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;
104 mState.lineWidth = 1.0f;
106 mState.viewportX = 0;
107 mState.viewportY = 0;
108 mState.viewportWidth = 0;
109 mState.viewportHeight = 0;
115 mState.scissorWidth = 0;
116 mState.scissorHeight = 0;
118 mState.colorMaskRed = true;
119 mState.colorMaskGreen = true;
120 mState.colorMaskBlue = true;
121 mState.colorMaskAlpha = true;
122 mState.depthMask = true;
126 mResourceManager = shareContext->mResourceManager;
127 mResourceManager->addRef();
131 mResourceManager = new ResourceManager();
134 // [OpenGL ES 2.0.24] section 3.7 page 83:
135 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
136 // and cube map texture state vectors respectively associated with them.
137 // In order that access to these initial textures not be lost, they are treated as texture
138 // objects all of whose names are 0.
140 mTexture2DZero = new Texture2D(0);
141 mTexture3DZero = new Texture3D(0);
142 mTexture2DArrayZero = new Texture2DArray(0);
143 mTextureCubeMapZero = new TextureCubeMap(0);
144 mTextureExternalZero = new TextureExternal(0);
146 mState.activeSampler = 0;
149 bindElementArrayBuffer(0);
150 bindTextureCubeMap(0);
152 bindReadFramebuffer(0);
153 bindDrawFramebuffer(0);
155 bindGenericUniformBuffer(0);
156 bindTransformFeedback(0);
158 mState.currentProgram = 0;
160 mState.packAlignment = 4;
161 mState.unpackInfo.alignment = 4;
162 mState.packRowLength = 0;
163 mState.packImageHeight = 0;
164 mState.packSkipPixels = 0;
165 mState.packSkipRows = 0;
166 mState.packSkipImages = 0;
167 mState.unpackInfo.rowLength = 0;
168 mState.unpackInfo.imageHeight = 0;
169 mState.unpackInfo.skipPixels = 0;
170 mState.unpackInfo.skipRows = 0;
171 mState.unpackInfo.skipImages = 0;
173 mVertexDataManager = nullptr;
174 mIndexDataManager = nullptr;
176 mInvalidEnum = false;
177 mInvalidValue = false;
178 mInvalidOperation = false;
179 mOutOfMemory = false;
180 mInvalidFramebufferOperation = false;
182 mHasBeenCurrent = false;
189 if(mState.currentProgram != 0)
191 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
194 programObject->release();
196 mState.currentProgram = 0;
199 while(!mFramebufferNameSpace.empty())
201 deleteFramebuffer(mFramebufferNameSpace.firstName());
204 while(!mFenceNameSpace.empty())
206 deleteFence(mFenceNameSpace.firstName());
209 while(!mQueryNameSpace.empty())
211 deleteQuery(mQueryNameSpace.firstName());
214 while(!mVertexArrayNameSpace.empty())
216 deleteVertexArray(mVertexArrayNameSpace.lastName());
219 while(!mTransformFeedbackNameSpace.empty())
221 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
224 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
226 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
228 mState.samplerTexture[type][sampler] = nullptr;
232 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
234 mState.vertexAttribute[i].mBoundBuffer = nullptr;
237 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
239 mState.activeQuery[i] = nullptr;
242 mState.arrayBuffer = nullptr;
243 mState.copyReadBuffer = nullptr;
244 mState.copyWriteBuffer = nullptr;
245 mState.pixelPackBuffer = nullptr;
246 mState.pixelUnpackBuffer = nullptr;
247 mState.genericUniformBuffer = nullptr;
249 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
250 mState.uniformBuffers[i].set(nullptr, 0, 0);
253 mState.renderbuffer = nullptr;
255 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
257 mState.sampler[i] = nullptr;
260 mTexture2DZero = nullptr;
261 mTexture3DZero = nullptr;
262 mTexture2DArrayZero = nullptr;
263 mTextureCubeMapZero = nullptr;
264 mTextureExternalZero = nullptr;
266 delete mVertexDataManager;
267 delete mIndexDataManager;
269 mResourceManager->release();
273 void Context::makeCurrent(gl::Surface *surface)
277 mVertexDataManager = new VertexDataManager(this);
278 mIndexDataManager = new IndexDataManager();
280 mState.viewportX = 0;
281 mState.viewportY = 0;
282 mState.viewportWidth = surface ? surface->getWidth() : 0;
283 mState.viewportHeight = surface ? surface->getHeight() : 0;
287 mState.scissorWidth = surface ? surface->getWidth() : 0;
288 mState.scissorHeight = surface ? surface->getHeight() : 0;
290 mHasBeenCurrent = true;
295 // Wrap the existing resources into GL objects and assign them to the '0' names
296 egl::Image *defaultRenderTarget = surface->getRenderTarget();
297 egl::Image *depthStencil = surface->getDepthStencil();
299 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
300 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
301 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
303 setFramebufferZero(framebufferZero);
305 if(defaultRenderTarget)
307 defaultRenderTarget->release();
312 depthStencil->release();
317 setFramebufferZero(nullptr);
323 EGLint Context::getClientVersion() const
325 return clientVersion;
328 EGLint Context::getConfigID() const
330 return config->mConfigID;
333 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
334 void Context::markAllStateDirty()
336 mAppliedProgramSerial = 0;
338 mDepthStateDirty = true;
339 mMaskStateDirty = true;
340 mBlendStateDirty = true;
341 mStencilStateDirty = true;
342 mPolygonOffsetStateDirty = true;
343 mSampleStateDirty = true;
344 mDitherStateDirty = true;
345 mFrontFaceDirty = true;
348 void Context::setClearColor(float red, float green, float blue, float alpha)
350 mState.colorClearValue.red = red;
351 mState.colorClearValue.green = green;
352 mState.colorClearValue.blue = blue;
353 mState.colorClearValue.alpha = alpha;
356 void Context::setClearDepth(float depth)
358 mState.depthClearValue = depth;
361 void Context::setClearStencil(int stencil)
363 mState.stencilClearValue = stencil;
366 void Context::setCullFaceEnabled(bool enabled)
368 mState.cullFaceEnabled = enabled;
371 bool Context::isCullFaceEnabled() const
373 return mState.cullFaceEnabled;
376 void Context::setCullMode(GLenum mode)
378 mState.cullMode = mode;
381 void Context::setFrontFace(GLenum front)
383 if(mState.frontFace != front)
385 mState.frontFace = front;
386 mFrontFaceDirty = true;
390 void Context::setDepthTestEnabled(bool enabled)
392 if(mState.depthTestEnabled != enabled)
394 mState.depthTestEnabled = enabled;
395 mDepthStateDirty = true;
399 bool Context::isDepthTestEnabled() const
401 return mState.depthTestEnabled;
404 void Context::setDepthFunc(GLenum depthFunc)
406 if(mState.depthFunc != depthFunc)
408 mState.depthFunc = depthFunc;
409 mDepthStateDirty = true;
413 void Context::setDepthRange(float zNear, float zFar)
415 mState.zNear = zNear;
419 void Context::setBlendEnabled(bool enabled)
421 if(mState.blendEnabled != enabled)
423 mState.blendEnabled = enabled;
424 mBlendStateDirty = true;
428 bool Context::isBlendEnabled() const
430 return mState.blendEnabled;
433 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
435 if(mState.sourceBlendRGB != sourceRGB ||
436 mState.sourceBlendAlpha != sourceAlpha ||
437 mState.destBlendRGB != destRGB ||
438 mState.destBlendAlpha != destAlpha)
440 mState.sourceBlendRGB = sourceRGB;
441 mState.destBlendRGB = destRGB;
442 mState.sourceBlendAlpha = sourceAlpha;
443 mState.destBlendAlpha = destAlpha;
444 mBlendStateDirty = true;
448 void Context::setBlendColor(float red, float green, float blue, float alpha)
450 if(mState.blendColor.red != red ||
451 mState.blendColor.green != green ||
452 mState.blendColor.blue != blue ||
453 mState.blendColor.alpha != alpha)
455 mState.blendColor.red = red;
456 mState.blendColor.green = green;
457 mState.blendColor.blue = blue;
458 mState.blendColor.alpha = alpha;
459 mBlendStateDirty = true;
463 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
465 if(mState.blendEquationRGB != rgbEquation ||
466 mState.blendEquationAlpha != alphaEquation)
468 mState.blendEquationRGB = rgbEquation;
469 mState.blendEquationAlpha = alphaEquation;
470 mBlendStateDirty = true;
474 void Context::setStencilTestEnabled(bool enabled)
476 if(mState.stencilTestEnabled != enabled)
478 mState.stencilTestEnabled = enabled;
479 mStencilStateDirty = true;
483 bool Context::isStencilTestEnabled() const
485 return mState.stencilTestEnabled;
488 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
490 if(mState.stencilFunc != stencilFunc ||
491 mState.stencilRef != stencilRef ||
492 mState.stencilMask != stencilMask)
494 mState.stencilFunc = stencilFunc;
495 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
496 mState.stencilMask = stencilMask;
497 mStencilStateDirty = true;
501 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
503 if(mState.stencilBackFunc != stencilBackFunc ||
504 mState.stencilBackRef != stencilBackRef ||
505 mState.stencilBackMask != stencilBackMask)
507 mState.stencilBackFunc = stencilBackFunc;
508 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
509 mState.stencilBackMask = stencilBackMask;
510 mStencilStateDirty = true;
514 void Context::setStencilWritemask(GLuint stencilWritemask)
516 if(mState.stencilWritemask != stencilWritemask)
518 mState.stencilWritemask = stencilWritemask;
519 mStencilStateDirty = true;
523 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
525 if(mState.stencilBackWritemask != stencilBackWritemask)
527 mState.stencilBackWritemask = stencilBackWritemask;
528 mStencilStateDirty = true;
532 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
534 if(mState.stencilFail != stencilFail ||
535 mState.stencilPassDepthFail != stencilPassDepthFail ||
536 mState.stencilPassDepthPass != stencilPassDepthPass)
538 mState.stencilFail = stencilFail;
539 mState.stencilPassDepthFail = stencilPassDepthFail;
540 mState.stencilPassDepthPass = stencilPassDepthPass;
541 mStencilStateDirty = true;
545 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
547 if(mState.stencilBackFail != stencilBackFail ||
548 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
549 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
551 mState.stencilBackFail = stencilBackFail;
552 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
553 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
554 mStencilStateDirty = true;
558 void Context::setPolygonOffsetFillEnabled(bool enabled)
560 if(mState.polygonOffsetFillEnabled != enabled)
562 mState.polygonOffsetFillEnabled = enabled;
563 mPolygonOffsetStateDirty = true;
567 bool Context::isPolygonOffsetFillEnabled() const
569 return mState.polygonOffsetFillEnabled;
572 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
574 if(mState.polygonOffsetFactor != factor ||
575 mState.polygonOffsetUnits != units)
577 mState.polygonOffsetFactor = factor;
578 mState.polygonOffsetUnits = units;
579 mPolygonOffsetStateDirty = true;
583 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
585 if(mState.sampleAlphaToCoverageEnabled != enabled)
587 mState.sampleAlphaToCoverageEnabled = enabled;
588 mSampleStateDirty = true;
592 bool Context::isSampleAlphaToCoverageEnabled() const
594 return mState.sampleAlphaToCoverageEnabled;
597 void Context::setSampleCoverageEnabled(bool enabled)
599 if(mState.sampleCoverageEnabled != enabled)
601 mState.sampleCoverageEnabled = enabled;
602 mSampleStateDirty = true;
606 bool Context::isSampleCoverageEnabled() const
608 return mState.sampleCoverageEnabled;
611 void Context::setSampleCoverageParams(GLclampf value, bool invert)
613 if(mState.sampleCoverageValue != value ||
614 mState.sampleCoverageInvert != invert)
616 mState.sampleCoverageValue = value;
617 mState.sampleCoverageInvert = invert;
618 mSampleStateDirty = true;
622 void Context::setScissorTestEnabled(bool enabled)
624 mState.scissorTestEnabled = enabled;
627 bool Context::isScissorTestEnabled() const
629 return mState.scissorTestEnabled;
632 void Context::setDitherEnabled(bool enabled)
634 if(mState.ditherEnabled != enabled)
636 mState.ditherEnabled = enabled;
637 mDitherStateDirty = true;
641 bool Context::isDitherEnabled() const
643 return mState.ditherEnabled;
646 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
648 mState.primitiveRestartFixedIndexEnabled = enabled;
651 bool Context::isPrimitiveRestartFixedIndexEnabled() const
653 return mState.primitiveRestartFixedIndexEnabled;
656 void Context::setRasterizerDiscardEnabled(bool enabled)
658 mState.rasterizerDiscardEnabled = enabled;
661 bool Context::isRasterizerDiscardEnabled() const
663 return mState.rasterizerDiscardEnabled;
666 void Context::setLineWidth(GLfloat width)
668 mState.lineWidth = width;
669 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
672 void Context::setGenerateMipmapHint(GLenum hint)
674 mState.generateMipmapHint = hint;
677 void Context::setFragmentShaderDerivativeHint(GLenum hint)
679 mState.fragmentShaderDerivativeHint = hint;
680 // TODO: Propagate the hint to shader translator so we can write
681 // ddx, ddx_coarse, or ddx_fine depending on the hint.
682 // Ignore for now. It is valid for implementations to ignore hint.
685 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
687 mState.viewportX = x;
688 mState.viewportY = y;
689 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0]
690 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1]
693 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
697 mState.scissorWidth = width;
698 mState.scissorHeight = height;
701 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
703 if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
704 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
706 mState.colorMaskRed = red;
707 mState.colorMaskGreen = green;
708 mState.colorMaskBlue = blue;
709 mState.colorMaskAlpha = alpha;
710 mMaskStateDirty = true;
714 unsigned int Context::getColorMask() const
716 return (mState.colorMaskRed ? 0x1 : 0) |
717 (mState.colorMaskGreen ? 0x2 : 0) |
718 (mState.colorMaskBlue ? 0x4 : 0) |
719 (mState.colorMaskAlpha ? 0x8 : 0);
722 void Context::setDepthMask(bool mask)
724 if(mState.depthMask != mask)
726 mState.depthMask = mask;
727 mMaskStateDirty = true;
731 void Context::setActiveSampler(unsigned int active)
733 mState.activeSampler = active;
736 GLuint Context::getReadFramebufferName() const
738 return mState.readFramebuffer;
741 GLuint Context::getDrawFramebufferName() const
743 return mState.drawFramebuffer;
746 GLuint Context::getRenderbufferName() const
748 return mState.renderbuffer.name();
751 void Context::setFramebufferReadBuffer(GLuint buf)
753 getReadFramebuffer()->setReadBuffer(buf);
756 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
758 Framebuffer *drawFramebuffer = getDrawFramebuffer();
760 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
762 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
766 GLuint Context::getReadFramebufferColorIndex() const
768 GLenum buf = getReadFramebuffer()->getReadBuffer();
774 return GL_INVALID_INDEX;
776 return buf - GL_COLOR_ATTACHMENT0;
780 GLuint Context::getArrayBufferName() const
782 return mState.arrayBuffer.name();
785 GLuint Context::getElementArrayBufferName() const
787 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
788 return elementArrayBuffer ? elementArrayBuffer->name : 0;
791 GLuint Context::getActiveQuery(GLenum target) const
793 Query *queryObject = nullptr;
797 case GL_ANY_SAMPLES_PASSED_EXT:
798 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
800 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
801 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
803 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
804 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
812 return queryObject->name;
818 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
820 getCurrentVertexArray()->enableAttribute(attribNum, enabled);
823 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
825 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
828 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
830 return getCurrentVertexArray()->getVertexAttribute(attribNum);
833 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
834 GLsizei stride, const void *pointer)
836 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
839 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
841 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
844 const VertexAttributeArray &Context::getVertexArrayAttributes()
846 return getCurrentVertexArray()->getVertexAttributes();
849 const VertexAttributeArray &Context::getCurrentVertexAttributes()
851 return mState.vertexAttribute;
854 void Context::setPackAlignment(GLint alignment)
856 mState.packAlignment = alignment;
859 void Context::setUnpackAlignment(GLint alignment)
861 mState.unpackInfo.alignment = alignment;
864 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
866 return mState.unpackInfo;
869 void Context::setPackRowLength(GLint rowLength)
871 mState.packRowLength = rowLength;
874 void Context::setPackImageHeight(GLint imageHeight)
876 mState.packImageHeight = imageHeight;
879 void Context::setPackSkipPixels(GLint skipPixels)
881 mState.packSkipPixels = skipPixels;
884 void Context::setPackSkipRows(GLint skipRows)
886 mState.packSkipRows = skipRows;
889 void Context::setPackSkipImages(GLint skipImages)
891 mState.packSkipImages = skipImages;
894 void Context::setUnpackRowLength(GLint rowLength)
896 mState.unpackInfo.rowLength = rowLength;
899 void Context::setUnpackImageHeight(GLint imageHeight)
901 mState.unpackInfo.imageHeight = imageHeight;
904 void Context::setUnpackSkipPixels(GLint skipPixels)
906 mState.unpackInfo.skipPixels = skipPixels;
909 void Context::setUnpackSkipRows(GLint skipRows)
911 mState.unpackInfo.skipRows = skipRows;
914 void Context::setUnpackSkipImages(GLint skipImages)
916 mState.unpackInfo.skipImages = skipImages;
919 GLuint Context::createBuffer()
921 return mResourceManager->createBuffer();
924 GLuint Context::createProgram()
926 return mResourceManager->createProgram();
929 GLuint Context::createShader(GLenum type)
931 return mResourceManager->createShader(type);
934 GLuint Context::createTexture()
936 return mResourceManager->createTexture();
939 GLuint Context::createRenderbuffer()
941 return mResourceManager->createRenderbuffer();
944 // Returns an unused framebuffer name
945 GLuint Context::createFramebuffer()
947 return mFramebufferNameSpace.allocate();
950 GLuint Context::createFence()
952 return mFenceNameSpace.allocate(new Fence());
955 // Returns an unused query name
956 GLuint Context::createQuery()
958 return mQueryNameSpace.allocate();
961 // Returns an unused vertex array name
962 GLuint Context::createVertexArray()
964 return mVertexArrayNameSpace.allocate();
967 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
969 GLuint handle = mResourceManager->createFenceSync(condition, flags);
971 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
974 // Returns an unused transform feedback name
975 GLuint Context::createTransformFeedback()
977 return mTransformFeedbackNameSpace.allocate();
980 // Returns an unused sampler name
981 GLuint Context::createSampler()
983 return mResourceManager->createSampler();
986 void Context::deleteBuffer(GLuint buffer)
988 detachBuffer(buffer);
990 mResourceManager->deleteBuffer(buffer);
993 void Context::deleteShader(GLuint shader)
995 mResourceManager->deleteShader(shader);
998 void Context::deleteProgram(GLuint program)
1000 mResourceManager->deleteProgram(program);
1003 void Context::deleteTexture(GLuint texture)
1005 detachTexture(texture);
1007 mResourceManager->deleteTexture(texture);
1010 void Context::deleteRenderbuffer(GLuint renderbuffer)
1012 if(mResourceManager->getRenderbuffer(renderbuffer))
1014 detachRenderbuffer(renderbuffer);
1017 mResourceManager->deleteRenderbuffer(renderbuffer);
1020 void Context::deleteFramebuffer(GLuint framebuffer)
1022 detachFramebuffer(framebuffer);
1024 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1026 if(framebufferObject)
1028 delete framebufferObject;
1032 void Context::deleteFence(GLuint fence)
1034 Fence *fenceObject = mFenceNameSpace.remove(fence);
1042 void Context::deleteQuery(GLuint query)
1044 Query *queryObject = mQueryNameSpace.remove(query);
1048 queryObject->release();
1052 void Context::deleteVertexArray(GLuint vertexArray)
1054 // [OpenGL ES 3.0.2] section 2.10 page 43:
1055 // If a vertex array object that is currently bound is deleted, the binding
1056 // for that object reverts to zero and the default vertex array becomes current.
1057 if(getCurrentVertexArray()->name == vertexArray)
1062 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1064 if(vertexArrayObject)
1066 delete vertexArrayObject;
1070 void Context::deleteFenceSync(GLsync fenceSync)
1072 // The spec specifies the underlying Fence object is not deleted until all current
1073 // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1074 // and since our API is currently designed for being called from a single thread, we can delete
1075 // the fence immediately.
1076 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1079 void Context::deleteTransformFeedback(GLuint transformFeedback)
1081 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1083 if(transformFeedbackObject)
1085 delete transformFeedbackObject;
1089 void Context::deleteSampler(GLuint sampler)
1091 detachSampler(sampler);
1093 mResourceManager->deleteSampler(sampler);
1096 Buffer *Context::getBuffer(GLuint handle) const
1098 return mResourceManager->getBuffer(handle);
1101 Shader *Context::getShader(GLuint handle) const
1103 return mResourceManager->getShader(handle);
1106 Program *Context::getProgram(GLuint handle) const
1108 return mResourceManager->getProgram(handle);
1111 Texture *Context::getTexture(GLuint handle) const
1113 return mResourceManager->getTexture(handle);
1116 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1118 return mResourceManager->getRenderbuffer(handle);
1121 Framebuffer *Context::getReadFramebuffer() const
1123 return getFramebuffer(mState.readFramebuffer);
1126 Framebuffer *Context::getDrawFramebuffer() const
1128 return getFramebuffer(mState.drawFramebuffer);
1131 void Context::bindArrayBuffer(unsigned int buffer)
1133 mResourceManager->checkBufferAllocation(buffer);
1135 mState.arrayBuffer = getBuffer(buffer);
1138 void Context::bindElementArrayBuffer(unsigned int buffer)
1140 mResourceManager->checkBufferAllocation(buffer);
1142 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1145 void Context::bindCopyReadBuffer(GLuint buffer)
1147 mResourceManager->checkBufferAllocation(buffer);
1149 mState.copyReadBuffer = getBuffer(buffer);
1152 void Context::bindCopyWriteBuffer(GLuint buffer)
1154 mResourceManager->checkBufferAllocation(buffer);
1156 mState.copyWriteBuffer = getBuffer(buffer);
1159 void Context::bindPixelPackBuffer(GLuint buffer)
1161 mResourceManager->checkBufferAllocation(buffer);
1163 mState.pixelPackBuffer = getBuffer(buffer);
1166 void Context::bindPixelUnpackBuffer(GLuint buffer)
1168 mResourceManager->checkBufferAllocation(buffer);
1170 mState.pixelUnpackBuffer = getBuffer(buffer);
1173 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1175 mResourceManager->checkBufferAllocation(buffer);
1177 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1179 if(transformFeedback)
1181 transformFeedback->setGenericBuffer(getBuffer(buffer));
1185 void Context::bindTexture2D(GLuint texture)
1187 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1189 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1192 void Context::bindTextureCubeMap(GLuint texture)
1194 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1196 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1199 void Context::bindTextureExternal(GLuint texture)
1201 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1203 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1206 void Context::bindTexture3D(GLuint texture)
1208 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1210 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1213 void Context::bindTexture2DArray(GLuint texture)
1215 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1217 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1220 void Context::bindReadFramebuffer(GLuint framebuffer)
1222 if(!getFramebuffer(framebuffer))
1224 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1227 mState.readFramebuffer = framebuffer;
1230 void Context::bindDrawFramebuffer(GLuint framebuffer)
1232 if(!getFramebuffer(framebuffer))
1234 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1237 mState.drawFramebuffer = framebuffer;
1240 void Context::bindRenderbuffer(GLuint renderbuffer)
1242 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1244 mState.renderbuffer = getRenderbuffer(renderbuffer);
1247 void Context::bindVertexArray(GLuint array)
1249 VertexArray *vertexArray = getVertexArray(array);
1253 vertexArray = new VertexArray(array);
1254 mVertexArrayNameSpace.insert(array, vertexArray);
1257 mState.vertexArray = array;
1260 void Context::bindGenericUniformBuffer(GLuint buffer)
1262 mResourceManager->checkBufferAllocation(buffer);
1264 mState.genericUniformBuffer = getBuffer(buffer);
1267 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1269 mResourceManager->checkBufferAllocation(buffer);
1271 Buffer* bufferObject = getBuffer(buffer);
1272 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1275 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1277 mResourceManager->checkBufferAllocation(buffer);
1279 getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1282 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1284 mResourceManager->checkBufferAllocation(buffer);
1286 Buffer* bufferObject = getBuffer(buffer);
1287 getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1290 void Context::bindTransformFeedback(GLuint id)
1292 if(!getTransformFeedback(id))
1294 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1297 mState.transformFeedback = id;
1300 bool Context::bindSampler(GLuint unit, GLuint sampler)
1302 mResourceManager->checkSamplerAllocation(sampler);
1304 Sampler* samplerObject = getSampler(sampler);
1306 mState.sampler[unit] = samplerObject;
1308 return !!samplerObject;
1311 void Context::useProgram(GLuint program)
1313 GLuint priorProgram = mState.currentProgram;
1314 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1316 if(priorProgram != program)
1318 Program *newProgram = mResourceManager->getProgram(program);
1319 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1323 newProgram->addRef();
1328 oldProgram->release();
1333 void Context::beginQuery(GLenum target, GLuint query)
1335 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1336 // of zero, if the active query object name for <target> is non-zero (for the
1337 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1338 // the active query for either target is non-zero), if <id> is the name of an
1339 // existing query object whose type does not match <target>, or if <id> is the
1340 // active query object name for any query type, the error INVALID_OPERATION is
1343 // Ensure no other queries are active
1344 // NOTE: If other queries than occlusion are supported, we will need to check
1346 // a) The query ID passed is not the current active query for any target/type
1347 // b) There are no active queries for the requested target (and in the case
1348 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1349 // no query may be active for either if glBeginQuery targets either.
1350 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1352 if(mState.activeQuery[i])
1354 return error(GL_INVALID_OPERATION);
1361 case GL_ANY_SAMPLES_PASSED_EXT:
1362 qType = QUERY_ANY_SAMPLES_PASSED;
1364 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1365 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1367 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1368 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1371 UNREACHABLE(target);
1372 return error(GL_INVALID_ENUM);
1375 Query *queryObject = createQuery(query, target);
1377 // Check that name was obtained with glGenQueries
1380 return error(GL_INVALID_OPERATION);
1383 // Check for type mismatch
1384 if(queryObject->getType() != target)
1386 return error(GL_INVALID_OPERATION);
1389 // Set query as active for specified target
1390 mState.activeQuery[qType] = queryObject;
1393 queryObject->begin();
1396 void Context::endQuery(GLenum target)
1402 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break;
1403 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break;
1404 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1405 default: UNREACHABLE(target); return;
1408 Query *queryObject = mState.activeQuery[qType];
1412 return error(GL_INVALID_OPERATION);
1417 mState.activeQuery[qType] = nullptr;
1420 void Context::setFramebufferZero(Framebuffer *buffer)
1422 delete mFramebufferNameSpace.remove(0);
1423 mFramebufferNameSpace.insert(0, buffer);
1426 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1428 Renderbuffer *renderbufferObject = mState.renderbuffer;
1429 renderbufferObject->setStorage(renderbuffer);
1432 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1434 return mFramebufferNameSpace.find(handle);
1437 Fence *Context::getFence(unsigned int handle) const
1439 return mFenceNameSpace.find(handle);
1442 FenceSync *Context::getFenceSync(GLsync handle) const
1444 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1447 Query *Context::getQuery(unsigned int handle) const
1449 return mQueryNameSpace.find(handle);
1452 Query *Context::createQuery(unsigned int handle, GLenum type)
1454 if(!mQueryNameSpace.isReserved(handle))
1460 Query *query = mQueryNameSpace.find(handle);
1463 query = new Query(handle, type);
1465 mQueryNameSpace.insert(handle, query);
1472 VertexArray *Context::getVertexArray(GLuint array) const
1474 return mVertexArrayNameSpace.find(array);
1477 VertexArray *Context::getCurrentVertexArray() const
1479 return getVertexArray(mState.vertexArray);
1482 bool Context::isVertexArray(GLuint array) const
1484 return mVertexArrayNameSpace.isReserved(array);
1487 bool Context::hasZeroDivisor() const
1489 // Verify there is at least one active attribute with a divisor of zero
1490 es2::Program *programObject = getCurrentProgram();
1491 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1493 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1494 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1503 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1505 return mTransformFeedbackNameSpace.find(transformFeedback);
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 const GLvoid* Context::getPixels(const GLvoid* data) const
1555 es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1556 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1557 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1560 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1564 case GL_ARRAY_BUFFER:
1565 *buffer = getArrayBuffer();
1567 case GL_ELEMENT_ARRAY_BUFFER:
1568 *buffer = getElementArrayBuffer();
1570 case GL_COPY_READ_BUFFER:
1571 if(clientVersion >= 3)
1573 *buffer = getCopyReadBuffer();
1577 case GL_COPY_WRITE_BUFFER:
1578 if(clientVersion >= 3)
1580 *buffer = getCopyWriteBuffer();
1584 case GL_PIXEL_PACK_BUFFER:
1585 if(clientVersion >= 3)
1587 *buffer = getPixelPackBuffer();
1591 case GL_PIXEL_UNPACK_BUFFER:
1592 if(clientVersion >= 3)
1594 *buffer = getPixelUnpackBuffer();
1598 case GL_TRANSFORM_FEEDBACK_BUFFER:
1599 if(clientVersion >= 3)
1601 TransformFeedback* transformFeedback = getTransformFeedback();
1602 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1606 case GL_UNIFORM_BUFFER:
1607 if(clientVersion >= 3)
1609 *buffer = getGenericUniformBuffer();
1619 TransformFeedback *Context::getTransformFeedback() const
1621 return getTransformFeedback(mState.transformFeedback);
1624 Program *Context::getCurrentProgram() const
1626 return mResourceManager->getProgram(mState.currentProgram);
1629 Texture2D *Context::getTexture2D() const
1631 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1634 Texture3D *Context::getTexture3D() const
1636 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1639 Texture2DArray *Context::getTexture2DArray() const
1641 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1644 TextureCubeMap *Context::getTextureCubeMap() const
1646 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1649 TextureExternal *Context::getTextureExternal() const
1651 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1654 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1656 GLuint texid = mState.samplerTexture[type][sampler].name();
1658 if(texid == 0) // Special case: 0 refers to different initial textures based on the target
1662 case TEXTURE_2D: return mTexture2DZero;
1663 case TEXTURE_3D: return mTexture3DZero;
1664 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1665 case TEXTURE_CUBE: return mTextureCubeMapZero;
1666 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1667 default: UNREACHABLE(type);
1671 return mState.samplerTexture[type][sampler];
1674 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1676 mResourceManager->checkSamplerAllocation(sampler);
1678 Sampler *samplerObject = getSampler(sampler);
1679 ASSERT(samplerObject);
1683 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
1684 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
1685 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
1686 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
1687 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
1688 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
1689 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
1690 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break;
1691 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break;
1692 default: UNREACHABLE(pname); break;
1696 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1698 mResourceManager->checkSamplerAllocation(sampler);
1700 Sampler *samplerObject = getSampler(sampler);
1701 ASSERT(samplerObject);
1705 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break;
1706 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break;
1707 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break;
1708 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break;
1709 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break;
1710 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
1711 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
1712 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break;
1713 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break;
1714 default: UNREACHABLE(pname); break;
1718 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1720 mResourceManager->checkSamplerAllocation(sampler);
1722 Sampler *samplerObject = getSampler(sampler);
1723 ASSERT(samplerObject);
1727 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
1728 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
1729 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
1730 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
1731 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
1732 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1733 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1734 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode());
1735 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc());
1736 default: UNREACHABLE(pname); return 0;
1740 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1742 mResourceManager->checkSamplerAllocation(sampler);
1744 Sampler *samplerObject = getSampler(sampler);
1745 ASSERT(samplerObject);
1749 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
1750 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
1751 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
1752 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
1753 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
1754 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
1755 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
1756 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode());
1757 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1758 default: UNREACHABLE(pname); return 0;
1762 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1766 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1767 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1768 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1769 case GL_COLOR_WRITEMASK:
1770 params[0] = mState.colorMaskRed;
1771 params[1] = mState.colorMaskGreen;
1772 params[2] = mState.colorMaskBlue;
1773 params[3] = mState.colorMaskAlpha;
1775 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;
1776 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;
1777 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
1778 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;
1779 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;
1780 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;
1781 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;
1782 case GL_BLEND: *params = mState.blendEnabled; break;
1783 case GL_DITHER: *params = mState.ditherEnabled; break;
1784 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1785 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break;
1786 case GL_TRANSFORM_FEEDBACK_ACTIVE:
1788 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1789 if(transformFeedback)
1791 *params = transformFeedback->isActive();
1796 case GL_TRANSFORM_FEEDBACK_PAUSED:
1798 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1799 if(transformFeedback)
1801 *params = transformFeedback->isPaused();
1813 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1815 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1816 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1817 // GetIntegerv as its native query function. As it would require conversion in any
1818 // case, this should make no difference to the calling application.
1821 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1822 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1823 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1824 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1825 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1826 case GL_ALIASED_LINE_WIDTH_RANGE:
1827 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1828 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1830 case GL_ALIASED_POINT_SIZE_RANGE:
1831 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1832 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1834 case GL_DEPTH_RANGE:
1835 params[0] = mState.zNear;
1836 params[1] = mState.zFar;
1838 case GL_COLOR_CLEAR_VALUE:
1839 params[0] = mState.colorClearValue.red;
1840 params[1] = mState.colorClearValue.green;
1841 params[2] = mState.colorClearValue.blue;
1842 params[3] = mState.colorClearValue.alpha;
1844 case GL_BLEND_COLOR:
1845 params[0] = mState.blendColor.red;
1846 params[1] = mState.blendColor.green;
1847 params[2] = mState.blendColor.blue;
1848 params[3] = mState.blendColor.alpha;
1850 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1851 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1860 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1861 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1863 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1865 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1866 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1867 // GetIntegerv as its native query function. As it would require conversion in any
1868 // case, this should make no difference to the calling application. You may find it in
1869 // Context::getFloatv.
1872 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true;
1873 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true;
1874 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true;
1875 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1876 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true;
1877 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true;
1878 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true;
1879 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1880 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true;
1881 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true;
1882 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true;
1883 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true;
1884 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1885 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true;
1886 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true;
1887 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true;
1888 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true;
1889 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true;
1890 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true;
1891 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true;
1892 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1893 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true;
1894 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true;
1895 case GL_STENCIL_REF: *params = mState.stencilRef; return true;
1896 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true;
1897 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true;
1898 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true;
1899 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1900 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true;
1901 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true;
1902 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true;
1903 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true;
1904 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true;
1905 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true;
1906 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true;
1907 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true;
1908 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true;
1909 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true;
1910 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true;
1911 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true;
1912 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true;
1913 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1914 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1915 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true;
1916 case GL_SUBPIXEL_BITS: *params = 4; return true;
1917 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true;
1918 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1919 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true;
1920 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true;
1921 case GL_SAMPLE_BUFFERS:
1924 Framebuffer *framebuffer = getDrawFramebuffer();
1925 int width, height, samples;
1927 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1931 case GL_SAMPLE_BUFFERS:
1952 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1954 Framebuffer *framebuffer = getReadFramebuffer();
1955 *params = framebuffer->getImplementationColorReadType();
1958 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1960 Framebuffer *framebuffer = getReadFramebuffer();
1961 *params = framebuffer->getImplementationColorReadFormat();
1964 case GL_MAX_VIEWPORT_DIMS:
1966 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1967 params[0] = maxDimension;
1968 params[1] = maxDimension;
1971 case GL_COMPRESSED_TEXTURE_FORMATS:
1973 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1975 params[i] = compressedTextureFormats[i];
1980 params[0] = mState.viewportX;
1981 params[1] = mState.viewportY;
1982 params[2] = mState.viewportWidth;
1983 params[3] = mState.viewportHeight;
1985 case GL_SCISSOR_BOX:
1986 params[0] = mState.scissorX;
1987 params[1] = mState.scissorY;
1988 params[2] = mState.scissorWidth;
1989 params[3] = mState.scissorHeight;
1991 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true;
1992 case GL_FRONT_FACE: *params = mState.frontFace; return true;
1998 Framebuffer *framebuffer = getDrawFramebuffer();
1999 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2005 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true;
2006 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2007 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true;
2008 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2019 Framebuffer *framebuffer = getDrawFramebuffer();
2020 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2024 *params = depthbuffer->getDepthSize();
2032 case GL_STENCIL_BITS:
2034 Framebuffer *framebuffer = getDrawFramebuffer();
2035 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2039 *params = stencilbuffer->getStencilSize();
2047 case GL_TEXTURE_BINDING_2D:
2048 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2050 error(GL_INVALID_OPERATION);
2054 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2056 case GL_TEXTURE_BINDING_CUBE_MAP:
2057 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2059 error(GL_INVALID_OPERATION);
2063 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2065 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2066 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2068 error(GL_INVALID_OPERATION);
2072 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2074 case GL_TEXTURE_BINDING_3D_OES:
2075 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2077 error(GL_INVALID_OPERATION);
2081 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2083 case GL_DRAW_BUFFER0:
2084 case GL_DRAW_BUFFER1:
2085 case GL_DRAW_BUFFER2:
2086 case GL_DRAW_BUFFER3:
2087 case GL_DRAW_BUFFER4:
2088 case GL_DRAW_BUFFER5:
2089 case GL_DRAW_BUFFER6:
2090 case GL_DRAW_BUFFER7:
2091 case GL_DRAW_BUFFER8:
2092 case GL_DRAW_BUFFER9:
2093 case GL_DRAW_BUFFER10:
2094 case GL_DRAW_BUFFER11:
2095 case GL_DRAW_BUFFER12:
2096 case GL_DRAW_BUFFER13:
2097 case GL_DRAW_BUFFER14:
2098 case GL_DRAW_BUFFER15:
2099 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2101 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2108 case GL_MAX_DRAW_BUFFERS:
2109 *params = MAX_DRAW_BUFFERS;
2111 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2112 *params = MAX_COLOR_ATTACHMENTS;
2118 if(clientVersion >= 3)
2122 case GL_TEXTURE_BINDING_2D_ARRAY:
2123 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2125 error(GL_INVALID_OPERATION);
2129 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2131 case GL_COPY_READ_BUFFER_BINDING:
2132 *params = mState.copyReadBuffer.name();
2134 case GL_COPY_WRITE_BUFFER_BINDING:
2135 *params = mState.copyWriteBuffer.name();
2137 case GL_MAJOR_VERSION:
2138 *params = clientVersion;
2140 case GL_MAX_3D_TEXTURE_SIZE:
2141 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2143 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2144 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2146 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2147 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2149 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2150 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2152 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2153 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2155 case GL_MAX_ELEMENT_INDEX:
2156 *params = MAX_ELEMENT_INDEX;
2158 case GL_MAX_ELEMENTS_INDICES:
2159 *params = MAX_ELEMENTS_INDICES;
2161 case GL_MAX_ELEMENTS_VERTICES:
2162 *params = MAX_ELEMENTS_VERTICES;
2164 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2165 *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2167 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2168 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2170 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2171 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2173 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2175 *params = MAX_PROGRAM_TEXEL_OFFSET;
2177 case GL_MAX_SERVER_WAIT_TIMEOUT:
2180 case GL_MAX_TEXTURE_LOD_BIAS:
2184 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2185 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2187 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2188 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2190 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2191 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2193 case GL_MAX_UNIFORM_BLOCK_SIZE:
2194 *params = MAX_UNIFORM_BLOCK_SIZE;
2196 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2197 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2199 case GL_MAX_VARYING_COMPONENTS:
2200 *params = MAX_VARYING_VECTORS * 4;
2202 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2203 *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2205 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2206 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2208 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2209 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2211 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2213 *params = MIN_PROGRAM_TEXEL_OFFSET;
2215 case GL_MINOR_VERSION:
2218 case GL_NUM_EXTENSIONS:
2219 GLuint numExtensions;
2220 getExtensions(0, &numExtensions);
2221 *params = numExtensions;
2223 case GL_NUM_PROGRAM_BINARY_FORMATS:
2224 *params = NUM_PROGRAM_BINARY_FORMATS;
2226 case GL_PACK_ROW_LENGTH:
2227 *params = mState.packRowLength;
2229 case GL_PACK_SKIP_PIXELS:
2230 *params = mState.packSkipPixels;
2232 case GL_PACK_SKIP_ROWS:
2233 *params = mState.packSkipRows;
2235 case GL_PIXEL_PACK_BUFFER_BINDING:
2236 *params = mState.pixelPackBuffer.name();
2238 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2239 *params = mState.pixelUnpackBuffer.name();
2241 case GL_PROGRAM_BINARY_FORMATS:
2242 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2243 // should be a 0 sized array, so don't write to params
2245 case GL_READ_BUFFER:
2246 *params = getReadFramebuffer()->getReadBuffer();
2248 case GL_SAMPLER_BINDING:
2249 *params = mState.sampler[mState.activeSampler].name();
2251 case GL_UNIFORM_BUFFER_BINDING:
2252 *params = mState.genericUniformBuffer.name();
2254 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2255 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2257 case GL_UNIFORM_BUFFER_SIZE:
2258 *params = static_cast<T>(mState.genericUniformBuffer->size());
2260 case GL_UNIFORM_BUFFER_START:
2261 *params = static_cast<T>(mState.genericUniformBuffer->offset());
2263 case GL_UNPACK_IMAGE_HEIGHT:
2264 *params = mState.unpackInfo.imageHeight;
2266 case GL_UNPACK_ROW_LENGTH:
2267 *params = mState.unpackInfo.rowLength;
2269 case GL_UNPACK_SKIP_IMAGES:
2270 *params = mState.unpackInfo.skipImages;
2272 case GL_UNPACK_SKIP_PIXELS:
2273 *params = mState.unpackInfo.skipPixels;
2275 case GL_UNPACK_SKIP_ROWS:
2276 *params = mState.unpackInfo.skipRows;
2278 case GL_VERTEX_ARRAY_BINDING:
2279 *params = getCurrentVertexArray()->name;
2281 case GL_TRANSFORM_FEEDBACK_BINDING:
2283 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2284 if(transformFeedback)
2286 *params = transformFeedback->name;
2294 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2296 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2297 if(transformFeedback)
2299 *params = transformFeedback->getGenericBufferName();
2315 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2316 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2318 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2320 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2321 if(!transformFeedback)
2328 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2329 *param = transformFeedback->name;
2331 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2332 *param = transformFeedback->isActive();
2334 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2335 *param = transformFeedback->getBufferName(index);
2337 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2338 *param = transformFeedback->isPaused();
2340 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2341 if(transformFeedback->getBuffer(index))
2343 *param = transformFeedback->getSize(index);
2347 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2348 if(transformFeedback->getBuffer(index))
2350 *param = transformFeedback->getOffset(index);
2361 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2362 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2364 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2366 const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2370 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2371 *param = uniformBuffer.get().name();
2373 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2374 *param = uniformBuffer.getSize();
2376 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2377 *param = uniformBuffer.getOffset();
2386 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2388 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2389 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2390 // to the fact that it is stored internally as a float, and so would require conversion
2391 // if returned from Context::getIntegerv. Since this conversion is already implemented
2392 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2393 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2397 case GL_COMPRESSED_TEXTURE_FORMATS:
2400 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2403 case GL_SHADER_BINARY_FORMATS:
2409 case GL_MAX_VERTEX_ATTRIBS:
2410 case GL_MAX_VERTEX_UNIFORM_VECTORS:
2411 case GL_MAX_VARYING_VECTORS:
2412 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2413 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2414 case GL_MAX_TEXTURE_IMAGE_UNITS:
2415 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2416 case GL_MAX_RENDERBUFFER_SIZE:
2417 case GL_NUM_SHADER_BINARY_FORMATS:
2418 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2419 case GL_ARRAY_BUFFER_BINDING:
2420 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2421 case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2422 case GL_RENDERBUFFER_BINDING:
2423 case GL_CURRENT_PROGRAM:
2424 case GL_PACK_ALIGNMENT:
2425 case GL_UNPACK_ALIGNMENT:
2426 case GL_GENERATE_MIPMAP_HINT:
2427 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2433 case GL_STENCIL_BITS:
2434 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2435 case GL_CULL_FACE_MODE:
2437 case GL_ACTIVE_TEXTURE:
2438 case GL_STENCIL_FUNC:
2439 case GL_STENCIL_VALUE_MASK:
2440 case GL_STENCIL_REF:
2441 case GL_STENCIL_FAIL:
2442 case GL_STENCIL_PASS_DEPTH_FAIL:
2443 case GL_STENCIL_PASS_DEPTH_PASS:
2444 case GL_STENCIL_BACK_FUNC:
2445 case GL_STENCIL_BACK_VALUE_MASK:
2446 case GL_STENCIL_BACK_REF:
2447 case GL_STENCIL_BACK_FAIL:
2448 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2449 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2451 case GL_BLEND_SRC_RGB:
2452 case GL_BLEND_SRC_ALPHA:
2453 case GL_BLEND_DST_RGB:
2454 case GL_BLEND_DST_ALPHA:
2455 case GL_BLEND_EQUATION_RGB:
2456 case GL_BLEND_EQUATION_ALPHA:
2457 case GL_STENCIL_WRITEMASK:
2458 case GL_STENCIL_BACK_WRITEMASK:
2459 case GL_STENCIL_CLEAR_VALUE:
2460 case GL_SUBPIXEL_BITS:
2461 case GL_MAX_TEXTURE_SIZE:
2462 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2463 case GL_SAMPLE_BUFFERS:
2465 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2466 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2467 case GL_TEXTURE_BINDING_2D:
2468 case GL_TEXTURE_BINDING_CUBE_MAP:
2469 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2470 case GL_TEXTURE_BINDING_3D_OES:
2471 case GL_COPY_READ_BUFFER_BINDING:
2472 case GL_COPY_WRITE_BUFFER_BINDING:
2473 case GL_DRAW_BUFFER0:
2474 case GL_DRAW_BUFFER1:
2475 case GL_DRAW_BUFFER2:
2476 case GL_DRAW_BUFFER3:
2477 case GL_DRAW_BUFFER4:
2478 case GL_DRAW_BUFFER5:
2479 case GL_DRAW_BUFFER6:
2480 case GL_DRAW_BUFFER7:
2481 case GL_DRAW_BUFFER8:
2482 case GL_DRAW_BUFFER9:
2483 case GL_DRAW_BUFFER10:
2484 case GL_DRAW_BUFFER11:
2485 case GL_DRAW_BUFFER12:
2486 case GL_DRAW_BUFFER13:
2487 case GL_DRAW_BUFFER14:
2488 case GL_DRAW_BUFFER15:
2489 case GL_MAJOR_VERSION:
2490 case GL_MAX_3D_TEXTURE_SIZE:
2491 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2492 case GL_MAX_COLOR_ATTACHMENTS:
2493 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2494 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2495 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2496 case GL_MAX_DRAW_BUFFERS:
2497 case GL_MAX_ELEMENT_INDEX:
2498 case GL_MAX_ELEMENTS_INDICES:
2499 case GL_MAX_ELEMENTS_VERTICES:
2500 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2501 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2502 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2503 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2504 case GL_MAX_SERVER_WAIT_TIMEOUT:
2505 case GL_MAX_TEXTURE_LOD_BIAS:
2506 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2507 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2508 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2509 case GL_MAX_UNIFORM_BLOCK_SIZE:
2510 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2511 case GL_MAX_VARYING_COMPONENTS:
2512 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2513 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2514 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2515 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2516 case GL_MINOR_VERSION:
2517 case GL_NUM_EXTENSIONS:
2518 case GL_NUM_PROGRAM_BINARY_FORMATS:
2519 case GL_PACK_ROW_LENGTH:
2520 case GL_PACK_SKIP_PIXELS:
2521 case GL_PACK_SKIP_ROWS:
2522 case GL_PIXEL_PACK_BUFFER_BINDING:
2523 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2524 case GL_PROGRAM_BINARY_FORMATS:
2525 case GL_READ_BUFFER:
2526 case GL_SAMPLER_BINDING:
2527 case GL_TEXTURE_BINDING_2D_ARRAY:
2528 case GL_UNIFORM_BUFFER_BINDING:
2529 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2530 case GL_UNIFORM_BUFFER_SIZE:
2531 case GL_UNIFORM_BUFFER_START:
2532 case GL_UNPACK_IMAGE_HEIGHT:
2533 case GL_UNPACK_ROW_LENGTH:
2534 case GL_UNPACK_SKIP_IMAGES:
2535 case GL_UNPACK_SKIP_PIXELS:
2536 case GL_UNPACK_SKIP_ROWS:
2537 case GL_VERTEX_ARRAY_BINDING:
2538 case GL_TRANSFORM_FEEDBACK_BINDING:
2539 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2545 case GL_MAX_SAMPLES_ANGLE:
2551 case GL_MAX_VIEWPORT_DIMS:
2558 case GL_SCISSOR_BOX:
2564 case GL_SHADER_COMPILER:
2565 case GL_SAMPLE_COVERAGE_INVERT:
2566 case GL_DEPTH_WRITEMASK:
2567 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
2568 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
2569 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2570 case GL_SAMPLE_COVERAGE:
2571 case GL_SCISSOR_TEST:
2572 case GL_STENCIL_TEST:
2576 case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2577 case GL_RASTERIZER_DISCARD:
2578 case GL_TRANSFORM_FEEDBACK_ACTIVE:
2579 case GL_TRANSFORM_FEEDBACK_PAUSED:
2585 case GL_COLOR_WRITEMASK:
2591 case GL_POLYGON_OFFSET_FACTOR:
2592 case GL_POLYGON_OFFSET_UNITS:
2593 case GL_SAMPLE_COVERAGE_VALUE:
2594 case GL_DEPTH_CLEAR_VALUE:
2601 case GL_ALIASED_LINE_WIDTH_RANGE:
2602 case GL_ALIASED_POINT_SIZE_RANGE:
2603 case GL_DEPTH_RANGE:
2609 case GL_COLOR_CLEAR_VALUE:
2610 case GL_BLEND_COLOR:
2616 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2627 void Context::applyScissor(int width, int height)
2629 if(mState.scissorTestEnabled)
2631 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2632 scissor.clip(0, 0, width, height);
2634 device->setScissorRect(scissor);
2635 device->setScissorEnable(true);
2639 device->setScissorEnable(false);
2643 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2644 bool Context::applyRenderTarget()
2646 Framebuffer *framebuffer = getDrawFramebuffer();
2647 int width, height, samples;
2649 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2651 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2654 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2656 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2658 egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2659 device->setRenderTarget(i, renderTarget);
2660 if(renderTarget) renderTarget->release();
2664 device->setRenderTarget(i, nullptr);
2668 egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2669 device->setDepthBuffer(depthBuffer);
2670 if(depthBuffer) depthBuffer->release();
2672 egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2673 device->setStencilBuffer(stencilBuffer);
2674 if(stencilBuffer) stencilBuffer->release();
2677 float zNear = clamp01(mState.zNear);
2678 float zFar = clamp01(mState.zFar);
2680 viewport.x0 = mState.viewportX;
2681 viewport.y0 = mState.viewportY;
2682 viewport.width = mState.viewportWidth;
2683 viewport.height = mState.viewportHeight;
2684 viewport.minZ = zNear;
2685 viewport.maxZ = zFar;
2687 device->setViewport(viewport);
2689 applyScissor(width, height);
2691 Program *program = getCurrentProgram();
2695 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2696 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2697 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2698 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2704 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2705 void Context::applyState(GLenum drawMode)
2707 Framebuffer *framebuffer = getDrawFramebuffer();
2709 if(mState.cullFaceEnabled)
2711 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2715 device->setCullMode(sw::CULL_NONE);
2718 if(mDepthStateDirty)
2720 if(mState.depthTestEnabled)
2722 device->setDepthBufferEnable(true);
2723 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2727 device->setDepthBufferEnable(false);
2730 mDepthStateDirty = false;
2733 if(mBlendStateDirty)
2735 if(mState.blendEnabled)
2737 device->setAlphaBlendEnable(true);
2738 device->setSeparateAlphaBlendEnable(true);
2740 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2742 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2743 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2744 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2746 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2747 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2748 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2752 device->setAlphaBlendEnable(false);
2755 mBlendStateDirty = false;
2758 if(mStencilStateDirty || mFrontFaceDirty)
2760 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2762 device->setStencilEnable(true);
2763 device->setTwoSidedStencil(true);
2765 // get the maximum size of the stencil ref
2766 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2767 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2769 if(mState.frontFace == GL_CCW)
2771 device->setStencilWriteMask(mState.stencilWritemask);
2772 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2774 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2775 device->setStencilMask(mState.stencilMask);
2777 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2778 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2779 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2781 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2782 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2784 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2785 device->setStencilMaskCCW(mState.stencilBackMask);
2787 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2788 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2789 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2793 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2794 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2796 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2797 device->setStencilMaskCCW(mState.stencilMask);
2799 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2800 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2801 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2803 device->setStencilWriteMask(mState.stencilBackWritemask);
2804 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2806 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2807 device->setStencilMask(mState.stencilBackMask);
2809 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2810 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2811 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2816 device->setStencilEnable(false);
2819 mStencilStateDirty = false;
2820 mFrontFaceDirty = false;
2825 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2827 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2830 device->setDepthWriteEnable(mState.depthMask);
2832 mMaskStateDirty = false;
2835 if(mPolygonOffsetStateDirty)
2837 if(mState.polygonOffsetFillEnabled)
2839 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2842 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2843 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2844 device->setDepthBias(depthBias);
2849 device->setSlopeDepthBias(0);
2850 device->setDepthBias(0);
2853 mPolygonOffsetStateDirty = false;
2856 if(mSampleStateDirty)
2858 if(mState.sampleAlphaToCoverageEnabled)
2860 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2864 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2867 if(mState.sampleCoverageEnabled)
2869 unsigned int mask = 0;
2870 if(mState.sampleCoverageValue != 0)
2872 int width, height, samples;
2873 framebuffer->completeness(width, height, samples);
2875 float threshold = 0.5f;
2877 for(int i = 0; i < samples; i++)
2881 if((i + 1) * mState.sampleCoverageValue >= threshold)
2889 if(mState.sampleCoverageInvert)
2894 device->setMultiSampleMask(mask);
2898 device->setMultiSampleMask(0xFFFFFFFF);
2901 mSampleStateDirty = false;
2904 if(mDitherStateDirty)
2906 // UNIMPLEMENTED(); // FIXME
2908 mDitherStateDirty = false;
2911 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2914 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2916 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2918 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2919 if(err != GL_NO_ERROR)
2924 Program *program = getCurrentProgram();
2926 device->resetInputStreams(false);
2928 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2930 if(program->getAttributeStream(i) == -1)
2935 sw::Resource *resource = attributes[i].vertexBuffer;
2936 const void *buffer = (char*)resource->data() + attributes[i].offset;
2938 int stride = attributes[i].stride;
2940 buffer = (char*)buffer + stride * base;
2942 sw::Stream attribute(resource, buffer, stride);
2944 attribute.type = attributes[i].type;
2945 attribute.count = attributes[i].count;
2946 attribute.normalized = attributes[i].normalized;
2948 int stream = program->getAttributeStream(i);
2949 device->setInputStream(stream, attribute);
2955 // Applies the indices and element array bindings
2956 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2958 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2960 if(err == GL_NO_ERROR)
2962 device->setIndexBuffer(indexInfo->indexBuffer);
2968 // Applies the shaders and shader constants
2969 void Context::applyShaders()
2971 Program *programObject = getCurrentProgram();
2972 sw::VertexShader *vertexShader = programObject->getVertexShader();
2973 sw::PixelShader *pixelShader = programObject->getPixelShader();
2975 device->setVertexShader(vertexShader);
2976 device->setPixelShader(pixelShader);
2978 if(programObject->getSerial() != mAppliedProgramSerial)
2980 programObject->dirtyAllUniforms();
2981 mAppliedProgramSerial = programObject->getSerial();
2984 programObject->applyTransformFeedback(device, getTransformFeedback());
2985 programObject->applyUniformBuffers(device, mState.uniformBuffers);
2986 programObject->applyUniforms(device);
2989 void Context::applyTextures()
2991 applyTextures(sw::SAMPLER_PIXEL);
2992 applyTextures(sw::SAMPLER_VERTEX);
2995 void Context::applyTextures(sw::SamplerType samplerType)
2997 Program *programObject = getCurrentProgram();
2999 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type
3001 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3003 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index
3005 if(textureUnit != -1)
3007 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3009 Texture *texture = getSamplerTexture(textureUnit, textureType);
3011 if(texture->isSamplerComplete())
3013 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3014 GLfloat minLOD, maxLOD;
3016 Sampler *samplerObject = mState.sampler[textureUnit];
3019 wrapS = samplerObject->getWrapS();
3020 wrapT = samplerObject->getWrapT();
3021 wrapR = samplerObject->getWrapR();
3022 minFilter = samplerObject->getMinFilter();
3023 magFilter = samplerObject->getMagFilter();
3024 minLOD = samplerObject->getMinLod();
3025 maxLOD = samplerObject->getMaxLod();
3029 wrapS = texture->getWrapS();
3030 wrapT = texture->getWrapT();
3031 wrapR = texture->getWrapR();
3032 minFilter = texture->getMinFilter();
3033 magFilter = texture->getMagFilter();
3034 minLOD = texture->getMinLOD();
3035 maxLOD = texture->getMaxLOD();
3037 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3039 GLint baseLevel = texture->getBaseLevel();
3040 GLint maxLevel = texture->getMaxLevel();
3041 GLenum swizzleR = texture->getSwizzleR();
3042 GLenum swizzleG = texture->getSwizzleG();
3043 GLenum swizzleB = texture->getSwizzleB();
3044 GLenum swizzleA = texture->getSwizzleA();
3046 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3047 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3048 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3049 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3050 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3051 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3052 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3053 device->setMinLod(samplerType, samplerIndex, minLOD);
3054 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3055 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3056 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3058 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3059 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3060 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3062 applyTexture(samplerType, samplerIndex, texture);
3066 applyTexture(samplerType, samplerIndex, nullptr);
3071 applyTexture(samplerType, samplerIndex, nullptr);
3076 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3078 Program *program = getCurrentProgram();
3079 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3080 bool textureUsed = false;
3082 if(type == sw::SAMPLER_PIXEL)
3084 textureUsed = program->getPixelShader()->usesSampler(index);
3086 else if(type == sw::SAMPLER_VERTEX)
3088 textureUsed = program->getVertexShader()->usesSampler(index);
3090 else UNREACHABLE(type);
3092 sw::Resource *resource = 0;
3094 if(baseTexture && textureUsed)
3096 resource = baseTexture->getResource();
3099 device->setTextureResource(sampler, resource);
3101 if(baseTexture && textureUsed)
3103 int levelCount = baseTexture->getLevelCount();
3105 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3107 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3109 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3111 int surfaceLevel = mipmapLevel;
3113 if(surfaceLevel < 0)
3117 else if(surfaceLevel >= levelCount)
3119 surfaceLevel = levelCount - 1;
3122 egl::Image *surface = texture->getImage(surfaceLevel);
3123 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3126 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3128 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3130 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3132 int surfaceLevel = mipmapLevel;
3134 if(surfaceLevel < 0)
3138 else if(surfaceLevel >= levelCount)
3140 surfaceLevel = levelCount - 1;
3143 egl::Image *surface = texture->getImage(surfaceLevel);
3144 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3147 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3149 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3151 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3153 int surfaceLevel = mipmapLevel;
3155 if(surfaceLevel < 0)
3159 else if(surfaceLevel >= levelCount)
3161 surfaceLevel = levelCount - 1;
3164 egl::Image *surface = texture->getImage(surfaceLevel);
3165 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3168 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3170 for(int face = 0; face < 6; face++)
3172 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3174 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3176 int surfaceLevel = mipmapLevel;
3178 if(surfaceLevel < 0)
3182 else if(surfaceLevel >= levelCount)
3184 surfaceLevel = levelCount - 1;
3187 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3188 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3192 else UNIMPLEMENTED();
3196 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3200 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3202 Framebuffer *framebuffer = getReadFramebuffer();
3203 int framebufferWidth, framebufferHeight, framebufferSamples;
3205 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3207 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3210 if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3212 return error(GL_INVALID_OPERATION);
3215 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3217 return error(GL_INVALID_OPERATION);
3220 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3221 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3222 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3223 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3224 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3226 // Sized query sanity check
3229 int requiredSize = outputPitch * height;
3230 if(requiredSize > *bufSize)
3232 return error(GL_INVALID_OPERATION);
3236 egl::Image *renderTarget = nullptr;
3239 case GL_DEPTH_COMPONENT:
3240 renderTarget = framebuffer->getDepthBuffer();
3243 renderTarget = framebuffer->getReadRenderTarget();
3249 return error(GL_INVALID_OPERATION);
3252 sw::Rect rect = {x, y, x + width, y + height};
3253 sw::Rect dstRect = { 0, 0, width, height };
3254 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3256 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3257 sw::SliceRect sliceRect(rect);
3258 sw::SliceRect dstSliceRect(dstRect);
3259 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false);
3260 delete externalSurface;
3262 renderTarget->release();
3265 void Context::clear(GLbitfield mask)
3267 if(mState.rasterizerDiscardEnabled)
3272 Framebuffer *framebuffer = getDrawFramebuffer();
3274 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3276 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3279 if(!applyRenderTarget())
3284 if(mask & GL_COLOR_BUFFER_BIT)
3286 unsigned int rgbaMask = getColorMask();
3290 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3294 if(mask & GL_DEPTH_BUFFER_BIT)
3296 if(mState.depthMask != 0)
3298 float depth = clamp01(mState.depthClearValue);
3299 device->clearDepth(depth);
3303 if(mask & GL_STENCIL_BUFFER_BIT)
3305 if(mState.stencilWritemask != 0)
3307 int stencil = mState.stencilClearValue & 0x000000FF;
3308 device->clearStencil(stencil, mState.stencilWritemask);
3313 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3315 unsigned int rgbaMask = getColorMask();
3316 if(rgbaMask && !mState.rasterizerDiscardEnabled)
3318 Framebuffer *framebuffer = getDrawFramebuffer();
3319 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3323 sw::SliceRect clearRect = colorbuffer->getRect();
3325 if(mState.scissorTestEnabled)
3327 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3330 device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3332 colorbuffer->release();
3337 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3339 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3342 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3344 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3347 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3349 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3352 void Context::clearDepthBuffer(const GLfloat value)
3354 if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3356 Framebuffer *framebuffer = getDrawFramebuffer();
3357 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3361 float depth = clamp01(value);
3362 sw::SliceRect clearRect = depthbuffer->getRect();
3364 if(mState.scissorTestEnabled)
3366 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3369 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3371 depthbuffer->release();
3376 void Context::clearStencilBuffer(const GLint value)
3378 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3380 Framebuffer *framebuffer = getDrawFramebuffer();
3381 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3385 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3386 sw::SliceRect clearRect = stencilbuffer->getRect();
3388 if(mState.scissorTestEnabled)
3390 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3393 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3395 stencilbuffer->release();
3400 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3402 if(!mState.currentProgram)
3404 return error(GL_INVALID_OPERATION);
3407 sw::DrawType primitiveType;
3409 int verticesPerPrimitive;
3411 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3412 return error(GL_INVALID_ENUM);
3414 if(primitiveCount <= 0)
3419 if(!applyRenderTarget())
3426 for(int i = 0; i < instanceCount; ++i)
3428 device->setInstanceID(i);
3430 GLenum err = applyVertexBuffer(0, first, count, i);
3431 if(err != GL_NO_ERROR)
3439 if(!getCurrentProgram()->validateSamplers(false))
3441 return error(GL_INVALID_OPERATION);
3444 TransformFeedback* transformFeedback = getTransformFeedback();
3445 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3447 device->drawPrimitive(primitiveType, primitiveCount);
3449 if(transformFeedback)
3451 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3456 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3458 if(!mState.currentProgram)
3460 return error(GL_INVALID_OPERATION);
3463 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3465 return error(GL_INVALID_OPERATION);
3468 sw::DrawType primitiveType;
3470 int verticesPerPrimitive;
3472 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3473 return error(GL_INVALID_ENUM);
3475 if(primitiveCount <= 0)
3480 if(!applyRenderTarget())
3487 for(int i = 0; i < instanceCount; ++i)
3489 device->setInstanceID(i);
3491 TranslatedIndexData indexInfo;
3492 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3493 if(err != GL_NO_ERROR)
3498 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3499 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3500 if(err != GL_NO_ERROR)
3508 if(!getCurrentProgram()->validateSamplers(false))
3510 return error(GL_INVALID_OPERATION);
3513 TransformFeedback* transformFeedback = getTransformFeedback();
3514 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3516 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3518 if(transformFeedback)
3520 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3525 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3527 device->blit(source, sRect, dest, dRect, false);
3530 void Context::finish()
3535 void Context::flush()
3537 // We don't queue anything without processing it as fast as possible
3540 void Context::recordInvalidEnum()
3542 mInvalidEnum = true;
3545 void Context::recordInvalidValue()
3547 mInvalidValue = true;
3550 void Context::recordInvalidOperation()
3552 mInvalidOperation = true;
3555 void Context::recordOutOfMemory()
3557 mOutOfMemory = true;
3560 void Context::recordInvalidFramebufferOperation()
3562 mInvalidFramebufferOperation = true;
3565 // Get one of the recorded errors and clear its flag, if any.
3566 // [OpenGL ES 2.0.24] section 2.5 page 13.
3567 GLenum Context::getError()
3571 mInvalidEnum = false;
3573 return GL_INVALID_ENUM;
3578 mInvalidValue = false;
3580 return GL_INVALID_VALUE;
3583 if(mInvalidOperation)
3585 mInvalidOperation = false;
3587 return GL_INVALID_OPERATION;
3592 mOutOfMemory = false;
3594 return GL_OUT_OF_MEMORY;
3597 if(mInvalidFramebufferOperation)
3599 mInvalidFramebufferOperation = false;
3601 return GL_INVALID_FRAMEBUFFER_OPERATION;
3607 int Context::getSupportedMultisampleCount(int requested)
3611 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3613 if(supported >= requested)
3618 supported = multisampleCount[i];
3624 void Context::detachBuffer(GLuint buffer)
3626 // [OpenGL ES 2.0.24] section 2.9 page 22:
3627 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3628 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3630 if(mState.copyReadBuffer.name() == buffer)
3632 mState.copyReadBuffer = nullptr;
3635 if(mState.copyWriteBuffer.name() == buffer)
3637 mState.copyWriteBuffer = nullptr;
3640 if(mState.pixelPackBuffer.name() == buffer)
3642 mState.pixelPackBuffer = nullptr;
3645 if(mState.pixelUnpackBuffer.name() == buffer)
3647 mState.pixelUnpackBuffer = nullptr;
3650 if(mState.genericUniformBuffer.name() == buffer)
3652 mState.genericUniformBuffer = nullptr;
3655 if(getArrayBufferName() == buffer)
3657 mState.arrayBuffer = nullptr;
3660 // Only detach from the current transform feedback
3661 TransformFeedback* currentTransformFeedback = getTransformFeedback();
3662 if(currentTransformFeedback)
3664 currentTransformFeedback->detachBuffer(buffer);
3667 // Only detach from the current vertex array
3668 VertexArray* currentVertexArray = getCurrentVertexArray();
3669 if(currentVertexArray)
3671 currentVertexArray->detachBuffer(buffer);
3674 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3676 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3678 mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3683 void Context::detachTexture(GLuint texture)
3685 // [OpenGL ES 2.0.24] section 3.8 page 84:
3686 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3687 // rebound to texture object zero
3689 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3691 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3693 if(mState.samplerTexture[type][sampler].name() == texture)
3695 mState.samplerTexture[type][sampler] = nullptr;
3700 // [OpenGL ES 2.0.24] section 4.4 page 112:
3701 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3702 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3703 // image was attached in the currently bound framebuffer.
3705 Framebuffer *readFramebuffer = getReadFramebuffer();
3706 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3710 readFramebuffer->detachTexture(texture);
3713 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3715 drawFramebuffer->detachTexture(texture);
3719 void Context::detachFramebuffer(GLuint framebuffer)
3721 // [OpenGL ES 2.0.24] section 4.4 page 107:
3722 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3723 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3725 if(mState.readFramebuffer == framebuffer)
3727 bindReadFramebuffer(0);
3730 if(mState.drawFramebuffer == framebuffer)
3732 bindDrawFramebuffer(0);
3736 void Context::detachRenderbuffer(GLuint renderbuffer)
3738 // [OpenGL ES 2.0.24] section 4.4 page 109:
3739 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3740 // had been executed with the target RENDERBUFFER and name of zero.
3742 if(mState.renderbuffer.name() == renderbuffer)
3744 bindRenderbuffer(0);
3747 // [OpenGL ES 2.0.24] section 4.4 page 111:
3748 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3749 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3750 // point to which this image was attached in the currently bound framebuffer.
3752 Framebuffer *readFramebuffer = getReadFramebuffer();
3753 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3757 readFramebuffer->detachRenderbuffer(renderbuffer);
3760 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3762 drawFramebuffer->detachRenderbuffer(renderbuffer);
3766 void Context::detachSampler(GLuint sampler)
3768 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3769 // If a sampler object that is currently bound to one or more texture units is
3770 // deleted, it is as though BindSampler is called once for each texture unit to
3771 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3772 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3774 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3775 if(samplerBinding.name() == sampler)
3777 samplerBinding = nullptr;
3782 bool Context::cullSkipsDraw(GLenum drawMode)
3784 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3787 bool Context::isTriangleMode(GLenum drawMode)
3792 case GL_TRIANGLE_FAN:
3793 case GL_TRIANGLE_STRIP:
3800 default: UNREACHABLE(drawMode);
3806 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3808 ASSERT(index < MAX_VERTEX_ATTRIBS);
3810 mState.vertexAttribute[index].setCurrentValue(values);
3812 mVertexDataManager->dirtyCurrentValue(index);
3815 void Context::setVertexAttrib(GLuint index, const GLint *values)
3817 ASSERT(index < MAX_VERTEX_ATTRIBS);
3819 mState.vertexAttribute[index].setCurrentValue(values);
3821 mVertexDataManager->dirtyCurrentValue(index);
3824 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3826 ASSERT(index < MAX_VERTEX_ATTRIBS);
3828 mState.vertexAttribute[index].setCurrentValue(values);
3830 mVertexDataManager->dirtyCurrentValue(index);
3833 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3834 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3835 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3837 Framebuffer *readFramebuffer = getReadFramebuffer();
3838 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3840 int readBufferWidth, readBufferHeight, readBufferSamples;
3841 int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3843 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3844 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3846 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3849 if(drawBufferSamples > 1)
3851 return error(GL_INVALID_OPERATION);
3854 sw::SliceRect sourceRect;
3855 sw::SliceRect destRect;
3856 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3857 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3861 sourceRect.x0 = srcX0;
3862 sourceRect.x1 = srcX1;
3866 sourceRect.x0 = srcX1;
3867 sourceRect.x1 = srcX0;
3872 destRect.x0 = dstX0;
3873 destRect.x1 = dstX1;
3877 destRect.x0 = dstX1;
3878 destRect.x1 = dstX0;
3883 sourceRect.y0 = srcY0;
3884 sourceRect.y1 = srcY1;
3888 sourceRect.y0 = srcY1;
3889 sourceRect.y1 = srcY0;
3894 destRect.y0 = dstY0;
3895 destRect.y1 = dstY1;
3899 destRect.y0 = dstY1;
3900 destRect.y1 = dstY0;
3903 sw::Rect sourceScissoredRect = sourceRect;
3904 sw::Rect destScissoredRect = destRect;
3906 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test
3908 if(destRect.x0 < mState.scissorX)
3910 int xDiff = mState.scissorX - destRect.x0;
3911 destScissoredRect.x0 = mState.scissorX;
3912 sourceScissoredRect.x0 += xDiff;
3915 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3917 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3918 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3919 sourceScissoredRect.x1 -= xDiff;
3922 if(destRect.y0 < mState.scissorY)
3924 int yDiff = mState.scissorY - destRect.y0;
3925 destScissoredRect.y0 = mState.scissorY;
3926 sourceScissoredRect.y0 += yDiff;
3929 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3931 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3932 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3933 sourceScissoredRect.y1 -= yDiff;
3937 sw::Rect sourceTrimmedRect = sourceScissoredRect;
3938 sw::Rect destTrimmedRect = destScissoredRect;
3940 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3941 // the actual draw and read surfaces.
3942 if(sourceTrimmedRect.x0 < 0)
3944 int xDiff = 0 - sourceTrimmedRect.x0;
3945 sourceTrimmedRect.x0 = 0;
3946 destTrimmedRect.x0 += xDiff;
3949 if(sourceTrimmedRect.x1 > readBufferWidth)
3951 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3952 sourceTrimmedRect.x1 = readBufferWidth;
3953 destTrimmedRect.x1 -= xDiff;
3956 if(sourceTrimmedRect.y0 < 0)
3958 int yDiff = 0 - sourceTrimmedRect.y0;
3959 sourceTrimmedRect.y0 = 0;
3960 destTrimmedRect.y0 += yDiff;
3963 if(sourceTrimmedRect.y1 > readBufferHeight)
3965 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
3966 sourceTrimmedRect.y1 = readBufferHeight;
3967 destTrimmedRect.y1 -= yDiff;
3970 if(destTrimmedRect.x0 < 0)
3972 int xDiff = 0 - destTrimmedRect.x0;
3973 destTrimmedRect.x0 = 0;
3974 sourceTrimmedRect.x0 += xDiff;
3977 if(destTrimmedRect.x1 > drawBufferWidth)
3979 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
3980 destTrimmedRect.x1 = drawBufferWidth;
3981 sourceTrimmedRect.x1 -= xDiff;
3984 if(destTrimmedRect.y0 < 0)
3986 int yDiff = 0 - destTrimmedRect.y0;
3987 destTrimmedRect.y0 = 0;
3988 sourceTrimmedRect.y0 += yDiff;
3991 if(destTrimmedRect.y1 > drawBufferHeight)
3993 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
3994 destTrimmedRect.y1 = drawBufferHeight;
3995 sourceTrimmedRect.y1 -= yDiff;
3998 bool partialBufferCopy = false;
4000 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4001 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4002 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4003 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4004 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4006 partialBufferCopy = true;
4009 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4010 bool blitRenderTarget = false;
4011 bool blitDepth = false;
4012 bool blitStencil = false;
4014 if(mask & GL_COLOR_BUFFER_BIT)
4016 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4017 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4018 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4019 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4020 if(!validReadType || !validDrawType)
4022 return error(GL_INVALID_OPERATION);
4025 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4027 return error(GL_INVALID_OPERATION);
4030 blitRenderTarget = true;
4033 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4035 Renderbuffer *readDSBuffer = nullptr;
4036 Renderbuffer *drawDSBuffer = nullptr;
4038 if(mask & GL_DEPTH_BUFFER_BIT)
4040 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4042 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4043 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4044 if((readDepthBufferType != drawDepthBufferType) &&
4045 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4047 return error(GL_INVALID_OPERATION);
4051 readDSBuffer = readFramebuffer->getDepthbuffer();
4052 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4056 if(mask & GL_STENCIL_BUFFER_BIT)
4058 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4060 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4061 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4062 if((readStencilBufferType != drawStencilBufferType) &&
4063 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4065 return error(GL_INVALID_OPERATION);
4069 readDSBuffer = readFramebuffer->getStencilbuffer();
4070 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4074 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4076 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4077 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted
4080 // OpenGL ES 3.0.4 spec, p.199:
4081 // ...an INVALID_OPERATION error is generated if the formats of the read
4082 // and draw framebuffers are not identical or if the source and destination
4083 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4084 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4085 // INVALID_OPERATION error is generated.
4086 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4087 ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4088 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4090 return error(GL_INVALID_OPERATION);
4094 if(blitRenderTarget || blitDepth || blitStencil)
4096 if(blitRenderTarget)
4098 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4099 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4103 swap(destRect.x0, destRect.x1);
4107 swap(destRect.y0, destRect.y1);
4110 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4112 readRenderTarget->release();
4113 drawRenderTarget->release();
4117 ERR("BlitFramebuffer failed.");
4124 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4125 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4127 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4129 readRenderTarget->release();
4130 drawRenderTarget->release();
4134 ERR("BlitFramebuffer failed.");
4141 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4142 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4144 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4146 readRenderTarget->release();
4147 drawRenderTarget->release();
4151 ERR("BlitFramebuffer failed.");
4158 void Context::bindTexImage(gl::Surface *surface)
4160 es2::Texture2D *textureObject = getTexture2D();
4164 textureObject->bindTexImage(surface);
4168 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4170 GLenum textureTarget = GL_NONE;
4174 case EGL_GL_TEXTURE_2D_KHR:
4175 textureTarget = GL_TEXTURE_2D;
4177 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4178 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4179 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4180 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4181 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4182 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4183 textureTarget = GL_TEXTURE_CUBE_MAP;
4185 case EGL_GL_RENDERBUFFER_KHR:
4188 return EGL_BAD_PARAMETER;
4191 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4193 return EGL_BAD_MATCH;
4196 if(textureTarget != GL_NONE)
4198 es2::Texture *texture = getTexture(name);
4200 if(!texture || texture->getTarget() != textureTarget)
4202 return EGL_BAD_PARAMETER;
4205 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling
4207 return EGL_BAD_ACCESS;
4210 if(textureLevel != 0 && !texture->isSamplerComplete())
4212 return EGL_BAD_PARAMETER;
4215 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4217 return EGL_BAD_PARAMETER;
4220 else if(target == EGL_GL_RENDERBUFFER_KHR)
4222 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4226 return EGL_BAD_PARAMETER;
4229 if(renderbuffer->isShared()) // Already an EGLImage sibling
4231 return EGL_BAD_ACCESS;
4234 else UNREACHABLE(target);
4239 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4241 GLenum textureTarget = GL_NONE;
4245 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break;
4246 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4247 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4248 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4249 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4250 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4251 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4254 if(textureTarget != GL_NONE)
4256 es2::Texture *texture = getTexture(name);
4258 return texture->createSharedImage(textureTarget, textureLevel);
4260 else if(target == EGL_GL_RENDERBUFFER_KHR)
4262 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4264 return renderbuffer->createSharedImage();
4266 else UNREACHABLE(target);
4271 egl::Image *Context::getSharedImage(GLeglImageOES image)
4273 return display->getSharedImage(image);
4276 Device *Context::getDevice()
4281 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4283 // Keep list sorted in following order:
4286 // Vendor extensions
4287 static const char *es2extensions[] =
4289 "GL_OES_compressed_ETC1_RGB8_texture",
4292 "GL_OES_depth_texture",
4293 "GL_OES_depth_texture_cube_map",
4295 "GL_OES_EGL_image_external",
4297 "GL_OES_element_index_uint",
4298 "GL_OES_framebuffer_object",
4299 "GL_OES_packed_depth_stencil",
4300 "GL_OES_rgb8_rgba8",
4301 "GL_OES_standard_derivatives",
4302 "GL_OES_texture_float",
4303 "GL_OES_texture_float_linear",
4304 "GL_OES_texture_half_float",
4305 "GL_OES_texture_half_float_linear",
4306 "GL_OES_texture_npot",
4307 "GL_OES_texture_3D",
4308 "GL_EXT_blend_minmax",
4309 "GL_EXT_color_buffer_half_float",
4310 "GL_EXT_draw_buffers",
4311 "GL_EXT_instanced_arrays",
4312 "GL_EXT_occlusion_query_boolean",
4313 "GL_EXT_read_format_bgra",
4315 "GL_EXT_texture_compression_dxt1",
4317 "GL_EXT_texture_filter_anisotropic",
4318 "GL_EXT_texture_format_BGRA8888",
4319 "GL_EXT_texture_rg",
4320 "GL_ANGLE_framebuffer_blit",
4321 "GL_ANGLE_framebuffer_multisample",
4322 "GL_ANGLE_instanced_arrays",
4324 "GL_ANGLE_texture_compression_dxt3",
4325 "GL_ANGLE_texture_compression_dxt5",
4328 "GL_NV_framebuffer_blit",
4332 // Extensions exclusive to OpenGL ES 3.0 and above.
4333 static const char *es3extensions[] =
4335 "GL_EXT_color_buffer_float",
4338 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4339 GLuint numExtensions = numES2extensions;
4341 if(clientVersion >= 3)
4343 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4348 *numExt = numExtensions;
4353 if(index == GL_INVALID_INDEX)
4355 static std::string extensionsCat;
4357 if(extensionsCat.empty() && (numExtensions > 0))
4359 for(const char *extension : es2extensions)
4361 extensionsCat += std::string(extension) + " ";
4365 return (const GLubyte*)extensionsCat.c_str();
4368 if(index >= numExtensions)
4373 if(index < numES2extensions)
4375 return (const GLubyte*)es2extensions[index];
4379 return (const GLubyte*)es3extensions[index - numES2extensions];
4385 egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4387 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext
4388 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);