1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
7 // http://www.apache.org/licenses/LICENSE-2.0
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
22 #include "utilities.h"
23 #include "ResourceManager.h"
26 #include "Framebuffer.h"
29 #include "Renderbuffer.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "common/Surface.hpp"
39 #include "Common/Half.hpp"
41 #include <EGL/eglext.h>
48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49 : egl::Context(display), clientVersion(clientVersion), config(config)
51 sw::Context *context = new sw::Context();
52 device = new es2::Device(context);
54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
56 mState.depthClearValue = 1.0f;
57 mState.stencilClearValue = 0;
59 mState.cullFaceEnabled = false;
60 mState.cullMode = GL_BACK;
61 mState.frontFace = GL_CCW;
62 mState.depthTestEnabled = false;
63 mState.depthFunc = GL_LESS;
64 mState.blendEnabled = false;
65 mState.sourceBlendRGB = GL_ONE;
66 mState.sourceBlendAlpha = GL_ONE;
67 mState.destBlendRGB = GL_ZERO;
68 mState.destBlendAlpha = GL_ZERO;
69 mState.blendEquationRGB = GL_FUNC_ADD;
70 mState.blendEquationAlpha = GL_FUNC_ADD;
71 mState.blendColor.red = 0;
72 mState.blendColor.green = 0;
73 mState.blendColor.blue = 0;
74 mState.blendColor.alpha = 0;
75 mState.stencilTestEnabled = false;
76 mState.stencilFunc = GL_ALWAYS;
77 mState.stencilRef = 0;
78 mState.stencilMask = 0xFFFFFFFFu;
79 mState.stencilWritemask = 0xFFFFFFFFu;
80 mState.stencilBackFunc = GL_ALWAYS;
81 mState.stencilBackRef = 0;
82 mState.stencilBackMask = 0xFFFFFFFFu;
83 mState.stencilBackWritemask = 0xFFFFFFFFu;
84 mState.stencilFail = GL_KEEP;
85 mState.stencilPassDepthFail = GL_KEEP;
86 mState.stencilPassDepthPass = GL_KEEP;
87 mState.stencilBackFail = GL_KEEP;
88 mState.stencilBackPassDepthFail = GL_KEEP;
89 mState.stencilBackPassDepthPass = GL_KEEP;
90 mState.polygonOffsetFillEnabled = false;
91 mState.polygonOffsetFactor = 0.0f;
92 mState.polygonOffsetUnits = 0.0f;
93 mState.sampleAlphaToCoverageEnabled = false;
94 mState.sampleCoverageEnabled = false;
95 mState.sampleCoverageValue = 1.0f;
96 mState.sampleCoverageInvert = false;
97 mState.scissorTestEnabled = false;
98 mState.ditherEnabled = true;
99 mState.primitiveRestartFixedIndexEnabled = false;
100 mState.rasterizerDiscardEnabled = false;
101 mState.generateMipmapHint = GL_DONT_CARE;
102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103 mState.textureFilteringHint = GL_DONT_CARE;
105 mState.lineWidth = 1.0f;
107 mState.viewportX = 0;
108 mState.viewportY = 0;
109 mState.viewportWidth = 0;
110 mState.viewportHeight = 0;
116 mState.scissorWidth = 0;
117 mState.scissorHeight = 0;
119 mState.colorMaskRed = true;
120 mState.colorMaskGreen = true;
121 mState.colorMaskBlue = true;
122 mState.colorMaskAlpha = true;
123 mState.depthMask = true;
127 mResourceManager = shareContext->mResourceManager;
128 mResourceManager->addRef();
132 mResourceManager = new ResourceManager();
135 // [OpenGL ES 2.0.24] section 3.7 page 83:
136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137 // and cube map texture state vectors respectively associated with them.
138 // In order that access to these initial textures not be lost, they are treated as texture
139 // objects all of whose names are 0.
141 mTexture2DZero = new Texture2D(0);
142 mTexture3DZero = new Texture3D(0);
143 mTexture2DArrayZero = new Texture2DArray(0);
144 mTextureCubeMapZero = new TextureCubeMap(0);
145 mTexture2DRectZero = new Texture2DRect(0);
146 mTextureExternalZero = new TextureExternal(0);
148 mState.activeSampler = 0;
150 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
152 bindTexture((TextureType)type, 0);
157 bindElementArrayBuffer(0);
158 bindReadFramebuffer(0);
159 bindDrawFramebuffer(0);
161 bindGenericUniformBuffer(0);
162 bindTransformFeedback(0);
164 mState.currentProgram = 0;
166 mVertexDataManager = nullptr;
167 mIndexDataManager = nullptr;
169 mInvalidEnum = false;
170 mInvalidValue = false;
171 mInvalidOperation = false;
172 mOutOfMemory = false;
173 mInvalidFramebufferOperation = false;
175 mHasBeenCurrent = false;
182 if(mState.currentProgram != 0)
184 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
187 programObject->release();
189 mState.currentProgram = 0;
192 while(!mFramebufferNameSpace.empty())
194 deleteFramebuffer(mFramebufferNameSpace.firstName());
197 while(!mFenceNameSpace.empty())
199 deleteFence(mFenceNameSpace.firstName());
202 while(!mQueryNameSpace.empty())
204 deleteQuery(mQueryNameSpace.firstName());
207 while(!mVertexArrayNameSpace.empty())
209 deleteVertexArray(mVertexArrayNameSpace.lastName());
212 while(!mTransformFeedbackNameSpace.empty())
214 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
217 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
219 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
221 mState.samplerTexture[type][sampler] = nullptr;
225 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
227 mState.vertexAttribute[i].mBoundBuffer = nullptr;
230 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
232 mState.activeQuery[i] = nullptr;
235 mState.arrayBuffer = nullptr;
236 mState.copyReadBuffer = nullptr;
237 mState.copyWriteBuffer = nullptr;
238 mState.pixelPackBuffer = nullptr;
239 mState.pixelUnpackBuffer = nullptr;
240 mState.genericUniformBuffer = nullptr;
242 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
243 mState.uniformBuffers[i].set(nullptr, 0, 0);
246 mState.renderbuffer = nullptr;
248 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
250 mState.sampler[i] = nullptr;
253 mTexture2DZero = nullptr;
254 mTexture3DZero = nullptr;
255 mTexture2DArrayZero = nullptr;
256 mTextureCubeMapZero = nullptr;
257 mTexture2DRectZero = nullptr;
258 mTextureExternalZero = nullptr;
260 delete mVertexDataManager;
261 delete mIndexDataManager;
263 mResourceManager->release();
267 void Context::makeCurrent(gl::Surface *surface)
271 mVertexDataManager = new VertexDataManager(this);
272 mIndexDataManager = new IndexDataManager();
274 mState.viewportX = 0;
275 mState.viewportY = 0;
276 mState.viewportWidth = surface ? surface->getWidth() : 0;
277 mState.viewportHeight = surface ? surface->getHeight() : 0;
281 mState.scissorWidth = surface ? surface->getWidth() : 0;
282 mState.scissorHeight = surface ? surface->getHeight() : 0;
284 mHasBeenCurrent = true;
289 // Wrap the existing resources into GL objects and assign them to the '0' names
290 egl::Image *defaultRenderTarget = surface->getRenderTarget();
291 egl::Image *depthStencil = surface->getDepthStencil();
293 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
294 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
295 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
297 setFramebufferZero(framebufferZero);
299 if(defaultRenderTarget)
301 defaultRenderTarget->release();
306 depthStencil->release();
311 setFramebufferZero(nullptr);
317 EGLint Context::getClientVersion() const
319 return clientVersion;
322 EGLint Context::getConfigID() const
324 return config->mConfigID;
327 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
328 void Context::markAllStateDirty()
330 mAppliedProgramSerial = 0;
332 mDepthStateDirty = true;
333 mMaskStateDirty = true;
334 mBlendStateDirty = true;
335 mStencilStateDirty = true;
336 mPolygonOffsetStateDirty = true;
337 mSampleStateDirty = true;
338 mDitherStateDirty = true;
339 mFrontFaceDirty = true;
342 void Context::setClearColor(float red, float green, float blue, float alpha)
344 mState.colorClearValue.red = red;
345 mState.colorClearValue.green = green;
346 mState.colorClearValue.blue = blue;
347 mState.colorClearValue.alpha = alpha;
350 void Context::setClearDepth(float depth)
352 mState.depthClearValue = depth;
355 void Context::setClearStencil(int stencil)
357 mState.stencilClearValue = stencil;
360 void Context::setCullFaceEnabled(bool enabled)
362 mState.cullFaceEnabled = enabled;
365 bool Context::isCullFaceEnabled() const
367 return mState.cullFaceEnabled;
370 void Context::setCullMode(GLenum mode)
372 mState.cullMode = mode;
375 void Context::setFrontFace(GLenum front)
377 if(mState.frontFace != front)
379 mState.frontFace = front;
380 mFrontFaceDirty = true;
384 void Context::setDepthTestEnabled(bool enabled)
386 if(mState.depthTestEnabled != enabled)
388 mState.depthTestEnabled = enabled;
389 mDepthStateDirty = true;
393 bool Context::isDepthTestEnabled() const
395 return mState.depthTestEnabled;
398 void Context::setDepthFunc(GLenum depthFunc)
400 if(mState.depthFunc != depthFunc)
402 mState.depthFunc = depthFunc;
403 mDepthStateDirty = true;
407 void Context::setDepthRange(float zNear, float zFar)
409 mState.zNear = zNear;
413 void Context::setBlendEnabled(bool enabled)
415 if(mState.blendEnabled != enabled)
417 mState.blendEnabled = enabled;
418 mBlendStateDirty = true;
422 bool Context::isBlendEnabled() const
424 return mState.blendEnabled;
427 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
429 if(mState.sourceBlendRGB != sourceRGB ||
430 mState.sourceBlendAlpha != sourceAlpha ||
431 mState.destBlendRGB != destRGB ||
432 mState.destBlendAlpha != destAlpha)
434 mState.sourceBlendRGB = sourceRGB;
435 mState.destBlendRGB = destRGB;
436 mState.sourceBlendAlpha = sourceAlpha;
437 mState.destBlendAlpha = destAlpha;
438 mBlendStateDirty = true;
442 void Context::setBlendColor(float red, float green, float blue, float alpha)
444 if(mState.blendColor.red != red ||
445 mState.blendColor.green != green ||
446 mState.blendColor.blue != blue ||
447 mState.blendColor.alpha != alpha)
449 mState.blendColor.red = red;
450 mState.blendColor.green = green;
451 mState.blendColor.blue = blue;
452 mState.blendColor.alpha = alpha;
453 mBlendStateDirty = true;
457 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
459 if(mState.blendEquationRGB != rgbEquation ||
460 mState.blendEquationAlpha != alphaEquation)
462 mState.blendEquationRGB = rgbEquation;
463 mState.blendEquationAlpha = alphaEquation;
464 mBlendStateDirty = true;
468 void Context::setStencilTestEnabled(bool enabled)
470 if(mState.stencilTestEnabled != enabled)
472 mState.stencilTestEnabled = enabled;
473 mStencilStateDirty = true;
477 bool Context::isStencilTestEnabled() const
479 return mState.stencilTestEnabled;
482 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
484 if(mState.stencilFunc != stencilFunc ||
485 mState.stencilRef != stencilRef ||
486 mState.stencilMask != stencilMask)
488 mState.stencilFunc = stencilFunc;
489 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
490 mState.stencilMask = stencilMask;
491 mStencilStateDirty = true;
495 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
497 if(mState.stencilBackFunc != stencilBackFunc ||
498 mState.stencilBackRef != stencilBackRef ||
499 mState.stencilBackMask != stencilBackMask)
501 mState.stencilBackFunc = stencilBackFunc;
502 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
503 mState.stencilBackMask = stencilBackMask;
504 mStencilStateDirty = true;
508 void Context::setStencilWritemask(GLuint stencilWritemask)
510 if(mState.stencilWritemask != stencilWritemask)
512 mState.stencilWritemask = stencilWritemask;
513 mStencilStateDirty = true;
517 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
519 if(mState.stencilBackWritemask != stencilBackWritemask)
521 mState.stencilBackWritemask = stencilBackWritemask;
522 mStencilStateDirty = true;
526 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
528 if(mState.stencilFail != stencilFail ||
529 mState.stencilPassDepthFail != stencilPassDepthFail ||
530 mState.stencilPassDepthPass != stencilPassDepthPass)
532 mState.stencilFail = stencilFail;
533 mState.stencilPassDepthFail = stencilPassDepthFail;
534 mState.stencilPassDepthPass = stencilPassDepthPass;
535 mStencilStateDirty = true;
539 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
541 if(mState.stencilBackFail != stencilBackFail ||
542 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
543 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
545 mState.stencilBackFail = stencilBackFail;
546 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
547 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
548 mStencilStateDirty = true;
552 void Context::setPolygonOffsetFillEnabled(bool enabled)
554 if(mState.polygonOffsetFillEnabled != enabled)
556 mState.polygonOffsetFillEnabled = enabled;
557 mPolygonOffsetStateDirty = true;
561 bool Context::isPolygonOffsetFillEnabled() const
563 return mState.polygonOffsetFillEnabled;
566 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
568 if(mState.polygonOffsetFactor != factor ||
569 mState.polygonOffsetUnits != units)
571 mState.polygonOffsetFactor = factor;
572 mState.polygonOffsetUnits = units;
573 mPolygonOffsetStateDirty = true;
577 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
579 if(mState.sampleAlphaToCoverageEnabled != enabled)
581 mState.sampleAlphaToCoverageEnabled = enabled;
582 mSampleStateDirty = true;
586 bool Context::isSampleAlphaToCoverageEnabled() const
588 return mState.sampleAlphaToCoverageEnabled;
591 void Context::setSampleCoverageEnabled(bool enabled)
593 if(mState.sampleCoverageEnabled != enabled)
595 mState.sampleCoverageEnabled = enabled;
596 mSampleStateDirty = true;
600 bool Context::isSampleCoverageEnabled() const
602 return mState.sampleCoverageEnabled;
605 void Context::setSampleCoverageParams(GLclampf value, bool invert)
607 if(mState.sampleCoverageValue != value ||
608 mState.sampleCoverageInvert != invert)
610 mState.sampleCoverageValue = value;
611 mState.sampleCoverageInvert = invert;
612 mSampleStateDirty = true;
616 void Context::setScissorTestEnabled(bool enabled)
618 mState.scissorTestEnabled = enabled;
621 bool Context::isScissorTestEnabled() const
623 return mState.scissorTestEnabled;
626 void Context::setDitherEnabled(bool enabled)
628 if(mState.ditherEnabled != enabled)
630 mState.ditherEnabled = enabled;
631 mDitherStateDirty = true;
635 bool Context::isDitherEnabled() const
637 return mState.ditherEnabled;
640 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
642 mState.primitiveRestartFixedIndexEnabled = enabled;
645 bool Context::isPrimitiveRestartFixedIndexEnabled() const
647 return mState.primitiveRestartFixedIndexEnabled;
650 void Context::setRasterizerDiscardEnabled(bool enabled)
652 mState.rasterizerDiscardEnabled = enabled;
655 bool Context::isRasterizerDiscardEnabled() const
657 return mState.rasterizerDiscardEnabled;
660 void Context::setLineWidth(GLfloat width)
662 mState.lineWidth = width;
663 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
666 void Context::setGenerateMipmapHint(GLenum hint)
668 mState.generateMipmapHint = hint;
671 void Context::setFragmentShaderDerivativeHint(GLenum hint)
673 mState.fragmentShaderDerivativeHint = hint;
674 // TODO: Propagate the hint to shader translator so we can write
675 // ddx, ddx_coarse, or ddx_fine depending on the hint.
676 // Ignore for now. It is valid for implementations to ignore hint.
679 void Context::setTextureFilteringHint(GLenum hint)
681 mState.textureFilteringHint = hint;
684 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
686 mState.viewportX = x;
687 mState.viewportY = y;
688 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0]
689 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1]
692 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
696 mState.scissorWidth = width;
697 mState.scissorHeight = height;
700 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
702 if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
703 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
705 mState.colorMaskRed = red;
706 mState.colorMaskGreen = green;
707 mState.colorMaskBlue = blue;
708 mState.colorMaskAlpha = alpha;
709 mMaskStateDirty = true;
713 unsigned int Context::getColorMask() const
715 return (mState.colorMaskRed ? 0x1 : 0) |
716 (mState.colorMaskGreen ? 0x2 : 0) |
717 (mState.colorMaskBlue ? 0x4 : 0) |
718 (mState.colorMaskAlpha ? 0x8 : 0);
721 void Context::setDepthMask(bool mask)
723 if(mState.depthMask != mask)
725 mState.depthMask = mask;
726 mMaskStateDirty = true;
730 void Context::setActiveSampler(unsigned int active)
732 mState.activeSampler = active;
735 GLuint Context::getReadFramebufferName() const
737 return mState.readFramebuffer;
740 GLuint Context::getDrawFramebufferName() const
742 return mState.drawFramebuffer;
745 GLuint Context::getRenderbufferName() const
747 return mState.renderbuffer.name();
750 void Context::setFramebufferReadBuffer(GLuint buf)
752 Framebuffer *framebuffer = getReadFramebuffer();
756 framebuffer->setReadBuffer(buf);
760 return error(GL_INVALID_OPERATION);
764 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
766 Framebuffer *drawFramebuffer = getDrawFramebuffer();
770 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
772 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
777 return error(GL_INVALID_OPERATION);
781 GLuint Context::getArrayBufferName() const
783 return mState.arrayBuffer.name();
786 GLuint Context::getElementArrayBufferName() const
788 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
789 return elementArrayBuffer ? elementArrayBuffer->name : 0;
792 GLuint Context::getActiveQuery(GLenum target) const
794 Query *queryObject = nullptr;
798 case GL_ANY_SAMPLES_PASSED_EXT:
799 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
801 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
802 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
804 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
805 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
813 return queryObject->name;
819 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
821 getCurrentVertexArray()->enableAttribute(attribNum, enabled);
824 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
826 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
829 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
831 return getCurrentVertexArray()->getVertexAttribute(attribNum);
834 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
835 bool normalized, bool pureInteger, GLsizei stride, const void *pointer)
837 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
840 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
842 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
845 const VertexAttributeArray &Context::getVertexArrayAttributes()
847 return getCurrentVertexArray()->getVertexAttributes();
850 const VertexAttributeArray &Context::getCurrentVertexAttributes()
852 return mState.vertexAttribute;
855 void Context::setPackAlignment(GLint alignment)
857 mState.packParameters.alignment = alignment;
860 void Context::setUnpackAlignment(GLint alignment)
862 mState.unpackParameters.alignment = alignment;
865 const gl::PixelStorageModes &Context::getUnpackParameters() const
867 return mState.unpackParameters;
870 void Context::setPackRowLength(GLint rowLength)
872 mState.packParameters.rowLength = rowLength;
875 void Context::setPackSkipPixels(GLint skipPixels)
877 mState.packParameters.skipPixels = skipPixels;
880 void Context::setPackSkipRows(GLint skipRows)
882 mState.packParameters.skipRows = skipRows;
885 void Context::setUnpackRowLength(GLint rowLength)
887 mState.unpackParameters.rowLength = rowLength;
890 void Context::setUnpackImageHeight(GLint imageHeight)
892 mState.unpackParameters.imageHeight = imageHeight;
895 void Context::setUnpackSkipPixels(GLint skipPixels)
897 mState.unpackParameters.skipPixels = skipPixels;
900 void Context::setUnpackSkipRows(GLint skipRows)
902 mState.unpackParameters.skipRows = skipRows;
905 void Context::setUnpackSkipImages(GLint skipImages)
907 mState.unpackParameters.skipImages = skipImages;
910 GLuint Context::createBuffer()
912 return mResourceManager->createBuffer();
915 GLuint Context::createProgram()
917 return mResourceManager->createProgram();
920 GLuint Context::createShader(GLenum type)
922 return mResourceManager->createShader(type);
925 GLuint Context::createTexture()
927 return mResourceManager->createTexture();
930 GLuint Context::createRenderbuffer()
932 return mResourceManager->createRenderbuffer();
935 // Returns an unused framebuffer name
936 GLuint Context::createFramebuffer()
938 return mFramebufferNameSpace.allocate();
941 GLuint Context::createFence()
943 return mFenceNameSpace.allocate(new Fence());
946 // Returns an unused query name
947 GLuint Context::createQuery()
949 return mQueryNameSpace.allocate();
952 // Returns an unused vertex array name
953 GLuint Context::createVertexArray()
955 return mVertexArrayNameSpace.allocate();
958 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
960 GLuint handle = mResourceManager->createFenceSync(condition, flags);
962 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
965 // Returns an unused transform feedback name
966 GLuint Context::createTransformFeedback()
968 return mTransformFeedbackNameSpace.allocate();
971 // Returns an unused sampler name
972 GLuint Context::createSampler()
974 return mResourceManager->createSampler();
977 void Context::deleteBuffer(GLuint buffer)
979 detachBuffer(buffer);
981 mResourceManager->deleteBuffer(buffer);
984 void Context::deleteShader(GLuint shader)
986 mResourceManager->deleteShader(shader);
989 void Context::deleteProgram(GLuint program)
991 mResourceManager->deleteProgram(program);
994 void Context::deleteTexture(GLuint texture)
996 detachTexture(texture);
998 mResourceManager->deleteTexture(texture);
1001 void Context::deleteRenderbuffer(GLuint renderbuffer)
1003 if(mResourceManager->getRenderbuffer(renderbuffer))
1005 detachRenderbuffer(renderbuffer);
1008 mResourceManager->deleteRenderbuffer(renderbuffer);
1011 void Context::deleteFramebuffer(GLuint framebuffer)
1013 detachFramebuffer(framebuffer);
1015 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1017 if(framebufferObject)
1019 delete framebufferObject;
1023 void Context::deleteFence(GLuint fence)
1025 Fence *fenceObject = mFenceNameSpace.remove(fence);
1033 void Context::deleteQuery(GLuint query)
1035 Query *queryObject = mQueryNameSpace.remove(query);
1039 queryObject->release();
1043 void Context::deleteVertexArray(GLuint vertexArray)
1045 // [OpenGL ES 3.0.2] section 2.10 page 43:
1046 // If a vertex array object that is currently bound is deleted, the binding
1047 // for that object reverts to zero and the default vertex array becomes current.
1048 if(getCurrentVertexArray()->name == vertexArray)
1053 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1055 if(vertexArrayObject)
1057 delete vertexArrayObject;
1061 void Context::deleteFenceSync(GLsync fenceSync)
1063 // The spec specifies the underlying Fence object is not deleted until all current
1064 // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1065 // and since our API is currently designed for being called from a single thread, we can delete
1066 // the fence immediately.
1067 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1070 void Context::deleteTransformFeedback(GLuint transformFeedback)
1072 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1074 if(transformFeedbackObject)
1076 delete transformFeedbackObject;
1080 void Context::deleteSampler(GLuint sampler)
1082 detachSampler(sampler);
1084 mResourceManager->deleteSampler(sampler);
1087 Buffer *Context::getBuffer(GLuint handle) const
1089 return mResourceManager->getBuffer(handle);
1092 Shader *Context::getShader(GLuint handle) const
1094 return mResourceManager->getShader(handle);
1097 Program *Context::getProgram(GLuint handle) const
1099 return mResourceManager->getProgram(handle);
1102 Texture *Context::getTexture(GLuint handle) const
1104 return mResourceManager->getTexture(handle);
1107 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1109 return mResourceManager->getRenderbuffer(handle);
1112 Framebuffer *Context::getReadFramebuffer() const
1114 return getFramebuffer(mState.readFramebuffer);
1117 Framebuffer *Context::getDrawFramebuffer() const
1119 return getFramebuffer(mState.drawFramebuffer);
1122 void Context::bindArrayBuffer(unsigned int buffer)
1124 mResourceManager->checkBufferAllocation(buffer);
1126 mState.arrayBuffer = getBuffer(buffer);
1129 void Context::bindElementArrayBuffer(unsigned int buffer)
1131 mResourceManager->checkBufferAllocation(buffer);
1133 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1136 void Context::bindCopyReadBuffer(GLuint buffer)
1138 mResourceManager->checkBufferAllocation(buffer);
1140 mState.copyReadBuffer = getBuffer(buffer);
1143 void Context::bindCopyWriteBuffer(GLuint buffer)
1145 mResourceManager->checkBufferAllocation(buffer);
1147 mState.copyWriteBuffer = getBuffer(buffer);
1150 void Context::bindPixelPackBuffer(GLuint buffer)
1152 mResourceManager->checkBufferAllocation(buffer);
1154 mState.pixelPackBuffer = getBuffer(buffer);
1157 void Context::bindPixelUnpackBuffer(GLuint buffer)
1159 mResourceManager->checkBufferAllocation(buffer);
1161 mState.pixelUnpackBuffer = getBuffer(buffer);
1164 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1166 mResourceManager->checkBufferAllocation(buffer);
1168 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1170 if(transformFeedback)
1172 transformFeedback->setGenericBuffer(getBuffer(buffer));
1176 void Context::bindTexture(TextureType type, GLuint texture)
1178 mResourceManager->checkTextureAllocation(texture, type);
1180 mState.samplerTexture[type][mState.activeSampler] = getTexture(texture);
1183 void Context::bindReadFramebuffer(GLuint framebuffer)
1185 if(!getFramebuffer(framebuffer))
1187 if(framebuffer == 0)
1189 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1193 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1197 mState.readFramebuffer = framebuffer;
1200 void Context::bindDrawFramebuffer(GLuint framebuffer)
1202 if(!getFramebuffer(framebuffer))
1204 if(framebuffer == 0)
1206 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1210 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1214 mState.drawFramebuffer = framebuffer;
1217 void Context::bindRenderbuffer(GLuint renderbuffer)
1219 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1221 mState.renderbuffer = getRenderbuffer(renderbuffer);
1224 void Context::bindVertexArray(GLuint array)
1226 VertexArray *vertexArray = getVertexArray(array);
1230 vertexArray = new VertexArray(array);
1231 mVertexArrayNameSpace.insert(array, vertexArray);
1234 mState.vertexArray = array;
1237 void Context::bindGenericUniformBuffer(GLuint buffer)
1239 mResourceManager->checkBufferAllocation(buffer);
1241 mState.genericUniformBuffer = getBuffer(buffer);
1244 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1246 mResourceManager->checkBufferAllocation(buffer);
1248 Buffer* bufferObject = getBuffer(buffer);
1249 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1252 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1254 mResourceManager->checkBufferAllocation(buffer);
1256 getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1259 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1261 mResourceManager->checkBufferAllocation(buffer);
1263 Buffer* bufferObject = getBuffer(buffer);
1264 getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1267 void Context::bindTransformFeedback(GLuint id)
1269 if(!getTransformFeedback(id))
1271 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1274 mState.transformFeedback = id;
1277 bool Context::bindSampler(GLuint unit, GLuint sampler)
1279 mResourceManager->checkSamplerAllocation(sampler);
1281 Sampler* samplerObject = getSampler(sampler);
1283 mState.sampler[unit] = samplerObject;
1285 return !!samplerObject;
1288 void Context::useProgram(GLuint program)
1290 GLuint priorProgram = mState.currentProgram;
1291 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1293 if(priorProgram != program)
1295 Program *newProgram = mResourceManager->getProgram(program);
1296 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1300 newProgram->addRef();
1305 oldProgram->release();
1310 void Context::beginQuery(GLenum target, GLuint query)
1312 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1313 // of zero, if the active query object name for <target> is non-zero (for the
1314 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1315 // the active query for either target is non-zero), if <id> is the name of an
1316 // existing query object whose type does not match <target>, or if <id> is the
1317 // active query object name for any query type, the error INVALID_OPERATION is
1320 // Ensure no other queries are active
1321 // NOTE: If other queries than occlusion are supported, we will need to check
1323 // a) The query ID passed is not the current active query for any target/type
1324 // b) There are no active queries for the requested target (and in the case
1325 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1326 // no query may be active for either if glBeginQuery targets either.
1327 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1329 if(mState.activeQuery[i])
1331 switch(mState.activeQuery[i]->getType())
1333 case GL_ANY_SAMPLES_PASSED_EXT:
1334 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1335 if((target == GL_ANY_SAMPLES_PASSED_EXT) ||
1336 (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT))
1338 return error(GL_INVALID_OPERATION);
1341 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1342 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN)
1344 return error(GL_INVALID_OPERATION);
1356 case GL_ANY_SAMPLES_PASSED_EXT:
1357 qType = QUERY_ANY_SAMPLES_PASSED;
1359 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1360 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1362 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1363 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1366 UNREACHABLE(target);
1367 return error(GL_INVALID_ENUM);
1370 Query *queryObject = createQuery(query, target);
1372 // Check that name was obtained with glGenQueries
1375 return error(GL_INVALID_OPERATION);
1378 // Check for type mismatch
1379 if(queryObject->getType() != target)
1381 return error(GL_INVALID_OPERATION);
1384 // Set query as active for specified target
1385 mState.activeQuery[qType] = queryObject;
1388 queryObject->begin();
1391 void Context::endQuery(GLenum target)
1397 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break;
1398 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break;
1399 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1400 default: UNREACHABLE(target); return;
1403 Query *queryObject = mState.activeQuery[qType];
1407 return error(GL_INVALID_OPERATION);
1412 mState.activeQuery[qType] = nullptr;
1415 void Context::setFramebufferZero(Framebuffer *buffer)
1417 delete mFramebufferNameSpace.remove(0);
1418 mFramebufferNameSpace.insert(0, buffer);
1421 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1423 Renderbuffer *renderbufferObject = mState.renderbuffer;
1424 renderbufferObject->setStorage(renderbuffer);
1427 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1429 return mFramebufferNameSpace.find(handle);
1432 Fence *Context::getFence(unsigned int handle) const
1434 return mFenceNameSpace.find(handle);
1437 FenceSync *Context::getFenceSync(GLsync handle) const
1439 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1442 Query *Context::getQuery(unsigned int handle) const
1444 return mQueryNameSpace.find(handle);
1447 Query *Context::createQuery(unsigned int handle, GLenum type)
1449 if(!mQueryNameSpace.isReserved(handle))
1455 Query *query = mQueryNameSpace.find(handle);
1458 query = new Query(handle, type);
1460 mQueryNameSpace.insert(handle, query);
1467 VertexArray *Context::getVertexArray(GLuint array) const
1469 return mVertexArrayNameSpace.find(array);
1472 VertexArray *Context::getCurrentVertexArray() const
1474 return getVertexArray(mState.vertexArray);
1477 bool Context::isVertexArray(GLuint array) const
1479 return mVertexArrayNameSpace.isReserved(array);
1482 bool Context::hasZeroDivisor() const
1484 // Verify there is at least one active attribute with a divisor of zero
1485 es2::Program *programObject = getCurrentProgram();
1486 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1488 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1489 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1498 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1500 return mTransformFeedbackNameSpace.find(transformFeedback);
1503 bool Context::isTransformFeedback(GLuint array) const
1505 return mTransformFeedbackNameSpace.isReserved(array);
1508 Sampler *Context::getSampler(GLuint sampler) const
1510 return mResourceManager->getSampler(sampler);
1513 bool Context::isSampler(GLuint sampler) const
1515 return mResourceManager->isSampler(sampler);
1518 Buffer *Context::getArrayBuffer() const
1520 return mState.arrayBuffer;
1523 Buffer *Context::getElementArrayBuffer() const
1525 return getCurrentVertexArray()->getElementArrayBuffer();
1528 Buffer *Context::getCopyReadBuffer() const
1530 return mState.copyReadBuffer;
1533 Buffer *Context::getCopyWriteBuffer() const
1535 return mState.copyWriteBuffer;
1538 Buffer *Context::getPixelPackBuffer() const
1540 return mState.pixelPackBuffer;
1543 Buffer *Context::getPixelUnpackBuffer() const
1545 return mState.pixelUnpackBuffer;
1548 Buffer *Context::getGenericUniformBuffer() const
1550 return mState.genericUniformBuffer;
1553 GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const
1555 GLsizei inputWidth = (mState.unpackParameters.rowLength == 0) ? width : mState.unpackParameters.rowLength;
1556 GLsizei inputPitch = gl::ComputePitch(inputWidth, format, type, mState.unpackParameters.alignment);
1557 GLsizei inputHeight = (mState.unpackParameters.imageHeight == 0) ? height : mState.unpackParameters.imageHeight;
1558 return inputPitch * inputHeight * depth;
1561 GLenum Context::getPixels(const GLvoid **pixels, GLenum type, GLsizei imageSize) const
1563 if(mState.pixelUnpackBuffer)
1565 ASSERT(mState.pixelUnpackBuffer->name != 0);
1567 if(mState.pixelUnpackBuffer->isMapped())
1569 return GL_INVALID_OPERATION;
1572 size_t offset = static_cast<size_t>((ptrdiff_t)(*pixels));
1574 if(offset % GetTypeSize(type) != 0)
1576 return GL_INVALID_OPERATION;
1579 if(offset > mState.pixelUnpackBuffer->size())
1581 return GL_INVALID_OPERATION;
1584 if(mState.pixelUnpackBuffer->size() - offset < static_cast<size_t>(imageSize))
1586 return GL_INVALID_OPERATION;
1589 *pixels = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + offset;
1595 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1599 case GL_ARRAY_BUFFER:
1600 *buffer = getArrayBuffer();
1602 case GL_ELEMENT_ARRAY_BUFFER:
1603 *buffer = getElementArrayBuffer();
1605 case GL_COPY_READ_BUFFER:
1606 if(clientVersion >= 3)
1608 *buffer = getCopyReadBuffer();
1612 case GL_COPY_WRITE_BUFFER:
1613 if(clientVersion >= 3)
1615 *buffer = getCopyWriteBuffer();
1619 case GL_PIXEL_PACK_BUFFER:
1620 if(clientVersion >= 3)
1622 *buffer = getPixelPackBuffer();
1626 case GL_PIXEL_UNPACK_BUFFER:
1627 if(clientVersion >= 3)
1629 *buffer = getPixelUnpackBuffer();
1633 case GL_TRANSFORM_FEEDBACK_BUFFER:
1634 if(clientVersion >= 3)
1636 TransformFeedback* transformFeedback = getTransformFeedback();
1637 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1641 case GL_UNIFORM_BUFFER:
1642 if(clientVersion >= 3)
1644 *buffer = getGenericUniformBuffer();
1654 TransformFeedback *Context::getTransformFeedback() const
1656 return getTransformFeedback(mState.transformFeedback);
1659 Program *Context::getCurrentProgram() const
1661 return mResourceManager->getProgram(mState.currentProgram);
1664 Texture2D *Context::getTexture2D() const
1666 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1669 Texture2D *Context::getTexture2D(GLenum target) const
1673 case GL_TEXTURE_2D: return getTexture2D();
1674 case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect();
1675 case GL_TEXTURE_EXTERNAL_OES: return getTextureExternal();
1676 default: UNREACHABLE(target);
1682 Texture3D *Context::getTexture3D() const
1684 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1687 Texture2DArray *Context::getTexture2DArray() const
1689 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1692 TextureCubeMap *Context::getTextureCubeMap() const
1694 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1697 Texture2DRect *Context::getTexture2DRect() const
1699 return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT));
1702 TextureExternal *Context::getTextureExternal() const
1704 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1707 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1709 GLuint texid = mState.samplerTexture[type][sampler].name();
1711 if(texid == 0) // Special case: 0 refers to different initial textures based on the target
1715 case TEXTURE_2D: return mTexture2DZero;
1716 case TEXTURE_3D: return mTexture3DZero;
1717 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1718 case TEXTURE_CUBE: return mTextureCubeMapZero;
1719 case TEXTURE_2D_RECT: return mTexture2DRectZero;
1720 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1721 default: UNREACHABLE(type);
1725 return mState.samplerTexture[type][sampler];
1728 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1730 mResourceManager->checkSamplerAllocation(sampler);
1732 Sampler *samplerObject = getSampler(sampler);
1733 ASSERT(samplerObject);
1737 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
1738 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
1739 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
1740 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
1741 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
1742 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
1743 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
1744 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break;
1745 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break;
1746 default: UNREACHABLE(pname); break;
1750 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1752 mResourceManager->checkSamplerAllocation(sampler);
1754 Sampler *samplerObject = getSampler(sampler);
1755 ASSERT(samplerObject);
1759 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break;
1760 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break;
1761 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break;
1762 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break;
1763 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break;
1764 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
1765 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
1766 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break;
1767 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break;
1768 default: UNREACHABLE(pname); break;
1772 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1774 mResourceManager->checkSamplerAllocation(sampler);
1776 Sampler *samplerObject = getSampler(sampler);
1777 ASSERT(samplerObject);
1781 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
1782 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
1783 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
1784 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
1785 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
1786 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1787 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1788 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode());
1789 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc());
1790 default: UNREACHABLE(pname); return 0;
1794 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1796 mResourceManager->checkSamplerAllocation(sampler);
1798 Sampler *samplerObject = getSampler(sampler);
1799 ASSERT(samplerObject);
1803 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
1804 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
1805 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
1806 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
1807 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
1808 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
1809 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
1810 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode());
1811 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc());
1812 default: UNREACHABLE(pname); return 0;
1816 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1820 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1821 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1822 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1823 case GL_COLOR_WRITEMASK:
1824 params[0] = mState.colorMaskRed;
1825 params[1] = mState.colorMaskGreen;
1826 params[2] = mState.colorMaskBlue;
1827 params[3] = mState.colorMaskAlpha;
1829 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;
1830 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;
1831 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
1832 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;
1833 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;
1834 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;
1835 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;
1836 case GL_BLEND: *params = mState.blendEnabled; break;
1837 case GL_DITHER: *params = mState.ditherEnabled; break;
1838 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1839 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break;
1840 case GL_TRANSFORM_FEEDBACK_ACTIVE:
1842 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1843 if(transformFeedback)
1845 *params = transformFeedback->isActive();
1850 case GL_TRANSFORM_FEEDBACK_PAUSED:
1852 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1853 if(transformFeedback)
1855 *params = transformFeedback->isPaused();
1867 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1869 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1870 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1871 // GetIntegerv as its native query function. As it would require conversion in any
1872 // case, this should make no difference to the calling application.
1875 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1876 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1877 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1878 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1879 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1880 case GL_ALIASED_LINE_WIDTH_RANGE:
1881 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1882 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1884 case GL_ALIASED_POINT_SIZE_RANGE:
1885 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1886 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1888 case GL_DEPTH_RANGE:
1889 params[0] = mState.zNear;
1890 params[1] = mState.zFar;
1892 case GL_COLOR_CLEAR_VALUE:
1893 params[0] = mState.colorClearValue.red;
1894 params[1] = mState.colorClearValue.green;
1895 params[2] = mState.colorClearValue.blue;
1896 params[3] = mState.colorClearValue.alpha;
1898 case GL_BLEND_COLOR:
1899 params[0] = mState.blendColor.red;
1900 params[1] = mState.blendColor.green;
1901 params[2] = mState.blendColor.blue;
1902 params[3] = mState.blendColor.alpha;
1904 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1905 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1914 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1915 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1917 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1919 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1920 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1921 // GetIntegerv as its native query function. As it would require conversion in any
1922 // case, this should make no difference to the calling application. You may find it in
1923 // Context::getFloatv.
1926 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true;
1927 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true;
1928 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true;
1929 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1930 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true;
1931 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true;
1932 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true;
1933 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1934 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true;
1935 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true;
1936 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true;
1937 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true;
1938 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1939 case GL_DRAW_FRAMEBUFFER_BINDING: *params = mState.drawFramebuffer; return true;
1940 case GL_READ_FRAMEBUFFER_BINDING: *params = mState.readFramebuffer; return true;
1941 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true;
1942 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true;
1943 case GL_PACK_ALIGNMENT: *params = mState.packParameters.alignment; return true;
1944 case GL_UNPACK_ALIGNMENT: *params = mState.unpackParameters.alignment; return true;
1945 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true;
1946 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1947 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true;
1948 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true;
1949 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true;
1950 case GL_STENCIL_REF: *params = mState.stencilRef; return true;
1951 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true;
1952 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true;
1953 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true;
1954 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1955 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true;
1956 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true;
1957 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true;
1958 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true;
1959 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true;
1960 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true;
1961 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true;
1962 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true;
1963 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true;
1964 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true;
1965 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true;
1966 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true;
1967 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true;
1968 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1969 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1970 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true;
1971 case GL_SUBPIXEL_BITS: *params = 4; return true;
1972 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
1973 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true;
1974 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1975 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true;
1976 case GL_MAX_SAMPLES: *params = IMPLEMENTATION_MAX_SAMPLES; return true;
1977 case GL_SAMPLE_BUFFERS:
1980 Framebuffer *framebuffer = getDrawFramebuffer();
1981 int width, height, samples;
1983 if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE))
1987 case GL_SAMPLE_BUFFERS:
2008 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2010 Framebuffer *framebuffer = getReadFramebuffer();
2013 *params = framebuffer->getImplementationColorReadType();
2017 return error(GL_INVALID_OPERATION, true);
2021 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2023 Framebuffer *framebuffer = getReadFramebuffer();
2026 *params = framebuffer->getImplementationColorReadFormat();
2030 return error(GL_INVALID_OPERATION, true);
2034 case GL_MAX_VIEWPORT_DIMS:
2036 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
2037 params[0] = maxDimension;
2038 params[1] = maxDimension;
2041 case GL_COMPRESSED_TEXTURE_FORMATS:
2043 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
2045 params[i] = compressedTextureFormats[i];
2050 params[0] = mState.viewportX;
2051 params[1] = mState.viewportY;
2052 params[2] = mState.viewportWidth;
2053 params[3] = mState.viewportHeight;
2055 case GL_SCISSOR_BOX:
2056 params[0] = mState.scissorX;
2057 params[1] = mState.scissorY;
2058 params[2] = mState.scissorWidth;
2059 params[3] = mState.scissorHeight;
2061 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true;
2062 case GL_FRONT_FACE: *params = mState.frontFace; return true;
2068 Framebuffer *framebuffer = getDrawFramebuffer();
2069 Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer(0) : nullptr;
2075 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true;
2076 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2077 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true;
2078 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2089 Framebuffer *framebuffer = getDrawFramebuffer();
2090 Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr;
2094 *params = depthbuffer->getDepthSize();
2102 case GL_STENCIL_BITS:
2104 Framebuffer *framebuffer = getDrawFramebuffer();
2105 Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr;
2109 *params = stencilbuffer->getStencilSize();
2117 case GL_TEXTURE_BINDING_2D:
2118 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2120 error(GL_INVALID_OPERATION);
2124 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2126 case GL_TEXTURE_BINDING_CUBE_MAP:
2127 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2129 error(GL_INVALID_OPERATION);
2133 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2135 case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2136 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2138 error(GL_INVALID_OPERATION);
2142 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name();
2144 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2145 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2147 error(GL_INVALID_OPERATION);
2151 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2153 case GL_TEXTURE_BINDING_3D_OES:
2154 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2156 error(GL_INVALID_OPERATION);
2160 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2162 case GL_DRAW_BUFFER0:
2163 case GL_DRAW_BUFFER1:
2164 case GL_DRAW_BUFFER2:
2165 case GL_DRAW_BUFFER3:
2166 case GL_DRAW_BUFFER4:
2167 case GL_DRAW_BUFFER5:
2168 case GL_DRAW_BUFFER6:
2169 case GL_DRAW_BUFFER7:
2170 case GL_DRAW_BUFFER8:
2171 case GL_DRAW_BUFFER9:
2172 case GL_DRAW_BUFFER10:
2173 case GL_DRAW_BUFFER11:
2174 case GL_DRAW_BUFFER12:
2175 case GL_DRAW_BUFFER13:
2176 case GL_DRAW_BUFFER14:
2177 case GL_DRAW_BUFFER15:
2178 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2180 Framebuffer* framebuffer = getDrawFramebuffer();
2181 *params = framebuffer ? framebuffer->getDrawBuffer(pname - GL_DRAW_BUFFER0) : GL_NONE;
2188 case GL_MAX_DRAW_BUFFERS:
2189 *params = MAX_DRAW_BUFFERS;
2191 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2192 *params = MAX_COLOR_ATTACHMENTS;
2198 if(clientVersion >= 3)
2202 case GL_TEXTURE_BINDING_2D_ARRAY:
2203 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2205 error(GL_INVALID_OPERATION);
2209 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2211 case GL_COPY_READ_BUFFER_BINDING:
2212 *params = mState.copyReadBuffer.name();
2214 case GL_COPY_WRITE_BUFFER_BINDING:
2215 *params = mState.copyWriteBuffer.name();
2217 case GL_MAJOR_VERSION:
2218 *params = clientVersion;
2220 case GL_MAX_3D_TEXTURE_SIZE:
2221 *params = IMPLEMENTATION_MAX_3D_TEXTURE_SIZE;
2223 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2224 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2226 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2227 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2229 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2230 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2232 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2233 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2235 case GL_MAX_ELEMENT_INDEX:
2236 *params = MAX_ELEMENT_INDEX;
2238 case GL_MAX_ELEMENTS_INDICES:
2239 *params = MAX_ELEMENTS_INDICES;
2241 case GL_MAX_ELEMENTS_VERTICES:
2242 *params = MAX_ELEMENTS_VERTICES;
2244 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2245 *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2247 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2248 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2250 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2251 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2253 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2254 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2255 // In any case, any behavior outside the specified range is valid since the spec mentions:
2256 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2257 // "If any of the offset values are outside the range of the implementation-defined values
2258 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2260 *params = MAX_PROGRAM_TEXEL_OFFSET;
2262 case GL_MAX_SERVER_WAIT_TIMEOUT:
2265 case GL_MAX_TEXTURE_LOD_BIAS:
2266 *params = MAX_TEXTURE_LOD_BIAS;
2268 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2269 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2271 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2272 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2274 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2275 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2277 case GL_MAX_UNIFORM_BLOCK_SIZE:
2278 *params = MAX_UNIFORM_BLOCK_SIZE;
2280 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2281 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2283 case GL_MAX_VARYING_COMPONENTS:
2284 *params = MAX_VARYING_VECTORS * 4;
2286 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2287 *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2289 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2290 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2292 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2293 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2295 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2296 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2297 // In any case, any behavior outside the specified range is valid since the spec mentions:
2298 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2299 // "If any of the offset values are outside the range of the implementation-defined values
2300 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2302 *params = MIN_PROGRAM_TEXEL_OFFSET;
2304 case GL_MINOR_VERSION:
2307 case GL_NUM_EXTENSIONS:
2308 GLuint numExtensions;
2309 getExtensions(0, &numExtensions);
2310 *params = numExtensions;
2312 case GL_NUM_PROGRAM_BINARY_FORMATS:
2313 *params = NUM_PROGRAM_BINARY_FORMATS;
2315 case GL_PACK_ROW_LENGTH:
2316 *params = mState.packParameters.rowLength;
2318 case GL_PACK_SKIP_PIXELS:
2319 *params = mState.packParameters.skipPixels;
2321 case GL_PACK_SKIP_ROWS:
2322 *params = mState.packParameters.skipRows;
2324 case GL_PIXEL_PACK_BUFFER_BINDING:
2325 *params = mState.pixelPackBuffer.name();
2327 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2328 *params = mState.pixelUnpackBuffer.name();
2330 case GL_PROGRAM_BINARY_FORMATS:
2331 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2332 // should be a 0 sized array, so don't write to params
2334 case GL_READ_BUFFER:
2336 Framebuffer* framebuffer = getReadFramebuffer();
2337 *params = framebuffer ? framebuffer->getReadBuffer() : GL_NONE;
2340 case GL_SAMPLER_BINDING:
2341 *params = mState.sampler[mState.activeSampler].name();
2343 case GL_UNIFORM_BUFFER_BINDING:
2344 *params = mState.genericUniformBuffer.name();
2346 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2347 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2349 case GL_UNIFORM_BUFFER_SIZE:
2350 *params = static_cast<T>(mState.genericUniformBuffer->size());
2352 case GL_UNIFORM_BUFFER_START:
2353 *params = static_cast<T>(mState.genericUniformBuffer->offset());
2355 case GL_UNPACK_IMAGE_HEIGHT:
2356 *params = mState.unpackParameters.imageHeight;
2358 case GL_UNPACK_ROW_LENGTH:
2359 *params = mState.unpackParameters.rowLength;
2361 case GL_UNPACK_SKIP_IMAGES:
2362 *params = mState.unpackParameters.skipImages;
2364 case GL_UNPACK_SKIP_PIXELS:
2365 *params = mState.unpackParameters.skipPixels;
2367 case GL_UNPACK_SKIP_ROWS:
2368 *params = mState.unpackParameters.skipRows;
2370 case GL_VERTEX_ARRAY_BINDING:
2371 *params = getCurrentVertexArray()->name;
2373 case GL_TRANSFORM_FEEDBACK_BINDING:
2375 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2376 if(transformFeedback)
2378 *params = transformFeedback->name;
2386 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2388 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2389 if(transformFeedback)
2391 *params = transformFeedback->getGenericBufferName();
2407 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2408 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2410 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2412 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2413 if(!transformFeedback)
2420 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2421 *param = transformFeedback->name;
2423 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2424 *param = transformFeedback->isActive();
2426 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2427 *param = transformFeedback->getBufferName(index);
2429 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2430 *param = transformFeedback->isPaused();
2432 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2433 if(transformFeedback->getBuffer(index))
2435 *param = transformFeedback->getSize(index);
2439 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2440 if(transformFeedback->getBuffer(index))
2442 *param = transformFeedback->getOffset(index);
2453 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2454 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2456 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2460 case GL_UNIFORM_BUFFER_BINDING:
2461 case GL_UNIFORM_BUFFER_SIZE:
2462 case GL_UNIFORM_BUFFER_START:
2463 if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
2465 return error(GL_INVALID_VALUE, true);
2472 const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2476 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2477 *param = uniformBuffer.get().name();
2479 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2480 *param = uniformBuffer.getSize();
2482 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2483 *param = uniformBuffer.getOffset();
2492 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2494 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2495 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2496 // to the fact that it is stored internally as a float, and so would require conversion
2497 // if returned from Context::getIntegerv. Since this conversion is already implemented
2498 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2499 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2503 case GL_COMPRESSED_TEXTURE_FORMATS:
2506 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2509 case GL_SHADER_BINARY_FORMATS:
2515 case GL_MAX_VERTEX_ATTRIBS:
2516 case GL_MAX_VERTEX_UNIFORM_VECTORS:
2517 case GL_MAX_VARYING_VECTORS:
2518 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2519 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2520 case GL_MAX_TEXTURE_IMAGE_UNITS:
2521 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2522 case GL_MAX_RENDERBUFFER_SIZE:
2523 case GL_NUM_SHADER_BINARY_FORMATS:
2524 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2525 case GL_ARRAY_BUFFER_BINDING:
2526 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2527 case GL_READ_FRAMEBUFFER_BINDING: // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE
2528 case GL_RENDERBUFFER_BINDING:
2529 case GL_CURRENT_PROGRAM:
2530 case GL_PACK_ALIGNMENT:
2531 case GL_UNPACK_ALIGNMENT:
2532 case GL_GENERATE_MIPMAP_HINT:
2533 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2534 case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2540 case GL_STENCIL_BITS:
2541 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2542 case GL_CULL_FACE_MODE:
2544 case GL_ACTIVE_TEXTURE:
2545 case GL_STENCIL_FUNC:
2546 case GL_STENCIL_VALUE_MASK:
2547 case GL_STENCIL_REF:
2548 case GL_STENCIL_FAIL:
2549 case GL_STENCIL_PASS_DEPTH_FAIL:
2550 case GL_STENCIL_PASS_DEPTH_PASS:
2551 case GL_STENCIL_BACK_FUNC:
2552 case GL_STENCIL_BACK_VALUE_MASK:
2553 case GL_STENCIL_BACK_REF:
2554 case GL_STENCIL_BACK_FAIL:
2555 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2556 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2558 case GL_BLEND_SRC_RGB:
2559 case GL_BLEND_SRC_ALPHA:
2560 case GL_BLEND_DST_RGB:
2561 case GL_BLEND_DST_ALPHA:
2562 case GL_BLEND_EQUATION_RGB:
2563 case GL_BLEND_EQUATION_ALPHA:
2564 case GL_STENCIL_WRITEMASK:
2565 case GL_STENCIL_BACK_WRITEMASK:
2566 case GL_STENCIL_CLEAR_VALUE:
2567 case GL_SUBPIXEL_BITS:
2568 case GL_MAX_TEXTURE_SIZE:
2569 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2570 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
2571 case GL_SAMPLE_BUFFERS:
2573 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2574 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2575 case GL_TEXTURE_BINDING_2D:
2576 case GL_TEXTURE_BINDING_CUBE_MAP:
2577 case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2578 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2579 case GL_TEXTURE_BINDING_3D_OES:
2580 case GL_COPY_READ_BUFFER_BINDING:
2581 case GL_COPY_WRITE_BUFFER_BINDING:
2582 case GL_DRAW_BUFFER0:
2583 case GL_DRAW_BUFFER1:
2584 case GL_DRAW_BUFFER2:
2585 case GL_DRAW_BUFFER3:
2586 case GL_DRAW_BUFFER4:
2587 case GL_DRAW_BUFFER5:
2588 case GL_DRAW_BUFFER6:
2589 case GL_DRAW_BUFFER7:
2590 case GL_DRAW_BUFFER8:
2591 case GL_DRAW_BUFFER9:
2592 case GL_DRAW_BUFFER10:
2593 case GL_DRAW_BUFFER11:
2594 case GL_DRAW_BUFFER12:
2595 case GL_DRAW_BUFFER13:
2596 case GL_DRAW_BUFFER14:
2597 case GL_DRAW_BUFFER15:
2598 case GL_MAJOR_VERSION:
2599 case GL_MAX_3D_TEXTURE_SIZE:
2600 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2601 case GL_MAX_COLOR_ATTACHMENTS:
2602 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2603 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2604 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2605 case GL_MAX_DRAW_BUFFERS:
2606 case GL_MAX_ELEMENT_INDEX:
2607 case GL_MAX_ELEMENTS_INDICES:
2608 case GL_MAX_ELEMENTS_VERTICES:
2609 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2610 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2611 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2612 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2613 case GL_MAX_SERVER_WAIT_TIMEOUT:
2614 case GL_MAX_TEXTURE_LOD_BIAS:
2615 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2616 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2617 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2618 case GL_MAX_UNIFORM_BLOCK_SIZE:
2619 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2620 case GL_MAX_VARYING_COMPONENTS:
2621 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2622 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2623 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2624 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2625 case GL_MINOR_VERSION:
2626 case GL_NUM_EXTENSIONS:
2627 case GL_NUM_PROGRAM_BINARY_FORMATS:
2628 case GL_PACK_ROW_LENGTH:
2629 case GL_PACK_SKIP_PIXELS:
2630 case GL_PACK_SKIP_ROWS:
2631 case GL_PIXEL_PACK_BUFFER_BINDING:
2632 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2633 case GL_PROGRAM_BINARY_FORMATS:
2634 case GL_READ_BUFFER:
2635 case GL_SAMPLER_BINDING:
2636 case GL_TEXTURE_BINDING_2D_ARRAY:
2637 case GL_UNIFORM_BUFFER_BINDING:
2638 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2639 case GL_UNIFORM_BUFFER_SIZE:
2640 case GL_UNIFORM_BUFFER_START:
2641 case GL_UNPACK_IMAGE_HEIGHT:
2642 case GL_UNPACK_ROW_LENGTH:
2643 case GL_UNPACK_SKIP_IMAGES:
2644 case GL_UNPACK_SKIP_PIXELS:
2645 case GL_UNPACK_SKIP_ROWS:
2646 case GL_VERTEX_ARRAY_BINDING:
2647 case GL_TRANSFORM_FEEDBACK_BINDING:
2648 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2654 case GL_MAX_SAMPLES:
2660 case GL_MAX_VIEWPORT_DIMS:
2667 case GL_SCISSOR_BOX:
2673 case GL_SHADER_COMPILER:
2674 case GL_SAMPLE_COVERAGE_INVERT:
2675 case GL_DEPTH_WRITEMASK:
2676 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
2677 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
2678 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2679 case GL_SAMPLE_COVERAGE:
2680 case GL_SCISSOR_TEST:
2681 case GL_STENCIL_TEST:
2685 case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2686 case GL_RASTERIZER_DISCARD:
2687 case GL_TRANSFORM_FEEDBACK_ACTIVE:
2688 case GL_TRANSFORM_FEEDBACK_PAUSED:
2694 case GL_COLOR_WRITEMASK:
2700 case GL_POLYGON_OFFSET_FACTOR:
2701 case GL_POLYGON_OFFSET_UNITS:
2702 case GL_SAMPLE_COVERAGE_VALUE:
2703 case GL_DEPTH_CLEAR_VALUE:
2710 case GL_ALIASED_LINE_WIDTH_RANGE:
2711 case GL_ALIASED_POINT_SIZE_RANGE:
2712 case GL_DEPTH_RANGE:
2718 case GL_COLOR_CLEAR_VALUE:
2719 case GL_BLEND_COLOR:
2725 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2736 void Context::applyScissor(int width, int height)
2738 if(mState.scissorTestEnabled)
2740 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2741 scissor.clip(0, 0, width, height);
2743 device->setScissorRect(scissor);
2744 device->setScissorEnable(true);
2748 device->setScissorEnable(false);
2752 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2753 bool Context::applyRenderTarget()
2755 Framebuffer *framebuffer = getDrawFramebuffer();
2756 int width, height, samples;
2758 if(!framebuffer || (framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE))
2760 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2763 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2765 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2767 egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2768 GLint layer = framebuffer->getColorbufferLayer(i);
2769 device->setRenderTarget(i, renderTarget, layer);
2770 if(renderTarget) renderTarget->release();
2774 device->setRenderTarget(i, nullptr, 0);
2778 egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2779 GLint dLayer = framebuffer->getDepthbufferLayer();
2780 device->setDepthBuffer(depthBuffer, dLayer);
2781 if(depthBuffer) depthBuffer->release();
2783 egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2784 GLint sLayer = framebuffer->getStencilbufferLayer();
2785 device->setStencilBuffer(stencilBuffer, sLayer);
2786 if(stencilBuffer) stencilBuffer->release();
2789 float zNear = clamp01(mState.zNear);
2790 float zFar = clamp01(mState.zFar);
2792 viewport.x0 = mState.viewportX;
2793 viewport.y0 = mState.viewportY;
2794 viewport.width = mState.viewportWidth;
2795 viewport.height = mState.viewportHeight;
2796 viewport.minZ = zNear;
2797 viewport.maxZ = zFar;
2799 device->setViewport(viewport);
2801 applyScissor(width, height);
2803 Program *program = getCurrentProgram();
2807 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2808 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2809 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2810 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2816 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2817 void Context::applyState(GLenum drawMode)
2819 Framebuffer *framebuffer = getDrawFramebuffer();
2821 if(mState.cullFaceEnabled)
2823 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2827 device->setCullMode(sw::CULL_NONE);
2830 if(mDepthStateDirty)
2832 if(mState.depthTestEnabled)
2834 device->setDepthBufferEnable(true);
2835 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2839 device->setDepthBufferEnable(false);
2842 mDepthStateDirty = false;
2845 if(mBlendStateDirty)
2847 if(mState.blendEnabled)
2849 device->setAlphaBlendEnable(true);
2850 device->setSeparateAlphaBlendEnable(true);
2852 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2854 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2855 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2856 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2858 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2859 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2860 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2864 device->setAlphaBlendEnable(false);
2867 mBlendStateDirty = false;
2870 if(mStencilStateDirty || mFrontFaceDirty)
2872 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2874 device->setStencilEnable(true);
2875 device->setTwoSidedStencil(true);
2877 // get the maximum size of the stencil ref
2878 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2879 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2881 if(mState.frontFace == GL_CCW)
2883 device->setStencilWriteMask(mState.stencilWritemask);
2884 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2886 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2887 device->setStencilMask(mState.stencilMask);
2889 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2890 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2891 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2893 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2894 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2896 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2897 device->setStencilMaskCCW(mState.stencilBackMask);
2899 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2900 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2901 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2905 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2906 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2908 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2909 device->setStencilMaskCCW(mState.stencilMask);
2911 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2912 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2913 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2915 device->setStencilWriteMask(mState.stencilBackWritemask);
2916 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2918 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2919 device->setStencilMask(mState.stencilBackMask);
2921 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2922 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2923 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2928 device->setStencilEnable(false);
2931 mStencilStateDirty = false;
2932 mFrontFaceDirty = false;
2937 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2939 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2942 device->setDepthWriteEnable(mState.depthMask);
2944 mMaskStateDirty = false;
2947 if(mPolygonOffsetStateDirty)
2949 if(mState.polygonOffsetFillEnabled)
2951 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2954 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2955 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits.
2956 device->setDepthBias(depthBias);
2961 device->setSlopeDepthBias(0);
2962 device->setDepthBias(0);
2965 mPolygonOffsetStateDirty = false;
2968 if(mSampleStateDirty)
2970 if(mState.sampleAlphaToCoverageEnabled)
2972 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2976 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2979 if(mState.sampleCoverageEnabled)
2981 unsigned int mask = 0;
2982 if(mState.sampleCoverageValue != 0)
2984 int width, height, samples;
2985 framebuffer->completeness(width, height, samples);
2987 float threshold = 0.5f;
2989 for(int i = 0; i < samples; i++)
2993 if((i + 1) * mState.sampleCoverageValue >= threshold)
3001 if(mState.sampleCoverageInvert)
3006 device->setMultiSampleMask(mask);
3010 device->setMultiSampleMask(0xFFFFFFFF);
3013 mSampleStateDirty = false;
3016 if(mDitherStateDirty)
3018 // UNIMPLEMENTED(); // FIXME
3020 mDitherStateDirty = false;
3023 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
3026 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
3028 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
3030 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
3031 if(err != GL_NO_ERROR)
3036 Program *program = getCurrentProgram();
3038 device->resetInputStreams(false);
3040 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3042 if(program->getAttributeStream(i) == -1)
3047 sw::Resource *resource = attributes[i].vertexBuffer;
3048 const void *buffer = (char*)resource->data() + attributes[i].offset;
3050 int stride = attributes[i].stride;
3052 buffer = (char*)buffer + stride * base;
3054 sw::Stream attribute(resource, buffer, stride);
3056 attribute.type = attributes[i].type;
3057 attribute.count = attributes[i].count;
3058 attribute.normalized = attributes[i].normalized;
3060 int stream = program->getAttributeStream(i);
3061 device->setInputStream(stream, attribute);
3067 // Applies the indices and element array bindings
3068 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
3070 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled());
3072 if(err == GL_NO_ERROR)
3074 device->setIndexBuffer(indexInfo->indexBuffer);
3080 // Applies the shaders and shader constants
3081 void Context::applyShaders()
3083 Program *programObject = getCurrentProgram();
3084 sw::VertexShader *vertexShader = programObject->getVertexShader();
3085 sw::PixelShader *pixelShader = programObject->getPixelShader();
3087 device->setVertexShader(vertexShader);
3088 device->setPixelShader(pixelShader);
3090 if(programObject->getSerial() != mAppliedProgramSerial)
3092 programObject->dirtyAllUniforms();
3093 mAppliedProgramSerial = programObject->getSerial();
3096 programObject->applyTransformFeedback(device, getTransformFeedback());
3097 programObject->applyUniformBuffers(device, mState.uniformBuffers);
3098 programObject->applyUniforms(device);
3101 void Context::applyTextures()
3103 applyTextures(sw::SAMPLER_PIXEL);
3104 applyTextures(sw::SAMPLER_VERTEX);
3107 void Context::applyTextures(sw::SamplerType samplerType)
3109 Program *programObject = getCurrentProgram();
3111 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type
3113 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3115 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index
3117 if(textureUnit != -1)
3119 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3121 Texture *texture = getSamplerTexture(textureUnit, textureType);
3123 if(texture->isSamplerComplete())
3125 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode;
3126 GLfloat minLOD, maxLOD;
3128 Sampler *samplerObject = mState.sampler[textureUnit];
3131 wrapS = samplerObject->getWrapS();
3132 wrapT = samplerObject->getWrapT();
3133 wrapR = samplerObject->getWrapR();
3134 minFilter = samplerObject->getMinFilter();
3135 magFilter = samplerObject->getMagFilter();
3136 minLOD = samplerObject->getMinLod();
3137 maxLOD = samplerObject->getMaxLod();
3138 compFunc = samplerObject->getCompareFunc();
3139 compMode = samplerObject->getCompareMode();
3143 wrapS = texture->getWrapS();
3144 wrapT = texture->getWrapT();
3145 wrapR = texture->getWrapR();
3146 minFilter = texture->getMinFilter();
3147 magFilter = texture->getMagFilter();
3148 minLOD = texture->getMinLOD();
3149 maxLOD = texture->getMaxLOD();
3150 compFunc = texture->getCompareFunc();
3151 compMode = texture->getCompareMode();
3154 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3155 GLint baseLevel = texture->getBaseLevel();
3156 GLint maxLevel = texture->getMaxLevel();
3157 GLenum swizzleR = texture->getSwizzleR();
3158 GLenum swizzleG = texture->getSwizzleG();
3159 GLenum swizzleB = texture->getSwizzleB();
3160 GLenum swizzleA = texture->getSwizzleA();
3162 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3163 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3164 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3165 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode));
3166 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3167 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3168 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3169 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3170 device->setMinLod(samplerType, samplerIndex, minLOD);
3171 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3172 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3173 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3174 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3175 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3176 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3177 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3179 applyTexture(samplerType, samplerIndex, texture);
3183 applyTexture(samplerType, samplerIndex, nullptr);
3188 applyTexture(samplerType, samplerIndex, nullptr);
3193 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3195 Program *program = getCurrentProgram();
3196 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3197 bool textureUsed = false;
3199 if(type == sw::SAMPLER_PIXEL)
3201 textureUsed = program->getPixelShader()->usesSampler(index);
3203 else if(type == sw::SAMPLER_VERTEX)
3205 textureUsed = program->getVertexShader()->usesSampler(index);
3207 else UNREACHABLE(type);
3209 sw::Resource *resource = nullptr;
3211 if(baseTexture && textureUsed)
3213 resource = baseTexture->getResource();
3216 device->setTextureResource(sampler, resource);
3218 if(baseTexture && textureUsed)
3220 int baseLevel = baseTexture->getBaseLevel();
3221 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel());
3222 GLenum target = baseTexture->getTarget();
3227 case GL_TEXTURE_EXTERNAL_OES:
3228 case GL_TEXTURE_RECTANGLE_ARB:
3230 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3232 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3234 int surfaceLevel = mipmapLevel + baseLevel;
3236 if(surfaceLevel > maxLevel)
3238 surfaceLevel = maxLevel;
3241 egl::Image *surface = texture->getImage(surfaceLevel);
3242 device->setTextureLevel(sampler, 0, mipmapLevel, surface,
3243 (target == GL_TEXTURE_RECTANGLE_ARB) ? sw::TEXTURE_RECTANGLE : sw::TEXTURE_2D);
3249 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3251 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3253 int surfaceLevel = mipmapLevel + baseLevel;
3255 if(surfaceLevel > maxLevel)
3257 surfaceLevel = maxLevel;
3260 egl::Image *surface = texture->getImage(surfaceLevel);
3261 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3265 case GL_TEXTURE_2D_ARRAY:
3267 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3269 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3271 int surfaceLevel = mipmapLevel + baseLevel;
3273 if(surfaceLevel > maxLevel)
3275 surfaceLevel = maxLevel;
3278 egl::Image *surface = texture->getImage(surfaceLevel);
3279 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3283 case GL_TEXTURE_CUBE_MAP:
3285 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3287 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3289 cubeTexture->updateBorders(mipmapLevel);
3291 for(int face = 0; face < 6; face++)
3293 int surfaceLevel = mipmapLevel + baseLevel;
3295 if(surfaceLevel > maxLevel)
3297 surfaceLevel = maxLevel;
3300 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3301 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3313 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3317 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3319 Framebuffer *framebuffer = getReadFramebuffer();
3320 int framebufferWidth, framebufferHeight, framebufferSamples;
3322 if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE))
3324 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3327 if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3329 return error(GL_INVALID_OPERATION);
3332 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3334 return error(GL_INVALID_OPERATION);
3337 GLsizei outputWidth = (mState.packParameters.rowLength > 0) ? mState.packParameters.rowLength : width;
3338 GLsizei outputPitch = gl::ComputePitch(outputWidth, format, type, mState.packParameters.alignment);
3339 GLsizei outputHeight = (mState.packParameters.imageHeight == 0) ? height : mState.packParameters.imageHeight;
3340 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3341 pixels = ((char*)pixels) + gl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packParameters);
3343 // Sized query sanity check
3346 int requiredSize = outputPitch * height;
3347 if(requiredSize > *bufSize)
3349 return error(GL_INVALID_OPERATION);
3353 egl::Image *renderTarget = nullptr;
3356 case GL_DEPTH_COMPONENT: // GL_NV_read_depth
3357 renderTarget = framebuffer->getDepthBuffer();
3360 renderTarget = framebuffer->getReadRenderTarget();
3366 return error(GL_INVALID_OPERATION);
3369 sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height));
3370 sw::Rect dstRect(0, 0, width, height);
3371 rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight());
3373 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, gl::ConvertReadFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3374 sw::SliceRectF sliceRect(rect);
3375 sw::SliceRect dstSliceRect(dstRect);
3376 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false, false, false);
3377 delete externalSurface;
3379 renderTarget->release();
3382 void Context::clear(GLbitfield mask)
3384 if(mState.rasterizerDiscardEnabled)
3389 Framebuffer *framebuffer = getDrawFramebuffer();
3391 if(!framebuffer || (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE))
3393 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3396 if(!applyRenderTarget())
3401 if(mask & GL_COLOR_BUFFER_BIT)
3403 unsigned int rgbaMask = getColorMask();
3407 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3411 if(mask & GL_DEPTH_BUFFER_BIT)
3413 if(mState.depthMask != 0)
3415 float depth = clamp01(mState.depthClearValue);
3416 device->clearDepth(depth);
3420 if(mask & GL_STENCIL_BUFFER_BIT)
3422 if(mState.stencilWritemask != 0)
3424 int stencil = mState.stencilClearValue & 0x000000FF;
3425 device->clearStencil(stencil, mState.stencilWritemask);
3430 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3432 unsigned int rgbaMask = getColorMask();
3433 if(rgbaMask && !mState.rasterizerDiscardEnabled)
3435 Framebuffer *framebuffer = getDrawFramebuffer();
3438 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3440 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3444 sw::Rect clearRect = colorbuffer->getRect();
3446 if(mState.scissorTestEnabled)
3448 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3451 device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3453 colorbuffer->release();
3458 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3460 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3463 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3465 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3468 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3470 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3473 void Context::clearDepthBuffer(const GLfloat value)
3475 if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3477 Framebuffer *framebuffer = getDrawFramebuffer();
3480 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3482 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3486 float depth = clamp01(value);
3487 sw::Rect clearRect = depthbuffer->getRect();
3489 if(mState.scissorTestEnabled)
3491 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3494 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3496 depthbuffer->release();
3501 void Context::clearStencilBuffer(const GLint value)
3503 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3505 Framebuffer *framebuffer = getDrawFramebuffer();
3508 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3510 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3514 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3515 sw::Rect clearRect = stencilbuffer->getRect();
3517 if(mState.scissorTestEnabled)
3519 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3522 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3524 stencilbuffer->release();
3529 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3531 if(!applyRenderTarget())
3536 if(mState.currentProgram == 0)
3538 return; // Nothing to process.
3541 sw::DrawType primitiveType;
3543 int verticesPerPrimitive;
3545 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3547 return error(GL_INVALID_ENUM);
3552 for(int i = 0; i < instanceCount; ++i)
3554 device->setInstanceID(i);
3556 GLenum err = applyVertexBuffer(0, first, count, i);
3557 if(err != GL_NO_ERROR)
3565 if(!getCurrentProgram()->validateSamplers(false))
3567 return error(GL_INVALID_OPERATION);
3570 if(primitiveCount <= 0)
3575 TransformFeedback* transformFeedback = getTransformFeedback();
3576 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3578 device->drawPrimitive(primitiveType, primitiveCount);
3580 if(transformFeedback)
3582 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3587 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3589 if(!applyRenderTarget())
3594 if(mState.currentProgram == 0)
3596 return; // Nothing to process.
3599 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3601 return error(GL_INVALID_OPERATION);
3604 GLenum internalMode = mode;
3605 if(isPrimitiveRestartFixedIndexEnabled())
3609 case GL_TRIANGLE_FAN:
3610 case GL_TRIANGLE_STRIP:
3611 internalMode = GL_TRIANGLES;
3615 internalMode = GL_LINES;
3622 sw::DrawType primitiveType;
3624 int verticesPerPrimitive;
3626 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3628 return error(GL_INVALID_ENUM);
3631 TranslatedIndexData indexInfo(primitiveCount);
3632 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3633 if(err != GL_NO_ERROR)
3638 applyState(internalMode);
3640 for(int i = 0; i < instanceCount; ++i)
3642 device->setInstanceID(i);
3644 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3645 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3646 if(err != GL_NO_ERROR)
3654 if(!getCurrentProgram()->validateSamplers(false))
3656 return error(GL_INVALID_OPERATION);
3659 if(primitiveCount <= 0)
3664 TransformFeedback* transformFeedback = getTransformFeedback();
3665 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3667 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount);
3669 if(transformFeedback)
3671 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive);
3676 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3678 sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice);
3679 device->blit(source, sRectF, dest, dRect, false);
3682 void Context::finish()
3687 void Context::flush()
3689 // We don't queue anything without processing it as fast as possible
3692 void Context::recordInvalidEnum()
3694 mInvalidEnum = true;
3697 void Context::recordInvalidValue()
3699 mInvalidValue = true;
3702 void Context::recordInvalidOperation()
3704 mInvalidOperation = true;
3707 void Context::recordOutOfMemory()
3709 mOutOfMemory = true;
3712 void Context::recordInvalidFramebufferOperation()
3714 mInvalidFramebufferOperation = true;
3717 // Get one of the recorded errors and clear its flag, if any.
3718 // [OpenGL ES 2.0.24] section 2.5 page 13.
3719 GLenum Context::getError()
3723 mInvalidEnum = false;
3725 return GL_INVALID_ENUM;
3730 mInvalidValue = false;
3732 return GL_INVALID_VALUE;
3735 if(mInvalidOperation)
3737 mInvalidOperation = false;
3739 return GL_INVALID_OPERATION;
3744 mOutOfMemory = false;
3746 return GL_OUT_OF_MEMORY;
3749 if(mInvalidFramebufferOperation)
3751 mInvalidFramebufferOperation = false;
3753 return GL_INVALID_FRAMEBUFFER_OPERATION;
3759 int Context::getSupportedMultisampleCount(int requested)
3763 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3765 if(supported >= requested)
3770 supported = multisampleCount[i];
3776 void Context::detachBuffer(GLuint buffer)
3778 // [OpenGL ES 2.0.24] section 2.9 page 22:
3779 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3780 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3782 if(mState.copyReadBuffer.name() == buffer)
3784 mState.copyReadBuffer = nullptr;
3787 if(mState.copyWriteBuffer.name() == buffer)
3789 mState.copyWriteBuffer = nullptr;
3792 if(mState.pixelPackBuffer.name() == buffer)
3794 mState.pixelPackBuffer = nullptr;
3797 if(mState.pixelUnpackBuffer.name() == buffer)
3799 mState.pixelUnpackBuffer = nullptr;
3802 if(mState.genericUniformBuffer.name() == buffer)
3804 mState.genericUniformBuffer = nullptr;
3807 if(getArrayBufferName() == buffer)
3809 mState.arrayBuffer = nullptr;
3812 // Only detach from the current transform feedback
3813 TransformFeedback* currentTransformFeedback = getTransformFeedback();
3814 if(currentTransformFeedback)
3816 currentTransformFeedback->detachBuffer(buffer);
3819 // Only detach from the current vertex array
3820 VertexArray* currentVertexArray = getCurrentVertexArray();
3821 if(currentVertexArray)
3823 currentVertexArray->detachBuffer(buffer);
3826 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3828 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3830 mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3835 void Context::detachTexture(GLuint texture)
3837 // [OpenGL ES 2.0.24] section 3.8 page 84:
3838 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3839 // rebound to texture object zero
3841 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3843 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3845 if(mState.samplerTexture[type][sampler].name() == texture)
3847 mState.samplerTexture[type][sampler] = nullptr;
3852 // [OpenGL ES 2.0.24] section 4.4 page 112:
3853 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3854 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3855 // image was attached in the currently bound framebuffer.
3857 Framebuffer *readFramebuffer = getReadFramebuffer();
3858 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3862 readFramebuffer->detachTexture(texture);
3865 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3867 drawFramebuffer->detachTexture(texture);
3871 void Context::detachFramebuffer(GLuint framebuffer)
3873 // [OpenGL ES 2.0.24] section 4.4 page 107:
3874 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3875 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3877 if(mState.readFramebuffer == framebuffer)
3879 bindReadFramebuffer(0);
3882 if(mState.drawFramebuffer == framebuffer)
3884 bindDrawFramebuffer(0);
3888 void Context::detachRenderbuffer(GLuint renderbuffer)
3890 // [OpenGL ES 2.0.24] section 4.4 page 109:
3891 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3892 // had been executed with the target RENDERBUFFER and name of zero.
3894 if(mState.renderbuffer.name() == renderbuffer)
3896 bindRenderbuffer(0);
3899 // [OpenGL ES 2.0.24] section 4.4 page 111:
3900 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3901 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3902 // point to which this image was attached in the currently bound framebuffer.
3904 Framebuffer *readFramebuffer = getReadFramebuffer();
3905 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3909 readFramebuffer->detachRenderbuffer(renderbuffer);
3912 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3914 drawFramebuffer->detachRenderbuffer(renderbuffer);
3918 void Context::detachSampler(GLuint sampler)
3920 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3921 // If a sampler object that is currently bound to one or more texture units is
3922 // deleted, it is as though BindSampler is called once for each texture unit to
3923 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3924 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3926 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3927 if(samplerBinding.name() == sampler)
3929 samplerBinding = nullptr;
3934 bool Context::cullSkipsDraw(GLenum drawMode)
3936 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3939 bool Context::isTriangleMode(GLenum drawMode)
3944 case GL_TRIANGLE_FAN:
3945 case GL_TRIANGLE_STRIP:
3952 default: UNREACHABLE(drawMode);
3958 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3960 ASSERT(index < MAX_VERTEX_ATTRIBS);
3962 mState.vertexAttribute[index].setCurrentValue(values);
3964 mVertexDataManager->dirtyCurrentValue(index);
3967 void Context::setVertexAttrib(GLuint index, const GLint *values)
3969 ASSERT(index < MAX_VERTEX_ATTRIBS);
3971 mState.vertexAttribute[index].setCurrentValue(values);
3973 mVertexDataManager->dirtyCurrentValue(index);
3976 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3978 ASSERT(index < MAX_VERTEX_ATTRIBS);
3980 mState.vertexAttribute[index].setCurrentValue(values);
3982 mVertexDataManager->dirtyCurrentValue(index);
3985 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3986 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3987 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3989 Framebuffer *readFramebuffer = getReadFramebuffer();
3990 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3992 int readBufferWidth, readBufferHeight, readBufferSamples;
3993 int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3995 if(!readFramebuffer || (readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE) ||
3996 !drawFramebuffer || (drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE))
3998 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
4001 if(drawBufferSamples > 1)
4003 return error(GL_INVALID_OPERATION);
4006 sw::SliceRect sourceRect;
4007 sw::SliceRect destRect;
4008 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
4009 bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1);
4013 sourceRect.x0 = srcX0;
4014 sourceRect.x1 = srcX1;
4018 sourceRect.x0 = srcX1;
4019 sourceRect.x1 = srcX0;
4024 destRect.x0 = dstX0;
4025 destRect.x1 = dstX1;
4029 destRect.x0 = dstX1;
4030 destRect.x1 = dstX0;
4035 sourceRect.y0 = srcY0;
4036 sourceRect.y1 = srcY1;
4040 sourceRect.y0 = srcY1;
4041 sourceRect.y1 = srcY0;
4046 destRect.y0 = dstY0;
4047 destRect.y1 = dstY1;
4051 destRect.y0 = dstY1;
4052 destRect.y1 = dstY0;
4055 sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0),
4056 static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1));
4057 sw::Rect destScissoredRect = destRect;
4059 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test
4061 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
4062 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY);
4065 sw::SliceRectF sourceTrimmedRect = sourceScissoredRect;
4066 sw::SliceRect destTrimmedRect = destScissoredRect;
4068 // The source & destination rectangles also may need to be trimmed if
4069 // they fall out of the bounds of the actual draw and read surfaces.
4070 sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight);
4071 Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY);
4073 sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight);
4074 Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY);
4076 bool partialBufferCopy = false;
4078 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4079 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4080 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4081 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4082 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4084 partialBufferCopy = true;
4087 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4088 bool blitRenderTarget = false;
4089 bool blitDepth = false;
4090 bool blitStencil = false;
4092 if(mask & GL_COLOR_BUFFER_BIT)
4094 GLenum readColorbufferType = readFramebuffer->getReadBufferType();
4095 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4096 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || readColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(readColorbufferType);
4097 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || drawColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(drawColorbufferType);
4098 if(!validReadType || !validDrawType)
4100 return error(GL_INVALID_OPERATION);
4103 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4105 return error(GL_INVALID_OPERATION);
4108 // The GL ES 3.0.2 spec (pg 193) states that:
4109 // 1) If the read buffer is fixed point format, the draw buffer must be as well
4110 // 2) If the read buffer is an unsigned integer format, the draw buffer must be
4112 // 3) If the read buffer is a signed integer format, the draw buffer must be as
4114 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer();
4115 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0);
4116 GLint readFormat = readRenderbuffer->getFormat();
4117 GLint drawFormat = drawRenderbuffer->getFormat();
4118 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0);
4119 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0);
4120 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) ||
4121 (readComponentType == GL_SIGNED_NORMALIZED));
4122 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) ||
4123 (drawComponentType == GL_SIGNED_NORMALIZED));
4124 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT));
4125 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT));
4127 if(readFixedOrFloat != drawFixedOrFloat)
4129 return error(GL_INVALID_OPERATION);
4132 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT))
4134 return error(GL_INVALID_OPERATION);
4137 if((readComponentType == GL_INT) && (drawComponentType != GL_INT))
4139 return error(GL_INVALID_OPERATION);
4142 // Cannot filter integer data
4143 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter)
4145 return error(GL_INVALID_OPERATION);
4148 if((readRenderbuffer->getSamples() > 0) && (readFormat != drawFormat))
4150 // RGBA8 and BGRA8 should be interchangeable here
4151 if(!(((readFormat == GL_RGBA8) && (drawFormat == GL_BGRA8_EXT)) ||
4152 ((readFormat == GL_BGRA8_EXT) && (drawFormat == GL_RGBA8))))
4154 return error(GL_INVALID_OPERATION);
4158 blitRenderTarget = true;
4161 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4163 Renderbuffer *readDSBuffer = nullptr;
4164 Renderbuffer *drawDSBuffer = nullptr;
4166 if(mask & GL_DEPTH_BUFFER_BIT)
4168 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4170 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4171 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4172 if((readDepthBufferType != drawDepthBufferType) &&
4173 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4175 return error(GL_INVALID_OPERATION);
4179 readDSBuffer = readFramebuffer->getDepthbuffer();
4180 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4182 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4184 return error(GL_INVALID_OPERATION);
4189 if(mask & GL_STENCIL_BUFFER_BIT)
4191 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4193 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4194 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4195 if((readStencilBufferType != drawStencilBufferType) &&
4196 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4198 return error(GL_INVALID_OPERATION);
4202 readDSBuffer = readFramebuffer->getStencilbuffer();
4203 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4205 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4207 return error(GL_INVALID_OPERATION);
4212 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4214 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4215 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted
4218 // OpenGL ES 3.0.4 spec, p.199:
4219 // ...an INVALID_OPERATION error is generated if the formats of the read
4220 // and draw framebuffers are not identical or if the source and destination
4221 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4222 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4223 // INVALID_OPERATION error is generated.
4224 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4225 ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4226 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4228 return error(GL_INVALID_OPERATION);
4232 if(blitRenderTarget || blitDepth || blitStencil)
4236 swap(destTrimmedRect.x0, destTrimmedRect.x1);
4240 swap(destTrimmedRect.y0, destTrimmedRect.y1);
4243 if(blitRenderTarget)
4245 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4246 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4248 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4250 readRenderTarget->release();
4251 drawRenderTarget->release();
4255 ERR("BlitFramebuffer failed.");
4262 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4263 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4265 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4267 readRenderTarget->release();
4268 drawRenderTarget->release();
4272 ERR("BlitFramebuffer failed.");
4279 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4280 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4282 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4284 readRenderTarget->release();
4285 drawRenderTarget->release();
4289 ERR("BlitFramebuffer failed.");
4296 void Context::bindTexImage(gl::Surface *surface)
4298 bool isRect = (surface->getTextureTarget() == EGL_TEXTURE_RECTANGLE_ANGLE);
4299 es2::Texture2D *textureObject = isRect ? getTexture2DRect() : getTexture2D();
4303 textureObject->bindTexImage(surface);
4307 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4309 GLenum textureTarget = GL_NONE;
4313 case EGL_GL_TEXTURE_2D_KHR:
4314 textureTarget = GL_TEXTURE_2D;
4316 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4317 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4318 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4319 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4320 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4321 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4322 textureTarget = GL_TEXTURE_CUBE_MAP;
4324 case EGL_GL_RENDERBUFFER_KHR:
4327 return EGL_BAD_PARAMETER;
4330 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4332 return EGL_BAD_MATCH;
4335 if(textureTarget != GL_NONE)
4337 es2::Texture *texture = getTexture(name);
4339 if(!texture || texture->getTarget() != textureTarget)
4341 return EGL_BAD_PARAMETER;
4344 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling
4346 return EGL_BAD_ACCESS;
4349 if(textureLevel != 0 && !texture->isSamplerComplete())
4351 return EGL_BAD_PARAMETER;
4354 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0))
4356 return EGL_BAD_PARAMETER;
4359 else if(target == EGL_GL_RENDERBUFFER_KHR)
4361 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4365 return EGL_BAD_PARAMETER;
4368 if(renderbuffer->isShared()) // Already an EGLImage sibling
4370 return EGL_BAD_ACCESS;
4373 else UNREACHABLE(target);
4378 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4380 GLenum textureTarget = GL_NONE;
4384 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break;
4385 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4386 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4387 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4388 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4389 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4390 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4393 if(textureTarget != GL_NONE)
4395 es2::Texture *texture = getTexture(name);
4397 return texture->createSharedImage(textureTarget, textureLevel);
4399 else if(target == EGL_GL_RENDERBUFFER_KHR)
4401 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4403 return renderbuffer->createSharedImage();
4405 else UNREACHABLE(target);
4410 egl::Image *Context::getSharedImage(GLeglImageOES image)
4412 return display->getSharedImage(image);
4415 Device *Context::getDevice()
4420 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4422 // Keep list sorted in following order:
4425 // Vendor extensions
4426 static const char *es2extensions[] =
4428 "GL_OES_compressed_ETC1_RGB8_texture",
4431 "GL_OES_depth_texture",
4432 "GL_OES_depth_texture_cube_map",
4434 "GL_OES_EGL_image_external",
4436 "GL_OES_element_index_uint",
4437 "GL_OES_framebuffer_object",
4438 "GL_OES_packed_depth_stencil",
4439 "GL_OES_rgb8_rgba8",
4440 "GL_OES_standard_derivatives",
4441 "GL_OES_surfaceless_context",
4442 "GL_OES_texture_float",
4443 "GL_OES_texture_float_linear",
4444 "GL_OES_texture_half_float",
4445 "GL_OES_texture_half_float_linear",
4446 "GL_OES_texture_npot",
4447 "GL_OES_texture_3D",
4448 "GL_OES_vertex_array_object",
4449 "GL_OES_vertex_half_float",
4450 "GL_EXT_blend_minmax",
4451 "GL_EXT_color_buffer_half_float",
4452 "GL_EXT_draw_buffers",
4453 "GL_EXT_instanced_arrays",
4454 "GL_EXT_occlusion_query_boolean",
4455 "GL_EXT_read_format_bgra",
4456 "GL_EXT_texture_compression_dxt1",
4457 "GL_EXT_texture_filter_anisotropic",
4458 "GL_EXT_texture_format_BGRA8888",
4459 "GL_EXT_texture_rg",
4461 "GL_KHR_texture_compression_astc_hdr",
4462 "GL_KHR_texture_compression_astc_ldr",
4464 "GL_ARB_texture_rectangle",
4465 "GL_ANGLE_framebuffer_blit",
4466 "GL_ANGLE_framebuffer_multisample",
4467 "GL_ANGLE_instanced_arrays",
4468 "GL_ANGLE_texture_compression_dxt3",
4469 "GL_ANGLE_texture_compression_dxt5",
4470 "GL_APPLE_texture_format_BGRA8888",
4471 "GL_CHROMIUM_color_buffer_float_rgba", // A subset of EXT_color_buffer_float on top of OpenGL ES 2.0
4472 "GL_CHROMIUM_texture_filtering_hint",
4474 "GL_NV_framebuffer_blit",
4478 // Extensions exclusive to OpenGL ES 3.0 and above.
4479 static const char *es3extensions[] =
4481 "GL_EXT_color_buffer_float",
4484 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4485 GLuint numExtensions = numES2extensions;
4487 if(clientVersion >= 3)
4489 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4494 *numExt = numExtensions;
4499 if(index == GL_INVALID_INDEX)
4501 static std::string extensionsCat;
4503 if(extensionsCat.empty() && (numExtensions > 0))
4505 for(const char *extension : es2extensions)
4507 extensionsCat += std::string(extension) + " ";
4510 if(clientVersion >= 3)
4512 for(const char *extension : es3extensions)
4514 extensionsCat += std::string(extension) + " ";
4519 return (const GLubyte*)extensionsCat.c_str();
4522 if(index >= numExtensions)
4527 if(index < numES2extensions)
4529 return (const GLubyte*)es2extensions[index];
4533 return (const GLubyte*)es3extensions[index - numES2extensions];
4539 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4541 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext
4542 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);