInvert != invert) | |
{ | |
mState.sampleCoverageValue = value; | |
mState.sampleCoverageInvert = invert; | |
mSampleStateDirty = true; | |
} | |
} | |
void Context::setScissorTest(bool enabled) | |
{ | |
mState.scissorTest = enabled; | |
} | |
bool Context::isScissorTestEnabled() const | |
{ | |
return mState.scissorTest; | |
} | |
void Context::setDither(bool enabled) | |
{ | |
if(mState.dither != enabled) | |
{ | |
mState.dither = enabled; | |
mDitherStateDirty = true; | |
} | |
} | |
bool Context::isDitherEnabled() const | |
{ | |
return mState.dither; | |
} | |
void Context::setPrimitiveRestartFixedIndex(bool enabled) | |
{ | |
UNIMPLEMENTED(); | |
mState.primitiveRestartFixedIndex = enabled; | |
} | |
bool Context::isPrimitiveRestartFixedIndexEnabled() const | |
{ | |
return mState.primitiveRestartFixedIndex; | |
} | |
void Context::setRasterizerDiscard(bool enabled) | |
{ | |
UNIMPLEMENTED(); | |
mState.rasterizerDiscard = enabled; | |
} | |
bool Context::isRasterizerDiscardEnabled() const | |
{ | |
return mState.rasterizerDiscard; | |
} | |
void Context::setLineWidth(GLfloat width) | |
{ | |
mState.lineWidth = width; | |
device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); | |
} | |
void Context::setGenerateMipmapHint(GLenum hint) | |
{ | |
mState.generateMipmapHint = hint; | |
} | |
void Context::setFragmentShaderDerivativeHint(GLenum hint) | |
{ | |
mState.fragmentShaderDerivativeHint = hint; | |
// TODO: Propagate the hint to shader translator so we can write | |
// ddx, ddx_coarse, or ddx_fine depending on the hint. | |
// Ignore for now. It is valid for implementations to ignore hint. | |
} | |
void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) | |
{ | |
mState.viewportX = x; | |
mState.viewportY = y; | |
mState.viewportWidth = width; | |
mState.viewportHeight = height; | |
} | |
void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) | |
{ | |
mState.scissorX = x; | |
mState.scissorY = y; | |
mState.scissorWidth = width; | |
mState.scissorHeight = height; | |
} | |
void Context::setColorMask(bool red, bool green, bool blue, bool alpha) | |
{ | |
if(mState.colorMaskRed != red || mState.colorMaskGreen != green || | |
mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) | |
{ | |
mState.colorMaskRed = red; | |
mState.colorMaskGreen = green; | |
mState.colorMaskBlue = blue; | |
mState.colorMaskAlpha = alpha; | |
mMaskStateDirty = true; | |
} | |
} | |
void Context::setDepthMask(bool mask) | |
{ | |
if(mState.depthMask != mask) | |
{ | |
mState.depthMask = mask; | |
mMaskStateDirty = true; | |
} | |
} | |
void Context::setActiveSampler(unsigned int active) | |
{ | |
mState.activeSampler = active; | |
} | |
GLuint Context::getReadFramebufferName() const | |
{ | |
return mState.readFramebuffer; | |
} | |
GLuint Context::getDrawFramebufferName() const | |
{ | |
return mState.drawFramebuffer; | |
} | |
GLuint Context::getRenderbufferName() const | |
{ | |
return mState.renderbuffer.name(); | |
} | |
GLuint Context::getArrayBufferName() const | |
{ | |
return mState.arrayBuffer.name(); | |
} | |
GLuint Context::getActiveQuery(GLenum target) const | |
{ | |
Query *queryObject = NULL; | |
switch(target) | |
{ | |
case GL_ANY_SAMPLES_PASSED_EXT: | |
queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; | |
break; | |
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: | |
queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; | |
break; | |
default: | |
ASSERT(false); | |
} | |
if(queryObject) | |
{ | |
return queryObject->name; | |
} | |
return 0; | |
} | |
void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) | |
{ | |
mState.vertexAttribute[attribNum].mArrayEnabled = enabled; | |
} | |
const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) | |
{ | |
return mState.vertexAttribute[attribNum]; | |
} | |
void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, | |
GLsizei stride, const void *pointer) | |
{ | |
mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer; | |
mState.vertexAttribute[attribNum].mSize = size; | |
mState.vertexAttribute[attribNum].mType = type; | |
mState.vertexAttribute[attribNum].mNormalized = normalized; | |
mState.vertexAttribute[attribNum].mStride = stride; | |
mState.vertexAttribute[attribNum].mPointer = pointer; | |
} | |
const void *Context::getVertexAttribPointer(unsigned int attribNum) const | |
{ | |
return mState.vertexAttribute[attribNum].mPointer; | |
} | |
const VertexAttributeArray &Context::getVertexAttributes() | |
{ | |
return mState.vertexAttribute; | |
} | |
void Context::setPackAlignment(GLint alignment) | |
{ | |
mState.packAlignment = alignment; | |
} | |
GLint Context::getPackAlignment() const | |
{ | |
return mState.packAlignment; | |
} | |
void Context::setUnpackAlignment(GLint alignment) | |
{ | |
mState.unpackAlignment = alignment; | |
} | |
GLint Context::getUnpackAlignment() const | |
{ | |
return mState.unpackAlignment; | |
} | |
GLuint Context::createBuffer() | |
{ | |
return mResourceManager->createBuffer(); | |
} | |
GLuint Context::createProgram() | |
{ | |
return mResourceManager->createProgram(); | |
} | |
GLuint Context::createShader(GLenum type) | |
{ | |
return mResourceManager->createShader(type); | |
} | |
GLuint Context::createTexture() | |
{ | |
return mResourceManager->createTexture(); | |
} | |
GLuint Context::createRenderbuffer() | |
{ | |
return mResourceManager->createRenderbuffer(); | |
} | |
// Returns an unused framebuffer name | |
GLuint Context::createFramebuffer() | |
{ | |
GLuint handle = mFramebufferNameSpace.allocate(); | |
mFramebufferMap[handle] = NULL; | |
return handle; | |
} | |
GLuint Context::createFence() | |
{ | |
GLuint handle = mFenceNameSpace.allocate(); | |
mFenceMap[handle] = new Fence; | |
return handle; | |
} | |
// Returns an unused query name | |
GLuint Context::createQuery() | |
{ | |
GLuint handle = mQueryNameSpace.allocate(); | |
mQueryMap[handle] = NULL; | |
return handle; | |
} | |
void Context::deleteBuffer(GLuint buffer) | |
{ | |
if(mResourceManager->getBuffer(buffer)) | |
{ | |
detachBuffer(buffer); | |
} | |
mResourceManager->deleteBuffer(buffer); | |
} | |
void Context::deleteShader(GLuint shader) | |
{ | |
mResourceManager->deleteShader(shader); | |
} | |
void Context::deleteProgram(GLuint program) | |
{ | |
mResourceManager->deleteProgram(program); | |
} | |
void Context::deleteTexture(GLuint texture) | |
{ | |
if(mResourceManager->getTexture(texture)) | |
{ | |
detachTexture(texture); | |
} | |
mResourceManager->deleteTexture(texture); | |
} | |
void Context::deleteRenderbuffer(GLuint renderbuffer) | |
{ | |
if(mResourceManager->getRenderbuffer(renderbuffer)) | |
{ | |
detachRenderbuffer(renderbuffer); | |
} | |
mResourceManager->deleteRenderbuffer(renderbuffer); | |
} | |
void Context::deleteFramebuffer(GLuint framebuffer) | |
{ | |
FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); | |
if(framebufferObject != mFramebufferMap.end()) | |
{ | |
detachFramebuffer(framebuffer); | |
mFramebufferNameSpace.release(framebufferObject->first); | |
delete framebufferObject->second; | |
mFramebufferMap.erase(framebufferObject); | |
} | |
} | |
void Context::deleteFence(GLuint fence) | |
{ | |
FenceMap::iterator fenceObject = mFenceMap.find(fence); | |
if(fenceObject != mFenceMap.end()) | |
{ | |
mFenceNameSpace.release(fenceObject->first); | |
delete fenceObject->second; | |
mFenceMap.erase(fenceObject); | |
} | |
} | |
void Context::deleteQuery(GLuint query) | |
{ | |
QueryMap::iterator queryObject = mQueryMap.find(query); | |
if(queryObject != mQueryMap.end()) | |
{ | |
mQueryNameSpace.release(queryObject->first); | |
if(queryObject->second) | |
{ | |
queryObject->second->release(); | |
} | |
mQueryMap.erase(queryObject); | |
} | |
} | |
Buffer *Context::getBuffer(GLuint handle) | |
{ | |
return mResourceManager->getBuffer(handle); | |
} | |
Shader *Context::getShader(GLuint handle) | |
{ | |
return mResourceManager->getShader(handle); | |
} | |
Program *Context::getProgram(GLuint handle) | |
{ | |
return mResourceManager->getProgram(handle); | |
} | |
Texture *Context::getTexture(GLuint handle) | |
{ | |
return mResourceManager->getTexture(handle); | |
} | |
Renderbuffer *Context::getRenderbuffer(GLuint handle) | |
{ | |
return mResourceManager->getRenderbuffer(handle); | |
} | |
Framebuffer *Context::getReadFramebuffer() | |
{ | |
return getFramebuffer(mState.readFramebuffer); | |
} | |
Framebuffer *Context::getDrawFramebuffer() | |
{ | |
return getFramebuffer(mState.drawFramebuffer); | |
} | |
void Context::bindArrayBuffer(unsigned int buffer) | |
{ | |
mResourceManager->checkBufferAllocation(buffer); | |
mState.arrayBuffer = getBuffer(buffer); | |
} | |
void Context::bindElementArrayBuffer(unsigned int buffer) | |
{ | |
mResourceManager->checkBufferAllocation(buffer); | |
mState.elementArrayBuffer = getBuffer(buffer); | |
} | |
void Context::bindTexture2D(GLuint texture) | |
{ | |
mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); | |
mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); | |
} | |
void Context::bindTextureCubeMap(GLuint texture) | |
{ | |
mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); | |
mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); | |
} | |
void Context::bindTextureExternal(GLuint texture) | |
{ | |
mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); | |
mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); | |
} | |
void Context::bindTexture3D(GLuint texture) | |
{ | |
mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); | |
mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); | |
} | |
void Context::bindReadFramebuffer(GLuint framebuffer) | |
{ | |
if(!getFramebuffer(framebuffer)) | |
{ | |
mFramebufferMap[framebuffer] = new Framebuffer(); | |
} | |
mState.readFramebuffer = framebuffer; | |
} | |
void Context::bindDrawFramebuffer(GLuint framebuffer) | |
{ | |
if(!getFramebuffer(framebuffer)) | |
{ | |
mFramebufferMap[framebuffer] = new Framebuffer(); | |
} | |
mState.drawFramebuffer = framebuffer; | |
} | |
void Context::bindRenderbuffer(GLuint renderbuffer) | |
{ | |
mState.renderbuffer = getRenderbuffer(renderbuffer); | |
} | |
void Context::useProgram(GLuint program) | |
{ | |
GLuint priorProgram = mState.currentProgram; | |
mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. | |
if(priorProgram != program) | |
{ | |
Program *newProgram = mResourceManager->getProgram(program); | |
Program *oldProgram = mResourceManager->getProgram(priorProgram); | |
if(newProgram) | |
{ | |
newProgram->addRef(); | |
} | |
if(oldProgram) | |
{ | |
oldProgram->release(); | |
} | |
} | |
} | |
void Context::beginQuery(GLenum target, GLuint query) | |
{ | |
// From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> | |
// of zero, if the active query object name for <target> is non-zero (for the | |
// targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if | |
// the active query for either target is non-zero), if <id> is the name of an | |
// existing query object whose type does not match <target>, or if <id> is the | |
// active query object name for any query type, the error INVALID_OPERATION is | |
// generated. | |
// Ensure no other queries are active | |
// NOTE: If other queries than occlusion are supported, we will need to check | |
// separately that: | |
// a) The query ID passed is not the current active query for any target/type | |
// b) There are no active queries for the requested target (and in the case | |
// of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, | |
// no query may be active for either if glBeginQuery targets either. | |
for(int i = 0; i < QUERY_TYPE_COUNT; i++) | |
{ | |
if(mState.activeQuery[i] != NULL) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
} | |
QueryType qType; | |
switch(target) | |
{ | |
case GL_ANY_SAMPLES_PASSED_EXT: | |
qType = QUERY_ANY_SAMPLES_PASSED; | |
break; | |
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: | |
qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; | |
break; | |
default: | |
ASSERT(false); | |
} | |
Query *queryObject = getQuery(query, true, target); | |
// Check that name was obtained with glGenQueries | |
if(!queryObject) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
// Check for type mismatch | |
if(queryObject->getType() != target) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
// Set query as active for specified target | |
mState.activeQuery[qType] = queryObject; | |
// Begin query | |
queryObject->begin(); | |
} | |
void Context::endQuery(GLenum target) | |
{ | |
QueryType qType; | |
switch(target) | |
{ | |
case GL_ANY_SAMPLES_PASSED_EXT: | |
qType = QUERY_ANY_SAMPLES_PASSED; | |
break; | |
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: | |
qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; | |
break; | |
default: | |
ASSERT(false); | |
} | |
Query *queryObject = mState.activeQuery[qType]; | |
if(queryObject == NULL) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
queryObject->end(); | |
mState.activeQuery[qType] = NULL; | |
} | |
void Context::setFramebufferZero(Framebuffer *buffer) | |
{ | |
delete mFramebufferMap[0]; | |
mFramebufferMap[0] = buffer; | |
} | |
void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) | |
{ | |
Renderbuffer *renderbufferObject = mState.renderbuffer; | |
renderbufferObject->setStorage(renderbuffer); | |
} | |
Framebuffer *Context::getFramebuffer(unsigned int handle) | |
{ | |
FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle); | |
if(framebuffer == mFramebufferMap.end()) | |
{ | |
return NULL; | |
} | |
else | |
{ | |
return framebuffer->second; | |
} | |
} | |
Fence *Context::getFence(unsigned int handle) | |
{ | |
FenceMap::iterator fence = mFenceMap.find(handle); | |
if(fence == mFenceMap.end()) | |
{ | |
return NULL; | |
} | |
else | |
{ | |
return fence->second; | |
} | |
} | |
Query *Context::getQuery(unsigned int handle, bool create, GLenum type) | |
{ | |
QueryMap::iterator query = mQueryMap.find(handle); | |
if(query == mQueryMap.end()) | |
{ | |
return NULL; | |
} | |
else | |
{ | |
if(!query->second && create) | |
{ | |
query->second = new Query(handle, type); | |
query->second->addRef(); | |
} | |
return query->second; | |
} | |
} | |
Buffer *Context::getArrayBuffer() | |
{ | |
return mState.arrayBuffer; | |
} | |
Buffer *Context::getElementArrayBuffer() | |
{ | |
return mState.elementArrayBuffer; | |
} | |
Program *Context::getCurrentProgram() | |
{ | |
return mResourceManager->getProgram(mState.currentProgram); | |
} | |
Texture2D *Context::getTexture2D() | |
{ | |
return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); | |
} | |
Texture3D *Context::getTexture3D() | |
{ | |
return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); | |
} | |
TextureCubeMap *Context::getTextureCubeMap() | |
{ | |
return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); | |
} | |
TextureExternal *Context::getTextureExternal() | |
{ | |
return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); | |
} | |
Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) | |
{ | |
GLuint texid = mState.samplerTexture[type][sampler].name(); | |
if(texid == 0) // Special case: 0 refers to different initial textures based on the target | |
{ | |
switch (type) | |
{ | |
case TEXTURE_2D: return mTexture2DZero; | |
case TEXTURE_3D: return mTexture3DZero; | |
case TEXTURE_CUBE: return mTextureCubeMapZero; | |
case TEXTURE_EXTERNAL: return mTextureExternalZero; | |
default: UNREACHABLE(); | |
} | |
} | |
return mState.samplerTexture[type][sampler]; | |
} | |
bool Context::getBooleanv(GLenum pname, GLboolean *params) | |
{ | |
switch (pname) | |
{ | |
case GL_SHADER_COMPILER: *params = GL_TRUE; break; | |
case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; | |
case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; | |
case GL_COLOR_WRITEMASK: | |
params[0] = mState.colorMaskRed; | |
params[1] = mState.colorMaskGreen; | |
params[2] = mState.colorMaskBlue; | |
params[3] = mState.colorMaskAlpha; | |
break; | |
case GL_CULL_FACE: *params = mState.cullFace; break; | |
case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break; | |
case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break; | |
case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break; | |
case GL_SCISSOR_TEST: *params = mState.scissorTest; break; | |
case GL_STENCIL_TEST: *params = mState.stencilTest; break; | |
case GL_DEPTH_TEST: *params = mState.depthTest; break; | |
case GL_BLEND: *params = mState.blend; break; | |
case GL_DITHER: *params = mState.dither; break; | |
case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndex; break; | |
case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscard; break; | |
default: | |
return false; | |
} | |
return true; | |
} | |
bool Context::getFloatv(GLenum pname, GLfloat *params) | |
{ | |
// Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation | |
// because it is stored as a float, despite the fact that the GL ES 2.0 spec names | |
// GetIntegerv as its native query function. As it would require conversion in any | |
// case, this should make no difference to the calling application. | |
switch (pname) | |
{ | |
case GL_LINE_WIDTH: *params = mState.lineWidth; break; | |
case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; | |
case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; | |
case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; | |
case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; | |
case GL_ALIASED_LINE_WIDTH_RANGE: | |
params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; | |
params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; | |
break; | |
case GL_ALIASED_POINT_SIZE_RANGE: | |
params[0] = ALIASED_POINT_SIZE_RANGE_MIN; | |
params[1] = ALIASED_POINT_SIZE_RANGE_MAX; | |
break; | |
case GL_DEPTH_RANGE: | |
params[0] = mState.zNear; | |
params[1] = mState.zFar; | |
break; | |
case GL_COLOR_CLEAR_VALUE: | |
params[0] = mState.colorClearValue.red; | |
params[1] = mState.colorClearValue.green; | |
params[2] = mState.colorClearValue.blue; | |
params[3] = mState.colorClearValue.alpha; | |
break; | |
case GL_BLEND_COLOR: | |
params[0] = mState.blendColor.red; | |
params[1] = mState.blendColor.green; | |
params[2] = mState.blendColor.blue; | |
params[3] = mState.blendColor.alpha; | |
break; | |
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | |
*params = MAX_TEXTURE_MAX_ANISOTROPY; | |
break; | |
default: | |
return false; | |
} | |
return true; | |
} | |
bool Context::getIntegerv(GLenum pname, GLint *params) | |
{ | |
// Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation | |
// because it is stored as a float, despite the fact that the GL ES 2.0 spec names | |
// GetIntegerv as its native query function. As it would require conversion in any | |
// case, this should make no difference to the calling application. You may find it in | |
// Context::getFloatv. | |
switch (pname) | |
{ | |
case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; | |
case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; | |
case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; | |
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; | |
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; | |
case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; | |
case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; | |
case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; | |
case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; | |
case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; | |
case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.name(); break; | |
case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.name(); break; | |
// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE | |
case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; | |
case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; | |
case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; | |
case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; | |
case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; | |
case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; | |
case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; | |
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; | |
case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; | |
case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; | |
case GL_STENCIL_REF: *params = mState.stencilRef; break; | |
case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; | |
case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; | |
case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; | |
case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; | |
case GL_STENCIL_FAIL: *params = mState.stencilFail; break; | |
case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; | |
case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; | |
case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; | |
case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; | |
case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; | |
case GL_DEPTH_FUNC: *params = mState.depthFunc; break; | |
case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; | |
case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; | |
case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; | |
case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; | |
case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; | |
case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; | |
case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; | |
case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; | |
case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; | |
case GL_SUBPIXEL_BITS: *params = 4; break; | |
case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; | |
case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; | |
case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; | |
case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; | |
case GL_SAMPLE_BUFFERS: | |
case GL_SAMPLES: | |
{ | |
Framebuffer *framebuffer = getDrawFramebuffer(); | |
int width, height, samples; | |
if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) | |
{ | |
switch(pname) | |
{ | |
case GL_SAMPLE_BUFFERS: | |
if(samples > 1) | |
{ | |
*params = 1; | |
} | |
else | |
{ | |
*params = 0; | |
} | |
break; | |
case GL_SAMPLES: | |
*params = samples & ~1; | |
break; | |
} | |
} | |
else | |
{ | |
*params = 0; | |
} | |
} | |
break; | |
case GL_IMPLEMENTATION_COLOR_READ_TYPE: | |
{ | |
Framebuffer *framebuffer = getReadFramebuffer(); | |
*params = framebuffer->getImplementationColorReadType(); | |
} | |
break; | |
case GL_IMPLEMENTATION_COLOR_READ_FORMAT: | |
{ | |
Framebuffer *framebuffer = getReadFramebuffer(); | |
*params = framebuffer->getImplementationColorReadFormat(); | |
} | |
break; | |
case GL_MAX_VIEWPORT_DIMS: | |
{ | |
int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; | |
params[0] = maxDimension; | |
params[1] = maxDimension; | |
} | |
break; | |
case GL_COMPRESSED_TEXTURE_FORMATS: | |
{ | |
for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) | |
{ | |
params[i] = compressedTextureFormats[i]; | |
} | |
} | |
break; | |
case GL_VIEWPORT: | |
params[0] = mState.viewportX; | |
params[1] = mState.viewportY; | |
params[2] = mState.viewportWidth; | |
params[3] = mState.viewportHeight; | |
break; | |
case GL_SCISSOR_BOX: | |
params[0] = mState.scissorX; | |
params[1] = mState.scissorY; | |
params[2] = mState.scissorWidth; | |
params[3] = mState.scissorHeight; | |
break; | |
case GL_CULL_FACE_MODE: *params = mState.cullMode; break; | |
case GL_FRONT_FACE: *params = mState.frontFace; break; | |
case GL_RED_BITS: | |
case GL_GREEN_BITS: | |
case GL_BLUE_BITS: | |
case GL_ALPHA_BITS: | |
{ | |
Framebuffer *framebuffer = getDrawFramebuffer(); | |
Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); | |
if(colorbuffer) | |
{ | |
switch (pname) | |
{ | |
case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; | |
case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; | |
case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; | |
case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; | |
} | |
} | |
else | |
{ | |
*params = 0; | |
} | |
} | |
break; | |
case GL_DEPTH_BITS: | |
{ | |
Framebuffer *framebuffer = getDrawFramebuffer(); | |
Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); | |
if(depthbuffer) | |
{ | |
*params = depthbuffer->getDepthSize(); | |
} | |
else | |
{ | |
*params = 0; | |
} | |
} | |
break; | |
case GL_STENCIL_BITS: | |
{ | |
Framebuffer *framebuffer = getDrawFramebuffer(); | |
Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); | |
if(stencilbuffer) | |
{ | |
*params = stencilbuffer->getStencilSize(); | |
} | |
else | |
{ | |
*params = 0; | |
} | |
} | |
break; | |
case GL_TEXTURE_BINDING_2D: | |
{ | |
if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) | |
{ | |
error(GL_INVALID_OPERATION); | |
return false; | |
} | |
*params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); | |
} | |
break; | |
case GL_TEXTURE_BINDING_CUBE_MAP: | |
{ | |
if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) | |
{ | |
error(GL_INVALID_OPERATION); | |
return false; | |
} | |
*params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); | |
} | |
break; | |
case GL_TEXTURE_BINDING_EXTERNAL_OES: | |
{ | |
if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) | |
{ | |
error(GL_INVALID_OPERATION); | |
return false; | |
} | |
*params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); | |
} | |
break; | |
case GL_TEXTURE_BINDING_3D_OES: | |
case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 | |
{ | |
if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) | |
{ | |
error(GL_INVALID_OPERATION); | |
return false; | |
} | |
*params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); | |
} | |
break; | |
case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK | |
UNIMPLEMENTED(); | |
*params = GL_BACK; | |
break; | |
case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE | |
case GL_DRAW_BUFFER2: | |
case GL_DRAW_BUFFER3: | |
case GL_DRAW_BUFFER4: | |
case GL_DRAW_BUFFER5: | |
case GL_DRAW_BUFFER6: | |
case GL_DRAW_BUFFER7: | |
case GL_DRAW_BUFFER8: | |
case GL_DRAW_BUFFER9: | |
case GL_DRAW_BUFFER10: | |
case GL_DRAW_BUFFER11: | |
case GL_DRAW_BUFFER12: | |
case GL_DRAW_BUFFER13: | |
case GL_DRAW_BUFFER14: | |
case GL_DRAW_BUFFER15: | |
UNIMPLEMENTED(); | |
*params = GL_NONE; | |
break; | |
case GL_MAJOR_VERSION: // integer, at least 3 | |
UNIMPLEMENTED(); | |
*params = 3; | |
break; | |
case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 | |
UNIMPLEMENTED(); | |
*params = 2048; | |
break; | |
case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 | |
UNIMPLEMENTED(); | |
*params = 2048; | |
break; | |
case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 | |
UNIMPLEMENTED(); | |
*params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; | |
break; | |
case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 | |
UNIMPLEMENTED(); | |
*params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; | |
break; | |
case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 | |
UNIMPLEMENTED(); | |
*params = 70; | |
break; | |
case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 | |
UNIMPLEMENTED(); | |
*params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; | |
break; | |
case GL_MAX_DRAW_BUFFERS: // integer, at least 8 | |
UNIMPLEMENTED(); | |
*params = IMPLEMENTATION_MAX_DRAW_BUFFERS; | |
break; | |
case GL_MAX_ELEMENT_INDEX: // integer, at least 16777215 | |
UNIMPLEMENTED(); | |
*params = 16777215; | |
break; | |
case GL_MAX_ELEMENTS_INDICES: // integer | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_MAX_ELEMENTS_VERTICES: // integer | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 | |
UNIMPLEMENTED(); | |
*params = 128; | |
break; | |
case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 | |
UNIMPLEMENTED(); | |
*params = 12; | |
break; | |
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 1024 | |
UNIMPLEMENTED(); | |
*params = 1024; | |
break; | |
case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 | |
UNIMPLEMENTED(); | |
*params = 7; | |
break; | |
case GL_MAX_SERVER_WAIT_TIMEOUT: // integer | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 | |
UNIMPLEMENTED(); | |
*params = 2; | |
break; | |
case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 | |
UNIMPLEMENTED(); | |
*params = 64; | |
break; | |
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 | |
UNIMPLEMENTED(); | |
*params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; | |
break; | |
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 | |
UNIMPLEMENTED(); | |
*params = 4; | |
break; | |
case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 | |
UNIMPLEMENTED(); | |
*params = 16384; | |
break; | |
case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 36 | |
UNIMPLEMENTED(); | |
*params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; | |
break; | |
case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 | |
UNIMPLEMENTED(); | |
*params = 60; | |
break; | |
case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 | |
UNIMPLEMENTED(); | |
*params = 64; | |
break; | |
case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 | |
UNIMPLEMENTED(); | |
*params = 12; | |
break; | |
case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 | |
UNIMPLEMENTED(); | |
*params = 1024; | |
break; | |
case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 | |
UNIMPLEMENTED(); | |
*params = -8; | |
break; | |
case GL_MINOR_VERSION: // integer | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_NUM_EXTENSIONS: // integer | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_PACK_ROW_LENGTH: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_PACK_SKIP_PIXELS: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_PACK_SKIP_ROWS: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK | |
UNIMPLEMENTED(); | |
*params = GL_BACK; | |
break; | |
case GL_SAMPLER_BINDING: // GLint, default 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 | |
UNIMPLEMENTED(); | |
*params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; | |
break; | |
case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_UNPACK_ROW_LENGTH: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_UNPACK_SKIP_ROWS: // integer, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 | |
UNIMPLEMENTED(); | |
*params = 0; | |
break; | |
default: | |
return false; | |
} | |
return true; | |
} | |
bool Context::getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param) | |
{ | |
UNIMPLEMENTED(); | |
switch(pname) | |
{ | |
case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 | |
*param = 0; | |
break; | |
case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE | |
*param = GL_FALSE; | |
break; | |
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 | |
*param = 0; | |
break; | |
case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE | |
*param = GL_FALSE; | |
break; | |
case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 | |
*param = 0; | |
break; | |
case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 | |
*param = 0; | |
break; | |
default: | |
return false; | |
} | |
return true; | |
} | |
bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) | |
{ | |
// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation | |
// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due | |
// to the fact that it is stored internally as a float, and so would require conversion | |
// if returned from Context::getIntegerv. Since this conversion is already implemented | |
// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we | |
// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling | |
// application. | |
switch (pname) | |
{ | |
case GL_COMPRESSED_TEXTURE_FORMATS: | |
{ | |
*type = GL_INT; | |
*numParams = NUM_COMPRESSED_TEXTURE_FORMATS; | |
} | |
break; | |
case GL_SHADER_BINARY_FORMATS: | |
{ | |
*type = GL_INT; | |
*numParams = 0; | |
} | |
break; | |
case GL_MAX_VERTEX_ATTRIBS: | |
case GL_MAX_VERTEX_UNIFORM_VECTORS: | |
case GL_MAX_VARYING_VECTORS: | |
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: | |
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: | |
case GL_MAX_TEXTURE_IMAGE_UNITS: | |
case GL_MAX_FRAGMENT_UNIFORM_VECTORS: | |
case GL_MAX_RENDERBUFFER_SIZE: | |
case GL_NUM_SHADER_BINARY_FORMATS: | |
case GL_NUM_COMPRESSED_TEXTURE_FORMATS: | |
case GL_ARRAY_BUFFER_BINDING: | |
case GL_FRAMEBUFFER_BINDING: | |
case GL_RENDERBUFFER_BINDING: | |
case GL_CURRENT_PROGRAM: | |
case GL_PACK_ALIGNMENT: | |
case GL_UNPACK_ALIGNMENT: | |
case GL_GENERATE_MIPMAP_HINT: | |
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: | |
case GL_RED_BITS: | |
case GL_GREEN_BITS: | |
case GL_BLUE_BITS: | |
case GL_ALPHA_BITS: | |
case GL_DEPTH_BITS: | |
case GL_STENCIL_BITS: | |
case GL_ELEMENT_ARRAY_BUFFER_BINDING: | |
case GL_CULL_FACE_MODE: | |
case GL_FRONT_FACE: | |
case GL_ACTIVE_TEXTURE: | |
case GL_STENCIL_FUNC: | |
case GL_STENCIL_VALUE_MASK: | |
case GL_STENCIL_REF: | |
case GL_STENCIL_FAIL: | |
case GL_STENCIL_PASS_DEPTH_FAIL: | |
case GL_STENCIL_PASS_DEPTH_PASS: | |
case GL_STENCIL_BACK_FUNC: | |
case GL_STENCIL_BACK_VALUE_MASK: | |
case GL_STENCIL_BACK_REF: | |
case GL_STENCIL_BACK_FAIL: | |
case GL_STENCIL_BACK_PASS_DEPTH_FAIL: | |
case GL_STENCIL_BACK_PASS_DEPTH_PASS: | |
case GL_DEPTH_FUNC: | |
case GL_BLEND_SRC_RGB: | |
case GL_BLEND_SRC_ALPHA: | |
case GL_BLEND_DST_RGB: | |
case GL_BLEND_DST_ALPHA: | |
case GL_BLEND_EQUATION_RGB: | |
case GL_BLEND_EQUATION_ALPHA: | |
case GL_STENCIL_WRITEMASK: | |
case GL_STENCIL_BACK_WRITEMASK: | |
case GL_STENCIL_CLEAR_VALUE: | |
case GL_SUBPIXEL_BITS: | |
case GL_MAX_TEXTURE_SIZE: | |
case GL_MAX_CUBE_MAP_TEXTURE_SIZE: | |
case GL_SAMPLE_BUFFERS: | |
case GL_SAMPLES: | |
case GL_IMPLEMENTATION_COLOR_READ_TYPE: | |
case GL_IMPLEMENTATION_COLOR_READ_FORMAT: | |
case GL_TEXTURE_BINDING_2D: | |
case GL_TEXTURE_BINDING_CUBE_MAP: | |
case GL_TEXTURE_BINDING_EXTERNAL_OES: | |
case GL_TEXTURE_BINDING_3D_OES: | |
case GL_COPY_READ_BUFFER_BINDING: | |
case GL_COPY_WRITE_BUFFER_BINDING: | |
case GL_DRAW_BUFFER0: | |
case GL_DRAW_BUFFER1: | |
case GL_DRAW_BUFFER2: | |
case GL_DRAW_BUFFER3: | |
case GL_DRAW_BUFFER4: | |
case GL_DRAW_BUFFER5: | |
case GL_DRAW_BUFFER6: | |
case GL_DRAW_BUFFER7: | |
case GL_DRAW_BUFFER8: | |
case GL_DRAW_BUFFER9: | |
case GL_DRAW_BUFFER10: | |
case GL_DRAW_BUFFER11: | |
case GL_DRAW_BUFFER12: | |
case GL_DRAW_BUFFER13: | |
case GL_DRAW_BUFFER14: | |
case GL_DRAW_BUFFER15: | |
case GL_MAJOR_VERSION: | |
case GL_MAX_3D_TEXTURE_SIZE: | |
case GL_MAX_ARRAY_TEXTURE_LAYERS: | |
case GL_MAX_COLOR_ATTACHMENTS: | |
case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: | |
case GL_MAX_COMBINED_UNIFORM_BLOCKS: | |
case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: | |
case GL_MAX_DRAW_BUFFERS: | |
case GL_MAX_ELEMENT_INDEX: | |
case GL_MAX_ELEMENTS_INDICES: | |
case GL_MAX_ELEMENTS_VERTICES: | |
case GL_MAX_FRAGMENT_INPUT_COMPONENTS: | |
case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: | |
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: | |
case GL_MAX_PROGRAM_TEXEL_OFFSET: | |
case GL_MAX_SERVER_WAIT_TIMEOUT: | |
case GL_MAX_TEXTURE_LOD_BIAS: | |
case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: | |
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: | |
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: | |
case GL_MAX_UNIFORM_BLOCK_SIZE: | |
case GL_MAX_UNIFORM_BUFFER_BINDINGS: | |
case GL_MAX_VARYING_COMPONENTS: | |
case GL_MAX_VERTEX_OUTPUT_COMPONENTS: | |
case GL_MAX_VERTEX_UNIFORM_BLOCKS: | |
case GL_MAX_VERTEX_UNIFORM_COMPONENTS: | |
case GL_MIN_PROGRAM_TEXEL_OFFSET: | |
case GL_MINOR_VERSION: | |
case GL_NUM_EXTENSIONS: | |
case GL_NUM_PROGRAM_BINARY_FORMATS: | |
case GL_PACK_ROW_LENGTH: | |
case GL_PACK_SKIP_PIXELS: | |
case GL_PACK_SKIP_ROWS: | |
case GL_PIXEL_PACK_BUFFER_BINDING: | |
case GL_PIXEL_UNPACK_BUFFER_BINDING: | |
case GL_PROGRAM_BINARY_FORMATS: | |
case GL_READ_BUFFER: | |
case GL_SAMPLER_BINDING: | |
case GL_TEXTURE_BINDING_2D_ARRAY: | |
case GL_UNIFORM_BUFFER_BINDING: | |
case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: | |
case GL_UNIFORM_BUFFER_SIZE: | |
case GL_UNIFORM_BUFFER_START: | |
case GL_UNPACK_IMAGE_HEIGHT: | |
case GL_UNPACK_ROW_LENGTH: | |
case GL_UNPACK_SKIP_IMAGES: | |
case GL_UNPACK_SKIP_PIXELS: | |
case GL_UNPACK_SKIP_ROWS: | |
case GL_VERTEX_ARRAY_BINDING: | |
{ | |
*type = GL_INT; | |
*numParams = 1; | |
} | |
break; | |
case GL_MAX_SAMPLES_ANGLE: | |
{ | |
*type = GL_INT; | |
*numParams = 1; | |
} | |
break; | |
case GL_MAX_VIEWPORT_DIMS: | |
{ | |
*type = GL_INT; | |
*numParams = 2; | |
} | |
break; | |
case GL_VIEWPORT: | |
case GL_SCISSOR_BOX: | |
{ | |
*type = GL_INT; | |
*numParams = 4; | |
} | |
break; | |
case GL_SHADER_COMPILER: | |
case GL_SAMPLE_COVERAGE_INVERT: | |
case GL_DEPTH_WRITEMASK: | |
case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, | |
case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. | |
case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural | |
case GL_SAMPLE_COVERAGE: | |
case GL_SCISSOR_TEST: | |
case GL_STENCIL_TEST: | |
case GL_DEPTH_TEST: | |
case GL_BLEND: | |
case GL_DITHER: | |
case GL_PRIMITIVE_RESTART_FIXED_INDEX: | |
case GL_RASTERIZER_DISCARD: | |
{ | |
*type = GL_BOOL; | |
*numParams = 1; | |
} | |
break; | |
case GL_COLOR_WRITEMASK: | |
{ | |
*type = GL_BOOL; | |
*numParams = 4; | |
} | |
break; | |
case GL_POLYGON_OFFSET_FACTOR: | |
case GL_POLYGON_OFFSET_UNITS: | |
case GL_SAMPLE_COVERAGE_VALUE: | |
case GL_DEPTH_CLEAR_VALUE: | |
case GL_LINE_WIDTH: | |
{ | |
*type = GL_FLOAT; | |
*numParams = 1; | |
} | |
break; | |
case GL_ALIASED_LINE_WIDTH_RANGE: | |
case GL_ALIASED_POINT_SIZE_RANGE: | |
case GL_DEPTH_RANGE: | |
{ | |
*type = GL_FLOAT; | |
*numParams = 2; | |
} | |
break; | |
case GL_COLOR_CLEAR_VALUE: | |
case GL_BLEND_COLOR: | |
{ | |
*type = GL_FLOAT; | |
*numParams = 4; | |
} | |
break; | |
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | |
*type = GL_FLOAT; | |
*numParams = 1; | |
break; | |
default: | |
return false; | |
} | |
return true; | |
} | |
// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle | |
bool Context::applyRenderTarget() | |
{ | |
Framebuffer *framebuffer = getDrawFramebuffer(); | |
int width, height, samples; | |
if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) | |
{ | |
return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); | |
} | |
egl::Image *renderTarget = framebuffer->getRenderTarget(); | |
device->setRenderTarget(renderTarget); | |
if(renderTarget) renderTarget->release(); | |
egl::Image *depthStencil = framebuffer->getDepthStencil(); | |
device->setDepthStencilSurface(depthStencil); | |
if(depthStencil) depthStencil->release(); | |
Viewport viewport; | |
float zNear = clamp01(mState.zNear); | |
float zFar = clamp01(mState.zFar); | |
viewport.x0 = mState.viewportX; | |
viewport.y0 = mState.viewportY; | |
viewport.width = mState.viewportWidth; | |
viewport.height = mState.viewportHeight; | |
viewport.minZ = zNear; | |
viewport.maxZ = zFar; | |
device->setViewport(viewport); | |
if(mState.scissorTest) | |
{ | |
sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight}; | |
scissor.clip(0, 0, width, height); | |
device->setScissorRect(scissor); | |
device->setScissorEnable(true); | |
} | |
else | |
{ | |
device->setScissorEnable(false); | |
} | |
Program *program = getCurrentProgram(); | |
if(program) | |
{ | |
GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; | |
program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); | |
program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); | |
program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); | |
} | |
return true; | |
} | |
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) | |
void Context::applyState(GLenum drawMode) | |
{ | |
Framebuffer *framebuffer = getDrawFramebuffer(); | |
if(mState.cullFace) | |
{ | |
device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); | |
} | |
else | |
{ | |
device->setCullMode(sw::CULL_NONE); | |
} | |
if(mDepthStateDirty) | |
{ | |
if(mState.depthTest) | |
{ | |
device->setDepthBufferEnable(true); | |
device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); | |
} | |
else | |
{ | |
device->setDepthBufferEnable(false); | |
} | |
mDepthStateDirty = false; | |
} | |
if(mBlendStateDirty) | |
{ | |
if(mState.blend) | |
{ | |
device->setAlphaBlendEnable(true); | |
device->setSeparateAlphaBlendEnable(true); | |
device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); | |
device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); | |
device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); | |
device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); | |
device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); | |
device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); | |
device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); | |
} | |
else | |
{ | |
device->setAlphaBlendEnable(false); | |
} | |
mBlendStateDirty = false; | |
} | |
if(mStencilStateDirty || mFrontFaceDirty) | |
{ | |
if(mState.stencilTest && framebuffer->hasStencil()) | |
{ | |
device->setStencilEnable(true); | |
device->setTwoSidedStencil(true); | |
if(mState.stencilWritemask != mState.stencilBackWritemask || | |
mState.stencilRef != mState.stencilBackRef || | |
mState.stencilMask != mState.stencilBackMask) | |
{ | |
ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL."); | |
return error(GL_INVALID_OPERATION); | |
} | |
// get the maximum size of the stencil ref | |
Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); | |
GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; | |
if(mState.frontFace == GL_CCW) | |
{ | |
device->setStencilWriteMask(mState.stencilWritemask); | |
device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); | |
device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); | |
device->setStencilMask(mState.stencilMask); | |
device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); | |
device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); | |
device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); | |
device->setStencilWriteMaskCCW(mState.stencilBackWritemask); | |
device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); | |
device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); | |
device->setStencilMaskCCW(mState.stencilBackMask); | |
device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); | |
device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); | |
device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); | |
} | |
else | |
{ | |
device->setStencilWriteMaskCCW(mState.stencilWritemask); | |
device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); | |
device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); | |
device->setStencilMaskCCW(mState.stencilMask); | |
device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); | |
device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); | |
device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); | |
device->setStencilWriteMask(mState.stencilBackWritemask); | |
device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); | |
device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); | |
device->setStencilMask(mState.stencilBackMask); | |
device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); | |
device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); | |
device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); | |
} | |
} | |
else | |
{ | |
device->setStencilEnable(false); | |
} | |
mStencilStateDirty = false; | |
mFrontFaceDirty = false; | |
} | |
if(mMaskStateDirty) | |
{ | |
device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); | |
device->setDepthWriteEnable(mState.depthMask); | |
mMaskStateDirty = false; | |
} | |
if(mPolygonOffsetStateDirty) | |
{ | |
if(mState.polygonOffsetFill) | |
{ | |
Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); | |
if(depthbuffer) | |
{ | |
device->setSlopeDepthBias(mState.polygonOffsetFactor); | |
float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); | |
device->setDepthBias(depthBias); | |
} | |
} | |
else | |
{ | |
device->setSlopeDepthBias(0); | |
device->setDepthBias(0); | |
} | |
mPolygonOffsetStateDirty = false; | |
} | |
if(mSampleStateDirty) | |
{ | |
if(mState.sampleAlphaToCoverage) | |
{ | |
device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); | |
} | |
else | |
{ | |
device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); | |
} | |
if(mState.sampleCoverage) | |
{ | |
unsigned int mask = 0; | |
if(mState.sampleCoverageValue != 0) | |
{ | |
int width, height, samples; | |
framebuffer->completeness(width, height, samples); | |
float threshold = 0.5f; | |
for(int i = 0; i < samples; i++) | |
{ | |
mask <<= 1; | |
if((i + 1) * mState.sampleCoverageValue >= threshold) | |
{ | |
threshold += 1.0f; | |
mask |= 1; | |
} | |
} | |
} | |
if(mState.sampleCoverageInvert) | |
{ | |
mask = ~mask; | |
} | |
device->setMultiSampleMask(mask); | |
} | |
else | |
{ | |
device->setMultiSampleMask(0xFFFFFFFF); | |
} | |
mSampleStateDirty = false; | |
} | |
if(mDitherStateDirty) | |
{ | |
// UNIMPLEMENTED(); // FIXME | |
mDitherStateDirty = false; | |
} | |
} | |
GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count) | |
{ | |
TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; | |
GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes); | |
if(err != GL_NO_ERROR) | |
{ | |
return err; | |
} | |
Program *program = getCurrentProgram(); | |
device->resetInputStreams(false); | |
for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | |
{ | |
if(program->getAttributeStream(i) == -1) | |
{ | |
continue; | |
} | |
sw::Resource *resource = attributes[i].vertexBuffer; | |
const void *buffer = (char*)resource->data() + attributes[i].offset; | |
int stride = attributes[i].stride; | |
buffer = (char*)buffer + stride * base; | |
sw::Stream attribute(resource, buffer, stride); | |
attribute.type = attributes[i].type; | |
attribute.count = attributes[i].count; | |
attribute.normalized = attributes[i].normalized; | |
int stream = program->getAttributeStream(i); | |
device->setInputStream(stream, attribute); | |
} | |
return GL_NO_ERROR; | |
} | |
// Applies the indices and element array bindings | |
GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) | |
{ | |
GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer, indices, indexInfo); | |
if(err == GL_NO_ERROR) | |
{ | |
device->setIndexBuffer(indexInfo->indexBuffer); | |
} | |
return err; | |
} | |
// Applies the shaders and shader constants | |
void Context::applyShaders() | |
{ | |
Program *programObject = getCurrentProgram(); | |
sw::VertexShader *vertexShader = programObject->getVertexShader(); | |
sw::PixelShader *pixelShader = programObject->getPixelShader(); | |
device->setVertexShader(vertexShader); | |
device->setPixelShader(pixelShader); | |
if(programObject->getSerial() != mAppliedProgramSerial) | |
{ | |
programObject->dirtyAllUniforms(); | |
mAppliedProgramSerial = programObject->getSerial(); | |
} | |
programObject->applyUniforms(); | |
} | |
void Context::applyTextures() | |
{ | |
applyTextures(sw::SAMPLER_PIXEL); | |
applyTextures(sw::SAMPLER_VERTEX); | |
} | |
void Context::applyTextures(sw::SamplerType samplerType) | |
{ | |
Program *programObject = getCurrentProgram(); | |
int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type | |
for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) | |
{ | |
int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index | |
if(textureUnit != -1) | |
{ | |
TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); | |
Texture *texture = getSamplerTexture(textureUnit, textureType); | |
if(texture->isSamplerComplete()) | |
{ | |
GLenum wrapS = texture->getWrapS(); | |
GLenum wrapT = texture->getWrapT(); | |
GLenum wrapR = texture->getWrapR(); | |
GLenum texFilter = texture->getMinFilter(); | |
GLenum magFilter = texture->getMagFilter(); | |
GLfloat maxAnisotropy = texture->getMaxAnisotropy(); | |
device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); | |
device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); | |
device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); | |
sw::FilterType minFilter; | |
sw::MipmapType mipFilter; | |
es2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter, maxAnisotropy); | |
// ASSERT(minFilter == es2sw::ConvertMagFilter(magFilter)); | |
device->setTextureFilter(samplerType, samplerIndex, minFilter); | |
// device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertMagFilter(magFilter)); | |
device->setMipmapFilter(samplerType, samplerIndex, mipFilter); | |
device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); | |
applyTexture(samplerType, samplerIndex, texture); | |
} | |
else | |
{ | |
applyTexture(samplerType, samplerIndex, 0); | |
} | |
} | |
else | |
{ | |
applyTexture(samplerType, samplerIndex, NULL); | |
} | |
} | |
} | |
void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) | |
{ | |
Program *program = getCurrentProgram(); | |
int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; | |
bool textureUsed = false; | |
if(type == sw::SAMPLER_PIXEL) | |
{ | |
textureUsed = program->getPixelShader()->usesSampler(index); | |
} | |
else if(type == sw::SAMPLER_VERTEX) | |
{ | |
textureUsed = program->getVertexShader()->usesSampler(index); | |
} | |
else UNREACHABLE(); | |
sw::Resource *resource = 0; | |
if(baseTexture && textureUsed) | |
{ | |
resource = baseTexture->getResource(); | |
} | |
device->setTextureResource(sampler, resource); | |
if(baseTexture && textureUsed) | |
{ | |
int levelCount = baseTexture->getLevelCount(); | |
if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) | |
{ | |
Texture2D *texture = static_cast<Texture2D*>(baseTexture); | |
for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) | |
{ | |
int surfaceLevel = mipmapLevel; | |
if(surfaceLevel < 0) | |
{ | |
surfaceLevel = 0; | |
} | |
else if(surfaceLevel >= levelCount) | |
{ | |
surfaceLevel = levelCount - 1; | |
} | |
egl::Image *surface = texture->getImage(surfaceLevel); | |
device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); | |
} | |
} | |
else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) | |
{ | |
Texture3D *texture = static_cast<Texture3D*>(baseTexture); | |
for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) | |
{ | |
int surfaceLevel = mipmapLevel; | |
if(surfaceLevel < 0) | |
{ | |
surfaceLevel = 0; | |
} | |
else if(surfaceLevel >= levelCount) | |
{ | |
surfaceLevel = levelCount - 1; | |
} | |
egl::Image *surface = texture->getImage(surfaceLevel); | |
device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); | |
} | |
} | |
else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) | |
{ | |
for(int face = 0; face < 6; face++) | |
{ | |
TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); | |
for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) | |
{ | |
int surfaceLevel = mipmapLevel; | |
if(surfaceLevel < 0) | |
{ | |
surfaceLevel = 0; | |
} | |
else if(surfaceLevel >= levelCount) | |
{ | |
surfaceLevel = levelCount - 1; | |
} | |
egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); | |
device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); | |
} | |
} | |
} | |
else UNIMPLEMENTED(); | |
} | |
else | |
{ | |
device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); | |
} | |
} | |
void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, | |
GLenum format, GLenum type, GLsizei *bufSize, void* pixels) | |
{ | |
Framebuffer *framebuffer = getReadFramebuffer(); | |
int framebufferWidth, framebufferHeight, framebufferSamples; | |
if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) | |
{ | |
return error(GL_INVALID_FRAMEBUFFER_OPERATION); | |
} | |
if(getReadFramebufferName() != 0 && framebufferSamples != 0) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
if(format != GL_RGBA || type != GL_UNSIGNED_BYTE) | |
{ | |
if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType()) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
} | |
GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment); | |
// Sized query sanity check | |
if(bufSize) | |
{ | |
int requiredSize = outputPitch * height; | |
if(requiredSize > *bufSize) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
} | |
egl::Image *renderTarget = framebuffer->getRenderTarget(); | |
if(!renderTarget) | |
{ | |
return error(GL_OUT_OF_MEMORY); | |
} | |
sw::Rect rect = {x, y, x + width, y + height}; | |
rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); | |
unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, sw::LOCK_READONLY); | |
unsigned char *dest = (unsigned char*)pixels; | |
int inputPitch = (int)renderTarget->getPitch(); | |
for(int j = 0; j < rect.y1 - rect.y0; j++) | |
{ | |
unsigned short *dest16 = (unsigned short*)dest; | |
unsigned int *dest32 = (unsigned int*)dest; | |
if(renderTarget->getInternalFormat() == sw::FORMAT_A8B8G8R8 && | |
format == GL_RGBA && type == GL_UNSIGNED_BYTE) | |
{ | |
memcpy(dest, source, (rect.x1 - rect.x0) * 4); | |
} | |
else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && | |
format == GL_RGBA && type == GL_UNSIGNED_BYTE) | |
{ | |
for(int i = 0; i < rect.x1 - rect.x0; i++) | |
{ | |
unsigned int argb = *(unsigned int*)(source + 4 * i); | |
dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16); | |
} | |
} | |
else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && | |
format == GL_RGBA && type == GL_UNSIGNED_BYTE) | |
{ | |
for(int i = 0; i < rect.x1 - rect.x0; i++) | |
{ | |
unsigned int xrgb = *(unsigned int*)(source + 4 * i); | |
dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000; | |
} | |
} | |
else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && | |
format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) | |
{ | |
for(int i = 0; i < rect.x1 - rect.x0; i++) | |
{ | |
unsigned int xrgb = *(unsigned int*)(source + 4 * i); | |
dest32[i] = xrgb | 0xFF000000; | |
} | |
} | |
else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && | |
format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) | |
{ | |
memcpy(dest, source, (rect.x1 - rect.x0) * 4); | |
} | |
else if(renderTarget->getInternalFormat() == sw::FORMAT_A16B16G16R16F && | |
format == GL_RGBA && type == GL_HALF_FLOAT_OES) | |
{ | |
memcpy(dest, source, (rect.x1 - rect.x0) * 8); | |
} | |
else if(renderTarget->getInternalFormat() == sw::FORMAT_A32B32G32R32F && | |
format == GL_RGBA && type == GL_FLOAT) | |
{ | |
memcpy(dest, source, (rect.x1 - rect.x0) * 16); | |
} | |
else if(renderTarget->getInternalFormat() == sw::FORMAT_A1R5G5B5 && | |
format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT) | |
{ | |
memcpy(dest, source, (rect.x1 - rect.x0) * 2); | |
} | |
else if(renderTarget->getInternalFormat() == sw::FORMAT_R5G6B5 && | |
format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5) // GL_BGR_EXT | |
{ | |
memcpy(dest, source, (rect.x1 - rect.x0) * 2); | |
} | |
else | |
{ | |
for(int i = 0; i < rect.x1 - rect.x0; i++) | |
{ | |
float r; | |
float g; | |
float b; | |
float a; | |
switch(renderTarget->getInternalFormat()) | |
{ | |
case sw::FORMAT_R5G6B5: | |
{ | |
unsigned short rgb = *(unsigned short*)(source + 2 * i); | |
a = 1.0f; | |
b = (rgb & 0x001F) * (1.0f / 0x001F); | |
g = (rgb & 0x07E0) * (1.0f / 0x07E0); | |
r = (rgb & 0xF800) * (1.0f / 0xF800); | |
} | |
break; | |
case sw::FORMAT_A1R5G5B5: | |
{ | |
unsigned short argb = *(unsigned short*)(source + 2 * i); | |
a = (argb & 0x8000) ? 1.0f : 0.0f; | |
b = (argb & 0x001F) * (1.0f / 0x001F); | |
g = (argb & 0x03E0) * (1.0f / 0x03E0); | |
r = (argb & 0x7C00) * (1.0f / 0x7C00); | |
} | |
break; | |
case sw::FORMAT_A8R8G8B8: | |
{ | |
unsigned int argb = *(unsigned int*)(source + 4 * i); | |
a = (argb & 0xFF000000) * (1.0f / 0xFF000000); | |
b = (argb & 0x000000FF) * (1.0f / 0x000000FF); | |
g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); | |
r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); | |
} | |
break; | |
case sw::FORMAT_A8B8G8R8: | |
{ | |
unsigned int abgr = *(unsigned int*)(source + 4 * i); | |
a = (abgr & 0xFF000000) * (1.0f / 0xFF000000); | |
b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000); | |
g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00); | |
r = (abgr & 0x000000FF) * (1.0f / 0x000000FF); | |
} | |
break; | |
case sw::FORMAT_X8R8G8B8: | |
{ | |
unsigned int xrgb = *(unsigned int*)(source + 4 * i); | |
a = 1.0f; | |
b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); | |
g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); | |
r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); | |
} | |
break; | |
case sw::FORMAT_X8B8G8R8: | |
{ | |
unsigned int xbgr = *(unsigned int*)(source + 4 * i); | |
a = 1.0f; | |
b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000); | |
g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00); | |
r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF); | |
} | |
break; | |
case sw::FORMAT_A2R10G10B10: | |
{ | |
unsigned int argb = *(unsigned int*)(source + 4 * i); | |
a = (argb & 0xC0000000) * (1.0f / 0xC0000000); | |
b = (argb & 0x000003FF) * (1.0f / 0x000003FF); | |
g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); | |
r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); | |
} | |
break; | |
case sw::FORMAT_A32B32G32R32F: | |
{ | |
r = *((float*)(source + 16 * i) + 0); | |
g = *((float*)(source + 16 * i) + 1); | |
b = *((float*)(source + 16 * i) + 2); | |
a = *((float*)(source + 16 * i) + 3); | |
} | |
break; | |
case sw::FORMAT_A16B16G16R16F: | |
{ | |
r = (float)*((sw::half*)(source + 8 * i) + 0); | |
g = (float)*((sw::half*)(source + 8 * i) + 1); | |
b = (float)*((sw::half*)(source + 8 * i) + 2); | |
a = (float)*((sw::half*)(source + 8 * i) + 3); | |
} | |
break; | |
default: | |
UNIMPLEMENTED(); // FIXME | |
UNREACHABLE(); | |
} | |
switch(format) | |
{ | |
case GL_RGBA: | |
switch(type) | |
{ | |
case GL_UNSIGNED_BYTE: | |
dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f); | |
dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); | |
dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f); | |
dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); | |
break; | |
default: UNREACHABLE(); | |
} | |
break; | |
case GL_BGRA_EXT: | |
switch(type) | |
{ | |
case GL_UNSIGNED_BYTE: | |
dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f); | |
dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); | |
dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f); | |
dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); | |
break; | |
case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: | |
// According to the desktop GL spec in the "Transfer of Pixel Rectangles" section | |
// this type is packed as follows: | |
// 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 | |
// -------------------------------------------------------------------------------- | |
// | 4th | 3rd | 2nd | 1st component | | |
// -------------------------------------------------------------------------------- | |
// in the case of BGRA_EXT, B is the first component, G the second, and so forth. | |
dest16[i] = | |
((unsigned short)(15 * a + 0.5f) << 12)| | |
((unsigned short)(15 * r + 0.5f) << 8) | | |
((unsigned short)(15 * g + 0.5f) << 4) | | |
((unsigned short)(15 * b + 0.5f) << 0); | |
break; | |
case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: | |
// According to the desktop GL spec in the "Transfer of Pixel Rectangles" section | |
// this type is packed as follows: | |
// 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 | |
// -------------------------------------------------------------------------------- | |
// | 4th | 3rd | 2nd | 1st component | | |
// -------------------------------------------------------------------------------- | |
// in the case of BGRA_EXT, B is the first component, G the second, and so forth. | |
dest16[i] = | |
((unsigned short)( a + 0.5f) << 15) | | |
((unsigned short)(31 * r + 0.5f) << 10) | | |
((unsigned short)(31 * g + 0.5f) << 5) | | |
((unsigned short)(31 * b + 0.5f) << 0); | |
break; | |
default: UNREACHABLE(); | |
} | |
break; | |
case GL_RGB: | |
switch(type) | |
{ | |
case GL_UNSIGNED_SHORT_5_6_5: | |
dest16[i] = | |
((unsigned short)(31 * b + 0.5f) << 0) | | |
((unsigned short)(63 * g + 0.5f) << 5) | | |
((unsigned short)(31 * r + 0.5f) << 11); | |
break; | |
default: UNREACHABLE(); | |
} | |
break; | |
default: UNREACHABLE(); | |
} | |
} | |
} | |
source += inputPitch; | |
dest += outputPitch; | |
} | |
renderTarget->unlock(); | |
renderTarget->release(); | |
} | |
void Context::clear(GLbitfield mask) | |
{ | |
Framebuffer *framebuffer = getDrawFramebuffer(); | |
if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) | |
{ | |
return error(GL_INVALID_FRAMEBUFFER_OPERATION); | |
} | |
if(!applyRenderTarget()) | |
{ | |
return; | |
} | |
unsigned int color = (unorm<8>(mState.colorClearValue.alpha) << 24) | | |
(unorm<8>(mState.colorClearValue.red) << 16) | | |
(unorm<8>(mState.colorClearValue.green) << 8) | | |
(unorm<8>(mState.colorClearValue.blue) << 0); | |
float depth = clamp01(mState.depthClearValue); | |
int stencil = mState.stencilClearValue & 0x000000FF; | |
if(mask & GL_COLOR_BUFFER_BIT) | |
{ | |
unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) | | |
(mState.colorMaskGreen ? 0x2 : 0) | | |
(mState.colorMaskBlue ? 0x4 : 0) | | |
(mState.colorMaskAlpha ? 0x8 : 0); | |
if(rgbaMask != 0) | |
{ | |
device->clearColor(color, rgbaMask); | |
} | |
} | |
if(mask & GL_DEPTH_BUFFER_BIT) | |
{ | |
if(mState.depthMask != 0) | |
{ | |
device->clearDepth(depth); | |
} | |
} | |
if(mask & GL_STENCIL_BUFFER_BIT) | |
{ | |
if(mState.stencilWritemask != 0) | |
{ | |
device->clearStencil(stencil, mState.stencilWritemask); | |
} | |
} | |
} | |
void Context::drawArrays(GLenum mode, GLint first, GLsizei count) | |
{ | |
if(!mState.currentProgram) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
PrimitiveType primitiveType; | |
int primitiveCount; | |
if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) | |
return error(GL_INVALID_ENUM); | |
if(primitiveCount <= 0) | |
{ | |
return; | |
} | |
if(!applyRenderTarget()) | |
{ | |
return; | |
} | |
applyState(mode); | |
GLenum err = applyVertexBuffer(0, first, count); | |
if(err != GL_NO_ERROR) | |
{ | |
return error(err); | |
} | |
applyShaders(); | |
applyTextures(); | |
if(!getCurrentProgram()->validateSamplers(false)) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
if(!cullSkipsDraw(mode)) | |
{ | |
device->drawPrimitive(primitiveType, primitiveCount); | |
} | |
} | |
void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) | |
{ | |
if(!mState.currentProgram) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
if(!indices && !mState.elementArrayBuffer) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
PrimitiveType primitiveType; | |
int primitiveCount; | |
if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) | |
return error(GL_INVALID_ENUM); | |
if(primitiveCount <= 0) | |
{ | |
return; | |
} | |
if(!applyRenderTarget()) | |
{ | |
return; | |
} | |
applyState(mode); | |
TranslatedIndexData indexInfo; | |
GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo); | |
if(err != GL_NO_ERROR) | |
{ | |
return error(err); | |
} | |
GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; | |
err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount); | |
if(err != GL_NO_ERROR) | |
{ | |
return error(err); | |
} | |
applyShaders(); | |
applyTextures(); | |
if(!getCurrentProgram()->validateSamplers(false)) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
if(!cullSkipsDraw(mode)) | |
{ | |
device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount, IndexDataManager::typeSize(type)); | |
} | |
} | |
void Context::finish() | |
{ | |
device->finish(); | |
} | |
void Context::flush() | |
{ | |
// We don't queue anything without processing it as fast as possible | |
} | |
void Context::recordInvalidEnum() | |
{ | |
mInvalidEnum = true; | |
} | |
void Context::recordInvalidValue() | |
{ | |
mInvalidValue = true; | |
} | |
void Context::recordInvalidOperation() | |
{ | |
mInvalidOperation = true; | |
} | |
void Context::recordOutOfMemory() | |
{ | |
mOutOfMemory = true; | |
} | |
void Context::recordInvalidFramebufferOperation() | |
{ | |
mInvalidFramebufferOperation = true; | |
} | |
// Get one of the recorded errors and clear its flag, if any. | |
// [OpenGL ES 2.0.24] section 2.5 page 13. | |
GLenum Context::getError() | |
{ | |
if(mInvalidEnum) | |
{ | |
mInvalidEnum = false; | |
return GL_INVALID_ENUM; | |
} | |
if(mInvalidValue) | |
{ | |
mInvalidValue = false; | |
return GL_INVALID_VALUE; | |
} | |
if(mInvalidOperation) | |
{ | |
mInvalidOperation = false; | |
return GL_INVALID_OPERATION; | |
} | |
if(mOutOfMemory) | |
{ | |
mOutOfMemory = false; | |
return GL_OUT_OF_MEMORY; | |
} | |
if(mInvalidFramebufferOperation) | |
{ | |
mInvalidFramebufferOperation = false; | |
return GL_INVALID_FRAMEBUFFER_OPERATION; | |
} | |
return GL_NO_ERROR; | |
} | |
int Context::getSupportedMultiSampleDepth(sw::Format format, int requested) | |
{ | |
if(requested <= 1) | |
{ | |
return 1; | |
} | |
if(requested == 2) | |
{ | |
return 2; | |
} | |
return 4; | |
} | |
void Context::detachBuffer(GLuint buffer) | |
{ | |
// [OpenGL ES 2.0.24] section 2.9 page 22: | |
// If a buffer object is deleted while it is bound, all bindings to that object in the current context | |
// (i.e. in the thread that called Delete-Buffers) are reset to zero. | |
if(mState.arrayBuffer.name() == buffer) | |
{ | |
mState.arrayBuffer = NULL; | |
} | |
if(mState.elementArrayBuffer.name() == buffer) | |
{ | |
mState.elementArrayBuffer = NULL; | |
} | |
for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) | |
{ | |
if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) | |
{ | |
mState.vertexAttribute[attribute].mBoundBuffer = NULL; | |
} | |
} | |
} | |
void Context::detachTexture(GLuint texture) | |
{ | |
// [OpenGL ES 2.0.24] section 3.8 page 84: | |
// If a texture object is deleted, it is as if all texture units which are bound to that texture object are | |
// rebound to texture object zero | |
for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) | |
{ | |
for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) | |
{ | |
if(mState.samplerTexture[type][sampler].name() == texture) | |
{ | |
mState.samplerTexture[type][sampler] = NULL; | |
} | |
} | |
} | |
// [OpenGL ES 2.0.24] section 4.4 page 112: | |
// If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is | |
// as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this | |
// image was attached in the currently bound framebuffer. | |
Framebuffer *readFramebuffer = getReadFramebuffer(); | |
Framebuffer *drawFramebuffer = getDrawFramebuffer(); | |
if(readFramebuffer) | |
{ | |
readFramebuffer->detachTexture(texture); | |
} | |
if(drawFramebuffer && drawFramebuffer != readFramebuffer) | |
{ | |
drawFramebuffer->detachTexture(texture); | |
} | |
} | |
void Context::detachFramebuffer(GLuint framebuffer) | |
{ | |
// [OpenGL ES 2.0.24] section 4.4 page 107: | |
// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though | |
// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. | |
if(mState.readFramebuffer == framebuffer) | |
{ | |
bindReadFramebuffer(0); | |
} | |
if(mState.drawFramebuffer == framebuffer) | |
{ | |
bindDrawFramebuffer(0); | |
} | |
} | |
void Context::detachRenderbuffer(GLuint renderbuffer) | |
{ | |
// [OpenGL ES 2.0.24] section 4.4 page 109: | |
// If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer | |
// had been executed with the target RENDERBUFFER and name of zero. | |
if(mState.renderbuffer.name() == renderbuffer) | |
{ | |
bindRenderbuffer(0); | |
} | |
// [OpenGL ES 2.0.24] section 4.4 page 111: | |
// If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, | |
// then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment | |
// point to which this image was attached in the currently bound framebuffer. | |
Framebuffer *readFramebuffer = getReadFramebuffer(); | |
Framebuffer *drawFramebuffer = getDrawFramebuffer(); | |
if(readFramebuffer) | |
{ | |
readFramebuffer->detachRenderbuffer(renderbuffer); | |
} | |
if(drawFramebuffer && drawFramebuffer != readFramebuffer) | |
{ | |
drawFramebuffer->detachRenderbuffer(renderbuffer); | |
} | |
} | |
bool Context::cullSkipsDraw(GLenum drawMode) | |
{ | |
return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); | |
} | |
bool Context::isTriangleMode(GLenum drawMode) | |
{ | |
switch (drawMode) | |
{ | |
case GL_TRIANGLES: | |
case GL_TRIANGLE_FAN: | |
case GL_TRIANGLE_STRIP: | |
return true; | |
case GL_POINTS: | |
case GL_LINES: | |
case GL_LINE_LOOP: | |
case GL_LINE_STRIP: | |
return false; | |
default: UNREACHABLE(); | |
} | |
return false; | |
} | |
void Context::setVertexAttrib(GLuint index, const GLfloat *values) | |
{ | |
ASSERT(index < MAX_VERTEX_ATTRIBS); | |
mState.vertexAttribute[index].mCurrentValue[0] = values[0]; | |
mState.vertexAttribute[index].mCurrentValue[1] = values[1]; | |
mState.vertexAttribute[index].mCurrentValue[2] = values[2]; | |
mState.vertexAttribute[index].mCurrentValue[3] = values[3]; | |
mVertexDataManager->dirtyCurrentValue(index); | |
} | |
void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, | |
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, | |
GLbitfield mask) | |
{ | |
Framebuffer *readFramebuffer = getReadFramebuffer(); | |
Framebuffer *drawFramebuffer = getDrawFramebuffer(); | |
int readBufferWidth, readBufferHeight, readBufferSamples; | |
int drawBufferWidth, drawBufferHeight, drawBufferSamples; | |
if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || | |
!drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) | |
{ | |
return error(GL_INVALID_FRAMEBUFFER_OPERATION); | |
} | |
if(drawBufferSamples > 1) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
sw::SliceRect sourceRect; | |
sw::SliceRect destRect; | |
bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); | |
bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); | |
if(srcX0 < srcX1) | |
{ | |
sourceRect.x0 = srcX0; | |
sourceRect.x1 = srcX1; | |
} | |
else | |
{ | |
sourceRect.x0 = srcX1; | |
sourceRect.x1 = srcX0; | |
} | |
if(dstX0 < dstX1) | |
{ | |
destRect.x0 = dstX0; | |
destRect.x1 = dstX1; | |
} | |
else | |
{ | |
destRect.x0 = dstX1; | |
destRect.x1 = dstX0; | |
} | |
if(srcY0 < srcY1) | |
{ | |
sourceRect.y0 = srcY0; | |
sourceRect.y1 = srcY1; | |
} | |
else | |
{ | |
sourceRect.y0 = srcY1; | |
sourceRect.y1 = srcY0; | |
} | |
if(dstY0 < dstY1) | |
{ | |
destRect.y0 = dstY0; | |
destRect.y1 = dstY1; | |
} | |
else | |
{ | |
destRect.y0 = dstY1; | |
destRect.y1 = dstY0; | |
} | |
sw::Rect sourceScissoredRect = sourceRect; | |
sw::Rect destScissoredRect = destRect; | |
if(mState.scissorTest) // Only write to parts of the destination framebuffer which pass the scissor test | |
{ | |
if(destRect.x0 < mState.scissorX) | |
{ | |
int xDiff = mState.scissorX - destRect.x0; | |
destScissoredRect.x0 = mState.scissorX; | |
sourceScissoredRect.x0 += xDiff; | |
} | |
if(destRect.x1 > mState.scissorX + mState.scissorWidth) | |
{ | |
int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); | |
destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; | |
sourceScissoredRect.x1 -= xDiff; | |
} | |
if(destRect.y0 < mState.scissorY) | |
{ | |
int yDiff = mState.scissorY - destRect.y0; | |
destScissoredRect.y0 = mState.scissorY; | |
sourceScissoredRect.y0 += yDiff; | |
} | |
if(destRect.y1 > mState.scissorY + mState.scissorHeight) | |
{ | |
int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); | |
destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; | |
sourceScissoredRect.y1 -= yDiff; | |
} | |
} | |
sw::Rect sourceTrimmedRect = sourceScissoredRect; | |
sw::Rect destTrimmedRect = destScissoredRect; | |
// The source & destination rectangles also may need to be trimmed if they fall out of the bounds of | |
// the actual draw and read surfaces. | |
if(sourceTrimmedRect.x0 < 0) | |
{ | |
int xDiff = 0 - sourceTrimmedRect.x0; | |
sourceTrimmedRect.x0 = 0; | |
destTrimmedRect.x0 += xDiff; | |
} | |
if(sourceTrimmedRect.x1 > readBufferWidth) | |
{ | |
int xDiff = sourceTrimmedRect.x1 - readBufferWidth; | |
sourceTrimmedRect.x1 = readBufferWidth; | |
destTrimmedRect.x1 -= xDiff; | |
} | |
if(sourceTrimmedRect.y0 < 0) | |
{ | |
int yDiff = 0 - sourceTrimmedRect.y0; | |
sourceTrimmedRect.y0 = 0; | |
destTrimmedRect.y0 += yDiff; | |
} | |
if(sourceTrimmedRect.y1 > readBufferHeight) | |
{ | |
int yDiff = sourceTrimmedRect.y1 - readBufferHeight; | |
sourceTrimmedRect.y1 = readBufferHeight; | |
destTrimmedRect.y1 -= yDiff; | |
} | |
if(destTrimmedRect.x0 < 0) | |
{ | |
int xDiff = 0 - destTrimmedRect.x0; | |
destTrimmedRect.x0 = 0; | |
sourceTrimmedRect.x0 += xDiff; | |
} | |
if(destTrimmedRect.x1 > drawBufferWidth) | |
{ | |
int xDiff = destTrimmedRect.x1 - drawBufferWidth; | |
destTrimmedRect.x1 = drawBufferWidth; | |
sourceTrimmedRect.x1 -= xDiff; | |
} | |
if(destTrimmedRect.y0 < 0) | |
{ | |
int yDiff = 0 - destTrimmedRect.y0; | |
destTrimmedRect.y0 = 0; | |
sourceTrimmedRect.y0 += yDiff; | |
} | |
if(destTrimmedRect.y1 > drawBufferHeight) | |
{ | |
int yDiff = destTrimmedRect.y1 - drawBufferHeight; | |
destTrimmedRect.y1 = drawBufferHeight; | |
sourceTrimmedRect.y1 -= yDiff; | |
} | |
bool partialBufferCopy = false; | |
if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || | |
sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || | |
destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || | |
destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || | |
sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) | |
{ | |
partialBufferCopy = true; | |
} | |
bool blitRenderTarget = false; | |
bool blitDepthStencil = false; | |
if(mask & GL_COLOR_BUFFER_BIT) | |
{ | |
const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D || | |
readFramebuffer->getColorbufferType() == GL_RENDERBUFFER; | |
const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D || | |
drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER; | |
if(!validReadType || !validDrawType) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
if(partialBufferCopy && readBufferSamples > 1) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
blitRenderTarget = true; | |
} | |
if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) | |
{ | |
Renderbuffer *readDSBuffer = NULL; | |
Renderbuffer *drawDSBuffer = NULL; | |
// We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have | |
// both a depth and stencil buffer, it will be the same buffer. | |
if(mask & GL_DEPTH_BUFFER_BIT) | |
{ | |
if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) | |
{ | |
if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
blitDepthStencil = true; | |
readDSBuffer = readFramebuffer->getDepthbuffer(); | |
drawDSBuffer = drawFramebuffer->getDepthbuffer(); | |
} | |
} | |
if(mask & GL_STENCIL_BUFFER_BIT) | |
{ | |
if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) | |
{ | |
if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
blitDepthStencil = true; | |
readDSBuffer = readFramebuffer->getStencilbuffer(); | |
drawDSBuffer = drawFramebuffer->getStencilbuffer(); | |
} | |
} | |
if(partialBufferCopy) | |
{ | |
ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); | |
return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted | |
} | |
if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || | |
(readDSBuffer && readDSBuffer->getSamples() > 1)) | |
{ | |
return error(GL_INVALID_OPERATION); | |
} | |
} | |
if(blitRenderTarget || blitDepthStencil) | |
{ | |
if(blitRenderTarget) | |
{ | |
egl::Image *readRenderTarget = readFramebuffer->getRenderTarget(); | |
egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(); | |
if(flipX) | |
{ | |
swap(destRect.x0, destRect.x1); | |
} | |
if(flipy) | |
{ | |
swap(destRect.y0, destRect.y1); | |
} | |
bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); | |
readRenderTarget->release(); | |
drawRenderTarget->release(); | |
if(!success) | |
{ | |
ERR("BlitFramebuffer failed."); | |
return; | |
} | |
} | |
if(blitDepthStencil) | |
{ | |
bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); | |
if(!success) | |
{ | |
ERR("BlitFramebuffer failed."); | |
return; | |
} | |
} | |
} | |
} | |
void Context::bindTexImage(egl::Surface *surface) | |
{ | |
es2::Texture2D *textureObject = getTexture2D(); | |
if(textureObject) | |
{ | |
textureObject->bindTexImage(surface); | |
} | |
} | |
EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) | |
{ | |
GLenum textureTarget = GL_NONE; | |
switch(target) | |
{ | |
case EGL_GL_TEXTURE_2D_KHR: | |
textureTarget = GL_TEXTURE_2D; | |
break; | |
case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: | |
case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: | |
case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: | |
case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: | |
case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: | |
case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: | |
textureTarget = GL_TEXTURE_CUBE_MAP; | |
break; | |
case EGL_GL_RENDERBUFFER_KHR: | |
break; | |
#if defined(__ANDROID__) | |
case EGL_NATIVE_BUFFER_ANDROID: | |
break; | |
#endif | |
default: | |
return EGL_BAD_PARAMETER; | |
} | |
if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) | |
{ | |
return EGL_BAD_MATCH; | |
} | |
if(textureTarget != GL_NONE) | |
{ | |
es2::Texture *texture = getTexture(name); | |
if(!texture || texture->getTarget() != textureTarget) | |
{ | |
return EGL_BAD_PARAMETER; | |
} | |
if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling | |
{ | |
return EGL_BAD_ACCESS; | |
} | |
if(textureLevel != 0 && !texture->isSamplerComplete()) | |
{ | |
return EGL_BAD_PARAMETER; | |
} | |
if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) | |
{ | |
return EGL_BAD_PARAMETER; | |
} | |
} | |
else if(target == EGL_GL_RENDERBUFFER_KHR) | |
{ | |
es2::Renderbuffer *renderbuffer = getRenderbuffer(name); | |
if(!renderbuffer) | |
{ | |
return EGL_BAD_PARAMETER; | |
} | |
if(renderbuffer->isShared()) // Already an EGLImage sibling | |
{ | |
return EGL_BAD_ACCESS; | |
} | |
} | |
#if defined(__ANDROID__) | |
else if(target == EGL_NATIVE_BUFFER_ANDROID) | |
{ | |
ANativeWindowBuffer *nativeBuffer = reinterpret_cast<ANativeWindowBuffer*>(name); | |
if(nativeBuffer->common.magic != ANDROID_NATIVE_BUFFER_MAGIC) | |
{ | |
return EGL_BAD_PARAMETER; | |
} | |
if(nativeBuffer->common.version != sizeof(ANativeWindowBuffer)) | |
{ | |
return EGL_BAD_PARAMETER; | |
} | |
switch(nativeBuffer->format) | |
{ | |
case HAL_PIXEL_FORMAT_RGBA_8888: | |
case HAL_PIXEL_FORMAT_RGBX_8888: | |
case HAL_PIXEL_FORMAT_RGB_565: | |
break; | |
default: | |
return EGL_BAD_PARAMETER; | |
} | |
} | |
#endif | |
else UNREACHABLE(); | |
return EGL_SUCCESS; | |
} | |
egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) | |
{ | |
GLenum textureTarget = GL_NONE; | |
switch(target) | |
{ | |
case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; | |
case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; | |
case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; | |
case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; | |
case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; | |
case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; | |
case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; | |
} | |
if(textureTarget != GL_NONE) | |
{ | |
es2::Texture *texture = getTexture(name); | |
return texture->createSharedImage(textureTarget, textureLevel); | |
} | |
else if(target == EGL_GL_RENDERBUFFER_KHR) | |
{ | |
es2::Renderbuffer *renderbuffer = getRenderbuffer(name); | |
return renderbuffer->createSharedImage(); | |
} | |
#if defined(__ANDROID__) | |
else if(target == EGL_NATIVE_BUFFER_ANDROID) | |
{ | |
ANativeWindowBuffer *nativeBuffer = reinterpret_cast<ANativeWindowBuffer*>(name); | |
nativeBuffer->common.incRef(&nativeBuffer->common); | |
GLenum format = Image::getColorFormatFromAndroid(nativeBuffer->format); | |
GLenum type = Image::getPixelFormatFromAndroid(nativeBuffer->format); | |
es2::Image *image = new Image(0, nativeBuffer->width, nativeBuffer->height, format, type); | |
image->setNativeBuffer(nativeBuffer); | |
image->markShared(); | |
return image; | |
} | |
#endif | |
else UNREACHABLE(); | |
return 0; | |
} | |
Device *Context::getDevice() | |
{ | |
return device; | |
} | |
} | |
// Exported functions for use by EGL | |
extern "C" | |
{ | |
es2::Context *glCreateContext(const egl::Config *config, const es2::Context *shareContext, int clientVersion) | |
{ | |
return new es2::Context(config, shareContext, clientVersion); | |
} | |
} |