1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
7 // http://www.apache.org/licenses/LICENSE-2.0
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
22 #include "utilities.h"
23 #include "ResourceManager.h"
26 #include "Framebuffer.h"
29 #include "Renderbuffer.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "common/Surface.hpp"
39 #include "Common/Half.hpp"
41 #include <EGL/eglext.h>
48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49 : egl::Context(display), clientVersion(clientVersion), config(config)
51 sw::Context *context = new sw::Context();
52 device = new es2::Device(context);
54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
56 mState.depthClearValue = 1.0f;
57 mState.stencilClearValue = 0;
59 mState.cullFaceEnabled = false;
60 mState.cullMode = GL_BACK;
61 mState.frontFace = GL_CCW;
62 mState.depthTestEnabled = false;
63 mState.depthFunc = GL_LESS;
64 mState.blendEnabled = false;
65 mState.sourceBlendRGB = GL_ONE;
66 mState.sourceBlendAlpha = GL_ONE;
67 mState.destBlendRGB = GL_ZERO;
68 mState.destBlendAlpha = GL_ZERO;
69 mState.blendEquationRGB = GL_FUNC_ADD;
70 mState.blendEquationAlpha = GL_FUNC_ADD;
71 mState.blendColor.red = 0;
72 mState.blendColor.green = 0;
73 mState.blendColor.blue = 0;
74 mState.blendColor.alpha = 0;
75 mState.stencilTestEnabled = false;
76 mState.stencilFunc = GL_ALWAYS;
77 mState.stencilRef = 0;
78 mState.stencilMask = 0xFFFFFFFFu;
79 mState.stencilWritemask = 0xFFFFFFFFu;
80 mState.stencilBackFunc = GL_ALWAYS;
81 mState.stencilBackRef = 0;
82 mState.stencilBackMask = 0xFFFFFFFFu;
83 mState.stencilBackWritemask = 0xFFFFFFFFu;
84 mState.stencilFail = GL_KEEP;
85 mState.stencilPassDepthFail = GL_KEEP;
86 mState.stencilPassDepthPass = GL_KEEP;
87 mState.stencilBackFail = GL_KEEP;
88 mState.stencilBackPassDepthFail = GL_KEEP;
89 mState.stencilBackPassDepthPass = GL_KEEP;
90 mState.polygonOffsetFillEnabled = false;
91 mState.polygonOffsetFactor = 0.0f;
92 mState.polygonOffsetUnits = 0.0f;
93 mState.sampleAlphaToCoverageEnabled = false;
94 mState.sampleCoverageEnabled = false;
95 mState.sampleCoverageValue = 1.0f;
96 mState.sampleCoverageInvert = false;
97 mState.scissorTestEnabled = false;
98 mState.ditherEnabled = true;
99 mState.primitiveRestartFixedIndexEnabled = false;
100 mState.rasterizerDiscardEnabled = false;
101 mState.generateMipmapHint = GL_DONT_CARE;
102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103 mState.textureFilteringHint = GL_DONT_CARE;
105 mState.lineWidth = 1.0f;
107 mState.viewportX = 0;
108 mState.viewportY = 0;
109 mState.viewportWidth = 0;
110 mState.viewportHeight = 0;
116 mState.scissorWidth = 0;
117 mState.scissorHeight = 0;
119 mState.colorMaskRed = true;
120 mState.colorMaskGreen = true;
121 mState.colorMaskBlue = true;
122 mState.colorMaskAlpha = true;
123 mState.depthMask = true;
127 mResourceManager = shareContext->mResourceManager;
128 mResourceManager->addRef();
132 mResourceManager = new ResourceManager();
135 // [OpenGL ES 2.0.24] section 3.7 page 83:
136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137 // and cube map texture state vectors respectively associated with them.
138 // In order that access to these initial textures not be lost, they are treated as texture
139 // objects all of whose names are 0.
141 mTexture2DZero = new Texture2D(0);
142 mTexture3DZero = new Texture3D(0);
143 mTexture2DArrayZero = new Texture2DArray(0);
144 mTextureCubeMapZero = new TextureCubeMap(0);
145 mTextureExternalZero = new TextureExternal(0);
147 mState.activeSampler = 0;
150 bindElementArrayBuffer(0);
151 bindTextureCubeMap(0);
153 bindReadFramebuffer(0);
154 bindDrawFramebuffer(0);
156 bindGenericUniformBuffer(0);
157 bindTransformFeedback(0);
159 mState.currentProgram = 0;
161 mState.packAlignment = 4;
162 mState.unpackInfo.alignment = 4;
163 mState.packRowLength = 0;
164 mState.packImageHeight = 0;
165 mState.packSkipPixels = 0;
166 mState.packSkipRows = 0;
167 mState.packSkipImages = 0;
168 mState.unpackInfo.rowLength = 0;
169 mState.unpackInfo.imageHeight = 0;
170 mState.unpackInfo.skipPixels = 0;
171 mState.unpackInfo.skipRows = 0;
172 mState.unpackInfo.skipImages = 0;
174 mVertexDataManager = nullptr;
175 mIndexDataManager = nullptr;
177 mInvalidEnum = false;
178 mInvalidValue = false;
179 mInvalidOperation = false;
180 mOutOfMemory = false;
181 mInvalidFramebufferOperation = false;
183 mHasBeenCurrent = false;
190 if(mState.currentProgram != 0)
192 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
195 programObject->release();
197 mState.currentProgram = 0;
200 while(!mFramebufferNameSpace.empty())
202 deleteFramebuffer(mFramebufferNameSpace.firstName());
205 while(!mFenceNameSpace.empty())
207 deleteFence(mFenceNameSpace.firstName());
210 while(!mQueryNameSpace.empty())
212 deleteQuery(mQueryNameSpace.firstName());
215 while(!mVertexArrayNameSpace.empty())
217 deleteVertexArray(mVertexArrayNameSpace.lastName());
220 while(!mTransformFeedbackNameSpace.empty())
222 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
225 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
227 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
229 mState.samplerTexture[type][sampler] = nullptr;
233 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
235 mState.vertexAttribute[i].mBoundBuffer = nullptr;
238 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
240 mState.activeQuery[i] = nullptr;
243 mState.arrayBuffer = nullptr;
244 mState.copyReadBuffer = nullptr;
245 mState.copyWriteBuffer = nullptr;
246 mState.pixelPackBuffer = nullptr;
247 mState.pixelUnpackBuffer = nullptr;
248 mState.genericUniformBuffer = nullptr;
250 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
251 mState.uniformBuffers[i].set(nullptr, 0, 0);
254 mState.renderbuffer = nullptr;
256 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
258 mState.sampler[i] = nullptr;
261 mTexture2DZero = nullptr;
262 mTexture3DZero = nullptr;
263 mTexture2DArrayZero = nullptr;
264 mTextureCubeMapZero = nullptr;
265 mTextureExternalZero = nullptr;
267 delete mVertexDataManager;
268 delete mIndexDataManager;
270 mResourceManager->release();
274 void Context::makeCurrent(gl::Surface *surface)
278 mVertexDataManager = new VertexDataManager(this);
279 mIndexDataManager = new IndexDataManager();
281 mState.viewportX = 0;
282 mState.viewportY = 0;
283 mState.viewportWidth = surface ? surface->getWidth() : 0;
284 mState.viewportHeight = surface ? surface->getHeight() : 0;
288 mState.scissorWidth = surface ? surface->getWidth() : 0;
289 mState.scissorHeight = surface ? surface->getHeight() : 0;
291 mHasBeenCurrent = true;
296 // Wrap the existing resources into GL objects and assign them to the '0' names
297 egl::Image *defaultRenderTarget = surface->getRenderTarget();
298 egl::Image *depthStencil = surface->getDepthStencil();
300 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
301 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
302 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
304 setFramebufferZero(framebufferZero);
306 if(defaultRenderTarget)
308 defaultRenderTarget->release();
313 depthStencil->release();
318 setFramebufferZero(nullptr);
324 EGLint Context::getClientVersion() const
326 return clientVersion;
329 EGLint Context::getConfigID() const
331 return config->mConfigID;
334 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
335 void Context::markAllStateDirty()
337 mAppliedProgramSerial = 0;
339 mDepthStateDirty = true;
340 mMaskStateDirty = true;
341 mBlendStateDirty = true;
342 mStencilStateDirty = true;
343 mPolygonOffsetStateDirty = true;
344 mSampleStateDirty = true;
345 mDitherStateDirty = true;
346 mFrontFaceDirty = true;
349 void Context::setClearColor(float red, float green, float blue, float alpha)
351 mState.colorClearValue.red = red;
352 mState.colorClearValue.green = green;
353 mState.colorClearValue.blue = blue;
354 mState.colorClearValue.alpha = alpha;
357 void Context::setClearDepth(float depth)
359 mState.depthClearValue = depth;
362 void Context::setClearStencil(int stencil)
364 mState.stencilClearValue = stencil;
367 void Context::setCullFaceEnabled(bool enabled)
369 mState.cullFaceEnabled = enabled;
372 bool Context::isCullFaceEnabled() const
374 return mState.cullFaceEnabled;
377 void Context::setCullMode(GLenum mode)
379 mState.cullMode = mode;
382 void Context::setFrontFace(GLenum front)
384 if(mState.frontFace != front)
386 mState.frontFace = front;
387 mFrontFaceDirty = true;
391 void Context::setDepthTestEnabled(bool enabled)
393 if(mState.depthTestEnabled != enabled)
395 mState.depthTestEnabled = enabled;
396 mDepthStateDirty = true;
400 bool Context::isDepthTestEnabled() const
402 return mState.depthTestEnabled;
405 void Context::setDepthFunc(GLenum depthFunc)
407 if(mState.depthFunc != depthFunc)
409 mState.depthFunc = depthFunc;
410 mDepthStateDirty = true;
414 void Context::setDepthRange(float zNear, float zFar)
416 mState.zNear = zNear;
420 void Context::setBlendEnabled(bool enabled)
422 if(mState.blendEnabled != enabled)
424 mState.blendEnabled = enabled;
425 mBlendStateDirty = true;
429 bool Context::isBlendEnabled() const
431 return mState.blendEnabled;
434 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
436 if(mState.sourceBlendRGB != sourceRGB ||
437 mState.sourceBlendAlpha != sourceAlpha ||
438 mState.destBlendRGB != destRGB ||
439 mState.destBlendAlpha != destAlpha)
441 mState.sourceBlendRGB = sourceRGB;
442 mState.destBlendRGB = destRGB;
443 mState.sourceBlendAlpha = sourceAlpha;
444 mState.destBlendAlpha = destAlpha;
445 mBlendStateDirty = true;
449 void Context::setBlendColor(float red, float green, float blue, float alpha)
451 if(mState.blendColor.red != red ||
452 mState.blendColor.green != green ||
453 mState.blendColor.blue != blue ||
454 mState.blendColor.alpha != alpha)
456 mState.blendColor.red = red;
457 mState.blendColor.green = green;
458 mState.blendColor.blue = blue;
459 mState.blendColor.alpha = alpha;
460 mBlendStateDirty = true;
464 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
466 if(mState.blendEquationRGB != rgbEquation ||
467 mState.blendEquationAlpha != alphaEquation)
469 mState.blendEquationRGB = rgbEquation;
470 mState.blendEquationAlpha = alphaEquation;
471 mBlendStateDirty = true;
475 void Context::setStencilTestEnabled(bool enabled)
477 if(mState.stencilTestEnabled != enabled)
479 mState.stencilTestEnabled = enabled;
480 mStencilStateDirty = true;
484 bool Context::isStencilTestEnabled() const
486 return mState.stencilTestEnabled;
489 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
491 if(mState.stencilFunc != stencilFunc ||
492 mState.stencilRef != stencilRef ||
493 mState.stencilMask != stencilMask)
495 mState.stencilFunc = stencilFunc;
496 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
497 mState.stencilMask = stencilMask;
498 mStencilStateDirty = true;
502 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
504 if(mState.stencilBackFunc != stencilBackFunc ||
505 mState.stencilBackRef != stencilBackRef ||
506 mState.stencilBackMask != stencilBackMask)
508 mState.stencilBackFunc = stencilBackFunc;
509 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
510 mState.stencilBackMask = stencilBackMask;
511 mStencilStateDirty = true;
515 void Context::setStencilWritemask(GLuint stencilWritemask)
517 if(mState.stencilWritemask != stencilWritemask)
519 mState.stencilWritemask = stencilWritemask;
520 mStencilStateDirty = true;
524 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
526 if(mState.stencilBackWritemask != stencilBackWritemask)
528 mState.stencilBackWritemask = stencilBackWritemask;
529 mStencilStateDirty = true;
533 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
535 if(mState.stencilFail != stencilFail ||
536 mState.stencilPassDepthFail != stencilPassDepthFail ||
537 mState.stencilPassDepthPass != stencilPassDepthPass)
539 mState.stencilFail = stencilFail;
540 mState.stencilPassDepthFail = stencilPassDepthFail;
541 mState.stencilPassDepthPass = stencilPassDepthPass;
542 mStencilStateDirty = true;
546 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
548 if(mState.stencilBackFail != stencilBackFail ||
549 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
550 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
552 mState.stencilBackFail = stencilBackFail;
553 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
554 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
555 mStencilStateDirty = true;
559 void Context::setPolygonOffsetFillEnabled(bool enabled)
561 if(mState.polygonOffsetFillEnabled != enabled)
563 mState.polygonOffsetFillEnabled = enabled;
564 mPolygonOffsetStateDirty = true;
568 bool Context::isPolygonOffsetFillEnabled() const
570 return mState.polygonOffsetFillEnabled;
573 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
575 if(mState.polygonOffsetFactor != factor ||
576 mState.polygonOffsetUnits != units)
578 mState.polygonOffsetFactor = factor;
579 mState.polygonOffsetUnits = units;
580 mPolygonOffsetStateDirty = true;
584 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
586 if(mState.sampleAlphaToCoverageEnabled != enabled)
588 mState.sampleAlphaToCoverageEnabled = enabled;
589 mSampleStateDirty = true;
593 bool Context::isSampleAlphaToCoverageEnabled() const
595 return mState.sampleAlphaToCoverageEnabled;
598 void Context::setSampleCoverageEnabled(bool enabled)
600 if(mState.sampleCoverageEnabled != enabled)
602 mState.sampleCoverageEnabled = enabled;
603 mSampleStateDirty = true;
607 bool Context::isSampleCoverageEnabled() const
609 return mState.sampleCoverageEnabled;
612 void Context::setSampleCoverageParams(GLclampf value, bool invert)
614 if(mState.sampleCoverageValue != value ||
615 mState.sampleCoverageInvert != invert)
617 mState.sampleCoverageValue = value;
618 mState.sampleCoverageInvert = invert;
619 mSampleStateDirty = true;
623 void Context::setScissorTestEnabled(bool enabled)
625 mState.scissorTestEnabled = enabled;
628 bool Context::isScissorTestEnabled() const
630 return mState.scissorTestEnabled;
633 void Context::setDitherEnabled(bool enabled)
635 if(mState.ditherEnabled != enabled)
637 mState.ditherEnabled = enabled;
638 mDitherStateDirty = true;
642 bool Context::isDitherEnabled() const
644 return mState.ditherEnabled;
647 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
649 mState.primitiveRestartFixedIndexEnabled = enabled;
652 bool Context::isPrimitiveRestartFixedIndexEnabled() const
654 return mState.primitiveRestartFixedIndexEnabled;
657 void Context::setRasterizerDiscardEnabled(bool enabled)
659 mState.rasterizerDiscardEnabled = enabled;
662 bool Context::isRasterizerDiscardEnabled() const
664 return mState.rasterizerDiscardEnabled;
667 void Context::setLineWidth(GLfloat width)
669 mState.lineWidth = width;
670 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
673 void Context::setGenerateMipmapHint(GLenum hint)
675 mState.generateMipmapHint = hint;
678 void Context::setFragmentShaderDerivativeHint(GLenum hint)
680 mState.fragmentShaderDerivativeHint = hint;
681 // TODO: Propagate the hint to shader translator so we can write
682 // ddx, ddx_coarse, or ddx_fine depending on the hint.
683 // Ignore for now. It is valid for implementations to ignore hint.
686 void Context::setTextureFilteringHint(GLenum hint)
688 mState.textureFilteringHint = hint;
691 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
693 mState.viewportX = x;
694 mState.viewportY = y;
695 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0]
696 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1]
699 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
703 mState.scissorWidth = width;
704 mState.scissorHeight = height;
707 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
709 if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
710 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
712 mState.colorMaskRed = red;
713 mState.colorMaskGreen = green;
714 mState.colorMaskBlue = blue;
715 mState.colorMaskAlpha = alpha;
716 mMaskStateDirty = true;
720 unsigned int Context::getColorMask() const
722 return (mState.colorMaskRed ? 0x1 : 0) |
723 (mState.colorMaskGreen ? 0x2 : 0) |
724 (mState.colorMaskBlue ? 0x4 : 0) |
725 (mState.colorMaskAlpha ? 0x8 : 0);
728 void Context::setDepthMask(bool mask)
730 if(mState.depthMask != mask)
732 mState.depthMask = mask;
733 mMaskStateDirty = true;
737 void Context::setActiveSampler(unsigned int active)
739 mState.activeSampler = active;
742 GLuint Context::getReadFramebufferName() const
744 return mState.readFramebuffer;
747 GLuint Context::getDrawFramebufferName() const
749 return mState.drawFramebuffer;
752 GLuint Context::getRenderbufferName() const
754 return mState.renderbuffer.name();
757 void Context::setFramebufferReadBuffer(GLuint buf)
759 getReadFramebuffer()->setReadBuffer(buf);
762 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
764 Framebuffer *drawFramebuffer = getDrawFramebuffer();
766 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
768 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
772 GLuint Context::getReadFramebufferColorIndex() const
774 GLenum buf = getReadFramebuffer()->getReadBuffer();
780 return GL_INVALID_INDEX;
782 return buf - GL_COLOR_ATTACHMENT0;
786 GLuint Context::getArrayBufferName() const
788 return mState.arrayBuffer.name();
791 GLuint Context::getElementArrayBufferName() const
793 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
794 return elementArrayBuffer ? elementArrayBuffer->name : 0;
797 GLuint Context::getActiveQuery(GLenum target) const
799 Query *queryObject = nullptr;
803 case GL_ANY_SAMPLES_PASSED_EXT:
804 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
806 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
807 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
809 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
810 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
818 return queryObject->name;
824 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
826 getCurrentVertexArray()->enableAttribute(attribNum, enabled);
829 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
831 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
834 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
836 return getCurrentVertexArray()->getVertexAttribute(attribNum);
839 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
840 GLsizei stride, const void *pointer)
842 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
845 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
847 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
850 const VertexAttributeArray &Context::getVertexArrayAttributes()
852 return getCurrentVertexArray()->getVertexAttributes();
855 const VertexAttributeArray &Context::getCurrentVertexAttributes()
857 return mState.vertexAttribute;
860 void Context::setPackAlignment(GLint alignment)
862 mState.packAlignment = alignment;
865 void Context::setUnpackAlignment(GLint alignment)
867 mState.unpackInfo.alignment = alignment;
870 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
872 return mState.unpackInfo;
875 void Context::setPackRowLength(GLint rowLength)
877 mState.packRowLength = rowLength;
880 void Context::setPackImageHeight(GLint imageHeight)
882 mState.packImageHeight = imageHeight;
885 void Context::setPackSkipPixels(GLint skipPixels)
887 mState.packSkipPixels = skipPixels;
890 void Context::setPackSkipRows(GLint skipRows)
892 mState.packSkipRows = skipRows;
895 void Context::setPackSkipImages(GLint skipImages)
897 mState.packSkipImages = skipImages;
900 void Context::setUnpackRowLength(GLint rowLength)
902 mState.unpackInfo.rowLength = rowLength;
905 void Context::setUnpackImageHeight(GLint imageHeight)
907 mState.unpackInfo.imageHeight = imageHeight;
910 void Context::setUnpackSkipPixels(GLint skipPixels)
912 mState.unpackInfo.skipPixels = skipPixels;
915 void Context::setUnpackSkipRows(GLint skipRows)
917 mState.unpackInfo.skipRows = skipRows;
920 void Context::setUnpackSkipImages(GLint skipImages)
922 mState.unpackInfo.skipImages = skipImages;
925 GLuint Context::createBuffer()
927 return mResourceManager->createBuffer();
930 GLuint Context::createProgram()
932 return mResourceManager->createProgram();
935 GLuint Context::createShader(GLenum type)
937 return mResourceManager->createShader(type);
940 GLuint Context::createTexture()
942 return mResourceManager->createTexture();
945 GLuint Context::createRenderbuffer()
947 return mResourceManager->createRenderbuffer();
950 // Returns an unused framebuffer name
951 GLuint Context::createFramebuffer()
953 return mFramebufferNameSpace.allocate();
956 GLuint Context::createFence()
958 return mFenceNameSpace.allocate(new Fence());
961 // Returns an unused query name
962 GLuint Context::createQuery()
964 return mQueryNameSpace.allocate();
967 // Returns an unused vertex array name
968 GLuint Context::createVertexArray()
970 return mVertexArrayNameSpace.allocate();
973 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
975 GLuint handle = mResourceManager->createFenceSync(condition, flags);
977 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
980 // Returns an unused transform feedback name
981 GLuint Context::createTransformFeedback()
983 return mTransformFeedbackNameSpace.allocate();
986 // Returns an unused sampler name
987 GLuint Context::createSampler()
989 return mResourceManager->createSampler();
992 void Context::deleteBuffer(GLuint buffer)
994 detachBuffer(buffer);
996 mResourceManager->deleteBuffer(buffer);
999 void Context::deleteShader(GLuint shader)
1001 mResourceManager->deleteShader(shader);
1004 void Context::deleteProgram(GLuint program)
1006 mResourceManager->deleteProgram(program);
1009 void Context::deleteTexture(GLuint texture)
1011 detachTexture(texture);
1013 mResourceManager->deleteTexture(texture);
1016 void Context::deleteRenderbuffer(GLuint renderbuffer)
1018 if(mResourceManager->getRenderbuffer(renderbuffer))
1020 detachRenderbuffer(renderbuffer);
1023 mResourceManager->deleteRenderbuffer(renderbuffer);
1026 void Context::deleteFramebuffer(GLuint framebuffer)
1028 detachFramebuffer(framebuffer);
1030 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1032 if(framebufferObject)
1034 delete framebufferObject;
1038 void Context::deleteFence(GLuint fence)
1040 Fence *fenceObject = mFenceNameSpace.remove(fence);
1048 void Context::deleteQuery(GLuint query)
1050 Query *queryObject = mQueryNameSpace.remove(query);
1054 queryObject->release();
1058 void Context::deleteVertexArray(GLuint vertexArray)
1060 // [OpenGL ES 3.0.2] section 2.10 page 43:
1061 // If a vertex array object that is currently bound is deleted, the binding
1062 // for that object reverts to zero and the default vertex array becomes current.
1063 if(getCurrentVertexArray()->name == vertexArray)
1068 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1070 if(vertexArrayObject)
1072 delete vertexArrayObject;
1076 void Context::deleteFenceSync(GLsync fenceSync)
1078 // The spec specifies the underlying Fence object is not deleted until all current
1079 // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1080 // and since our API is currently designed for being called from a single thread, we can delete
1081 // the fence immediately.
1082 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1085 void Context::deleteTransformFeedback(GLuint transformFeedback)
1087 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1089 if(transformFeedbackObject)
1091 delete transformFeedbackObject;
1095 void Context::deleteSampler(GLuint sampler)
1097 detachSampler(sampler);
1099 mResourceManager->deleteSampler(sampler);
1102 Buffer *Context::getBuffer(GLuint handle) const
1104 return mResourceManager->getBuffer(handle);
1107 Shader *Context::getShader(GLuint handle) const
1109 return mResourceManager->getShader(handle);
1112 Program *Context::getProgram(GLuint handle) const
1114 return mResourceManager->getProgram(handle);
1117 Texture *Context::getTexture(GLuint handle) const
1119 return mResourceManager->getTexture(handle);
1122 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1124 return mResourceManager->getRenderbuffer(handle);
1127 Framebuffer *Context::getReadFramebuffer() const
1129 return getFramebuffer(mState.readFramebuffer);
1132 Framebuffer *Context::getDrawFramebuffer() const
1134 return getFramebuffer(mState.drawFramebuffer);
1137 void Context::bindArrayBuffer(unsigned int buffer)
1139 mResourceManager->checkBufferAllocation(buffer);
1141 mState.arrayBuffer = getBuffer(buffer);
1144 void Context::bindElementArrayBuffer(unsigned int buffer)
1146 mResourceManager->checkBufferAllocation(buffer);
1148 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1151 void Context::bindCopyReadBuffer(GLuint buffer)
1153 mResourceManager->checkBufferAllocation(buffer);
1155 mState.copyReadBuffer = getBuffer(buffer);
1158 void Context::bindCopyWriteBuffer(GLuint buffer)
1160 mResourceManager->checkBufferAllocation(buffer);
1162 mState.copyWriteBuffer = getBuffer(buffer);
1165 void Context::bindPixelPackBuffer(GLuint buffer)
1167 mResourceManager->checkBufferAllocation(buffer);
1169 mState.pixelPackBuffer = getBuffer(buffer);
1172 void Context::bindPixelUnpackBuffer(GLuint buffer)
1174 mResourceManager->checkBufferAllocation(buffer);
1176 mState.pixelUnpackBuffer = getBuffer(buffer);
1179 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1181 mResourceManager->checkBufferAllocation(buffer);
1183 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1185 if(transformFeedback)
1187 transformFeedback->setGenericBuffer(getBuffer(buffer));
1191 void Context::bindTexture2D(GLuint texture)
1193 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1195 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1198 void Context::bindTextureCubeMap(GLuint texture)
1200 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1202 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1205 void Context::bindTextureExternal(GLuint texture)
1207 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1209 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1212 void Context::bindTexture3D(GLuint texture)
1214 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1216 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1219 void Context::bindTexture2DArray(GLuint texture)
1221 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1223 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1226 void Context::bindReadFramebuffer(GLuint framebuffer)
1228 if(!getFramebuffer(framebuffer))
1230 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1233 mState.readFramebuffer = framebuffer;
1236 void Context::bindDrawFramebuffer(GLuint framebuffer)
1238 if(!getFramebuffer(framebuffer))
1240 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1243 mState.drawFramebuffer = framebuffer;
1246 void Context::bindRenderbuffer(GLuint renderbuffer)
1248 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1250 mState.renderbuffer = getRenderbuffer(renderbuffer);
1253 void Context::bindVertexArray(GLuint array)
1255 VertexArray *vertexArray = getVertexArray(array);
1259 vertexArray = new VertexArray(array);
1260 mVertexArrayNameSpace.insert(array, vertexArray);
1263 mState.vertexArray = array;
1266 void Context::bindGenericUniformBuffer(GLuint buffer)
1268 mResourceManager->checkBufferAllocation(buffer);
1270 mState.genericUniformBuffer = getBuffer(buffer);
1273 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1275 mResourceManager->checkBufferAllocation(buffer);
1277 Buffer* bufferObject = getBuffer(buffer);
1278 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1281 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1283 mResourceManager->checkBufferAllocation(buffer);
1285 getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1288 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1290 mResourceManager->checkBufferAllocation(buffer);
1292 Buffer* bufferObject = getBuffer(buffer);
1293 getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1296 void Context::bindTransformFeedback(GLuint id)
1298 if(!getTransformFeedback(id))
1300 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1303 mState.transformFeedback = id;
1306 bool Context::bindSampler(GLuint unit, GLuint sampler)
1308 mResourceManager->checkSamplerAllocation(sampler);
1310 Sampler* samplerObject = getSampler(sampler);
1312 mState.sampler[unit] = samplerObject;
1314 return !!samplerObject;
1317 void Context::useProgram(GLuint program)
1319 GLuint priorProgram = mState.currentProgram;
1320 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1322 if(priorProgram != program)
1324 Program *newProgram = mResourceManager->getProgram(program);
1325 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1329 newProgram->addRef();
1334 oldProgram->release();
1339 void Context::beginQuery(GLenum target, GLuint query)
1341 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1342 // of zero, if the active query object name for <target> is non-zero (for the
1343 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1344 // the active query for either target is non-zero), if <id> is the name of an
1345 // existing query object whose type does not match <target>, or if <id> is the
1346 // active query object name for any query type, the error INVALID_OPERATION is
1349 // Ensure no other queries are active
1350 // NOTE: If other queries than occlusion are supported, we will need to check
1352 // a) The query ID passed is not the current active query for any target/type
1353 // b) There are no active queries for the requested target (and in the case
1354 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1355 // no query may be active for either if glBeginQuery targets either.
1356 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1358 if(mState.activeQuery[i])
1360 return error(GL_INVALID_OPERATION);
1367 case GL_ANY_SAMPLES_PASSED_EXT:
1368 qType = QUERY_ANY_SAMPLES_PASSED;
1370 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1371 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1373 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1374 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1377 UNREACHABLE(target);
1378 return error(GL_INVALID_ENUM);
1381 Query *queryObject = createQuery(query, target);
1383 // Check that name was obtained with glGenQueries
1386 return error(GL_INVALID_OPERATION);
1389 // Check for type mismatch
1390 if(queryObject->getType() != target)
1392 return error(GL_INVALID_OPERATION);
1395 // Set query as active for specified target
1396 mState.activeQuery[qType] = queryObject;
1399 queryObject->begin();
1402 void Context::endQuery(GLenum target)
1408 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break;
1409 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break;
1410 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1411 default: UNREACHABLE(target); return;
1414 Query *queryObject = mState.activeQuery[qType];
1418 return error(GL_INVALID_OPERATION);
1423 mState.activeQuery[qType] = nullptr;
1426 void Context::setFramebufferZero(Framebuffer *buffer)
1428 delete mFramebufferNameSpace.remove(0);
1429 mFramebufferNameSpace.insert(0, buffer);
1432 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1434 Renderbuffer *renderbufferObject = mState.renderbuffer;
1435 renderbufferObject->setStorage(renderbuffer);
1438 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1440 return mFramebufferNameSpace.find(handle);
1443 Fence *Context::getFence(unsigned int handle) const
1445 return mFenceNameSpace.find(handle);
1448 FenceSync *Context::getFenceSync(GLsync handle) const
1450 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1453 Query *Context::getQuery(unsigned int handle) const
1455 return mQueryNameSpace.find(handle);
1458 Query *Context::createQuery(unsigned int handle, GLenum type)
1460 if(!mQueryNameSpace.isReserved(handle))
1466 Query *query = mQueryNameSpace.find(handle);
1469 query = new Query(handle, type);
1471 mQueryNameSpace.insert(handle, query);
1478 VertexArray *Context::getVertexArray(GLuint array) const
1480 return mVertexArrayNameSpace.find(array);
1483 VertexArray *Context::getCurrentVertexArray() const
1485 return getVertexArray(mState.vertexArray);
1488 bool Context::isVertexArray(GLuint array) const
1490 return mVertexArrayNameSpace.isReserved(array);
1493 bool Context::hasZeroDivisor() const
1495 // Verify there is at least one active attribute with a divisor of zero
1496 es2::Program *programObject = getCurrentProgram();
1497 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1499 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1500 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1509 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1511 return mTransformFeedbackNameSpace.find(transformFeedback);
1514 Sampler *Context::getSampler(GLuint sampler) const
1516 return mResourceManager->getSampler(sampler);
1519 bool Context::isSampler(GLuint sampler) const
1521 return mResourceManager->isSampler(sampler);
1524 Buffer *Context::getArrayBuffer() const
1526 return mState.arrayBuffer;
1529 Buffer *Context::getElementArrayBuffer() const
1531 return getCurrentVertexArray()->getElementArrayBuffer();
1534 Buffer *Context::getCopyReadBuffer() const
1536 return mState.copyReadBuffer;
1539 Buffer *Context::getCopyWriteBuffer() const
1541 return mState.copyWriteBuffer;
1544 Buffer *Context::getPixelPackBuffer() const
1546 return mState.pixelPackBuffer;
1549 Buffer *Context::getPixelUnpackBuffer() const
1551 return mState.pixelUnpackBuffer;
1554 Buffer *Context::getGenericUniformBuffer() const
1556 return mState.genericUniformBuffer;
1559 const GLvoid* Context::getPixels(const GLvoid* data) const
1561 es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1562 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1563 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1566 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1570 case GL_ARRAY_BUFFER:
1571 *buffer = getArrayBuffer();
1573 case GL_ELEMENT_ARRAY_BUFFER:
1574 *buffer = getElementArrayBuffer();
1576 case GL_COPY_READ_BUFFER:
1577 if(clientVersion >= 3)
1579 *buffer = getCopyReadBuffer();
1583 case GL_COPY_WRITE_BUFFER:
1584 if(clientVersion >= 3)
1586 *buffer = getCopyWriteBuffer();
1590 case GL_PIXEL_PACK_BUFFER:
1591 if(clientVersion >= 3)
1593 *buffer = getPixelPackBuffer();
1597 case GL_PIXEL_UNPACK_BUFFER:
1598 if(clientVersion >= 3)
1600 *buffer = getPixelUnpackBuffer();
1604 case GL_TRANSFORM_FEEDBACK_BUFFER:
1605 if(clientVersion >= 3)
1607 TransformFeedback* transformFeedback = getTransformFeedback();
1608 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1612 case GL_UNIFORM_BUFFER:
1613 if(clientVersion >= 3)
1615 *buffer = getGenericUniformBuffer();
1625 TransformFeedback *Context::getTransformFeedback() const
1627 return getTransformFeedback(mState.transformFeedback);
1630 Program *Context::getCurrentProgram() const
1632 return mResourceManager->getProgram(mState.currentProgram);
1635 Texture2D *Context::getTexture2D() const
1637 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1640 Texture3D *Context::getTexture3D() const
1642 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1645 Texture2DArray *Context::getTexture2DArray() const
1647 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1650 TextureCubeMap *Context::getTextureCubeMap() const
1652 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1655 TextureExternal *Context::getTextureExternal() const
1657 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1660 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1662 GLuint texid = mState.samplerTexture[type][sampler].name();
1664 if(texid == 0) // Special case: 0 refers to different initial textures based on the target
1668 case TEXTURE_2D: return mTexture2DZero;
1669 case TEXTURE_3D: return mTexture3DZero;
1670 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1671 case TEXTURE_CUBE: return mTextureCubeMapZero;
1672 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1673 default: UNREACHABLE(type);
1677 return mState.samplerTexture[type][sampler];
1680 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1682 mResourceManager->checkSamplerAllocation(sampler);
1684 Sampler *samplerObject = getSampler(sampler);
1685 ASSERT(samplerObject);
1689 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
1690 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
1691 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
1692 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
1693 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
1694 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
1695 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
1696 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break;
1697 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break;
1698 default: UNREACHABLE(pname); break;
1702 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1704 mResourceManager->checkSamplerAllocation(sampler);
1706 Sampler *samplerObject = getSampler(sampler);
1707 ASSERT(samplerObject);
1711 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break;
1712 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break;
1713 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break;
1714 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break;
1715 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break;
1716 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
1717 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
1718 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break;
1719 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break;
1720 default: UNREACHABLE(pname); break;
1724 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1726 mResourceManager->checkSamplerAllocation(sampler);
1728 Sampler *samplerObject = getSampler(sampler);
1729 ASSERT(samplerObject);
1733 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
1734 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
1735 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
1736 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
1737 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
1738 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1739 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1740 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode());
1741 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc());
1742 default: UNREACHABLE(pname); return 0;
1746 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1748 mResourceManager->checkSamplerAllocation(sampler);
1750 Sampler *samplerObject = getSampler(sampler);
1751 ASSERT(samplerObject);
1755 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
1756 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
1757 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
1758 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
1759 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
1760 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
1761 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
1762 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode());
1763 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1764 default: UNREACHABLE(pname); return 0;
1768 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1772 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1773 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1774 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1775 case GL_COLOR_WRITEMASK:
1776 params[0] = mState.colorMaskRed;
1777 params[1] = mState.colorMaskGreen;
1778 params[2] = mState.colorMaskBlue;
1779 params[3] = mState.colorMaskAlpha;
1781 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;
1782 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;
1783 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
1784 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;
1785 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;
1786 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;
1787 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;
1788 case GL_BLEND: *params = mState.blendEnabled; break;
1789 case GL_DITHER: *params = mState.ditherEnabled; break;
1790 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1791 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break;
1792 case GL_TRANSFORM_FEEDBACK_ACTIVE:
1794 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1795 if(transformFeedback)
1797 *params = transformFeedback->isActive();
1802 case GL_TRANSFORM_FEEDBACK_PAUSED:
1804 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1805 if(transformFeedback)
1807 *params = transformFeedback->isPaused();
1819 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1821 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1822 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1823 // GetIntegerv as its native query function. As it would require conversion in any
1824 // case, this should make no difference to the calling application.
1827 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1828 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1829 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1830 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1831 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1832 case GL_ALIASED_LINE_WIDTH_RANGE:
1833 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1834 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1836 case GL_ALIASED_POINT_SIZE_RANGE:
1837 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1838 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1840 case GL_DEPTH_RANGE:
1841 params[0] = mState.zNear;
1842 params[1] = mState.zFar;
1844 case GL_COLOR_CLEAR_VALUE:
1845 params[0] = mState.colorClearValue.red;
1846 params[1] = mState.colorClearValue.green;
1847 params[2] = mState.colorClearValue.blue;
1848 params[3] = mState.colorClearValue.alpha;
1850 case GL_BLEND_COLOR:
1851 params[0] = mState.blendColor.red;
1852 params[1] = mState.blendColor.green;
1853 params[2] = mState.blendColor.blue;
1854 params[3] = mState.blendColor.alpha;
1856 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1857 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1866 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1867 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1869 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1871 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1872 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1873 // GetIntegerv as its native query function. As it would require conversion in any
1874 // case, this should make no difference to the calling application. You may find it in
1875 // Context::getFloatv.
1878 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true;
1879 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true;
1880 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true;
1881 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1882 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true;
1883 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true;
1884 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true;
1885 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1886 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true;
1887 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true;
1888 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true;
1889 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true;
1890 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1891 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true;
1892 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true;
1893 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true;
1894 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true;
1895 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true;
1896 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true;
1897 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true;
1898 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1899 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true;
1900 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true;
1901 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true;
1902 case GL_STENCIL_REF: *params = mState.stencilRef; return true;
1903 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true;
1904 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true;
1905 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true;
1906 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1907 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true;
1908 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true;
1909 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true;
1910 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true;
1911 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true;
1912 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true;
1913 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true;
1914 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true;
1915 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true;
1916 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true;
1917 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true;
1918 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true;
1919 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true;
1920 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1921 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1922 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true;
1923 case GL_SUBPIXEL_BITS: *params = 4; return true;
1924 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true;
1925 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1926 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true;
1927 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true;
1928 case GL_SAMPLE_BUFFERS:
1931 Framebuffer *framebuffer = getDrawFramebuffer();
1932 int width, height, samples;
1934 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1938 case GL_SAMPLE_BUFFERS:
1959 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1961 Framebuffer *framebuffer = getReadFramebuffer();
1962 *params = framebuffer->getImplementationColorReadType();
1965 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1967 Framebuffer *framebuffer = getReadFramebuffer();
1968 *params = framebuffer->getImplementationColorReadFormat();
1971 case GL_MAX_VIEWPORT_DIMS:
1973 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1974 params[0] = maxDimension;
1975 params[1] = maxDimension;
1978 case GL_COMPRESSED_TEXTURE_FORMATS:
1980 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1982 params[i] = compressedTextureFormats[i];
1987 params[0] = mState.viewportX;
1988 params[1] = mState.viewportY;
1989 params[2] = mState.viewportWidth;
1990 params[3] = mState.viewportHeight;
1992 case GL_SCISSOR_BOX:
1993 params[0] = mState.scissorX;
1994 params[1] = mState.scissorY;
1995 params[2] = mState.scissorWidth;
1996 params[3] = mState.scissorHeight;
1998 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true;
1999 case GL_FRONT_FACE: *params = mState.frontFace; return true;
2005 Framebuffer *framebuffer = getDrawFramebuffer();
2006 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2012 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true;
2013 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2014 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true;
2015 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2026 Framebuffer *framebuffer = getDrawFramebuffer();
2027 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2031 *params = depthbuffer->getDepthSize();
2039 case GL_STENCIL_BITS:
2041 Framebuffer *framebuffer = getDrawFramebuffer();
2042 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2046 *params = stencilbuffer->getStencilSize();
2054 case GL_TEXTURE_BINDING_2D:
2055 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2057 error(GL_INVALID_OPERATION);
2061 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2063 case GL_TEXTURE_BINDING_CUBE_MAP:
2064 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2066 error(GL_INVALID_OPERATION);
2070 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2072 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2073 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2075 error(GL_INVALID_OPERATION);
2079 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2081 case GL_TEXTURE_BINDING_3D_OES:
2082 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2084 error(GL_INVALID_OPERATION);
2088 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2090 case GL_DRAW_BUFFER0:
2091 case GL_DRAW_BUFFER1:
2092 case GL_DRAW_BUFFER2:
2093 case GL_DRAW_BUFFER3:
2094 case GL_DRAW_BUFFER4:
2095 case GL_DRAW_BUFFER5:
2096 case GL_DRAW_BUFFER6:
2097 case GL_DRAW_BUFFER7:
2098 case GL_DRAW_BUFFER8:
2099 case GL_DRAW_BUFFER9:
2100 case GL_DRAW_BUFFER10:
2101 case GL_DRAW_BUFFER11:
2102 case GL_DRAW_BUFFER12:
2103 case GL_DRAW_BUFFER13:
2104 case GL_DRAW_BUFFER14:
2105 case GL_DRAW_BUFFER15:
2106 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2108 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2115 case GL_MAX_DRAW_BUFFERS:
2116 *params = MAX_DRAW_BUFFERS;
2118 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2119 *params = MAX_COLOR_ATTACHMENTS;
2125 if(clientVersion >= 3)
2129 case GL_TEXTURE_BINDING_2D_ARRAY:
2130 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2132 error(GL_INVALID_OPERATION);
2136 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2138 case GL_COPY_READ_BUFFER_BINDING:
2139 *params = mState.copyReadBuffer.name();
2141 case GL_COPY_WRITE_BUFFER_BINDING:
2142 *params = mState.copyWriteBuffer.name();
2144 case GL_MAJOR_VERSION:
2145 *params = clientVersion;
2147 case GL_MAX_3D_TEXTURE_SIZE:
2148 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2150 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2151 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2153 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2154 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2156 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2157 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2159 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2160 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2162 case GL_MAX_ELEMENT_INDEX:
2163 *params = MAX_ELEMENT_INDEX;
2165 case GL_MAX_ELEMENTS_INDICES:
2166 *params = MAX_ELEMENTS_INDICES;
2168 case GL_MAX_ELEMENTS_VERTICES:
2169 *params = MAX_ELEMENTS_VERTICES;
2171 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2172 *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2174 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2175 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2177 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2178 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2180 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2182 *params = MAX_PROGRAM_TEXEL_OFFSET;
2184 case GL_MAX_SERVER_WAIT_TIMEOUT:
2187 case GL_MAX_TEXTURE_LOD_BIAS:
2191 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2192 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2194 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2195 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2197 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2198 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2200 case GL_MAX_UNIFORM_BLOCK_SIZE:
2201 *params = MAX_UNIFORM_BLOCK_SIZE;
2203 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2204 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2206 case GL_MAX_VARYING_COMPONENTS:
2207 *params = MAX_VARYING_VECTORS * 4;
2209 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2210 *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2212 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2213 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2215 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2216 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2218 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2220 *params = MIN_PROGRAM_TEXEL_OFFSET;
2222 case GL_MINOR_VERSION:
2225 case GL_NUM_EXTENSIONS:
2226 GLuint numExtensions;
2227 getExtensions(0, &numExtensions);
2228 *params = numExtensions;
2230 case GL_NUM_PROGRAM_BINARY_FORMATS:
2231 *params = NUM_PROGRAM_BINARY_FORMATS;
2233 case GL_PACK_ROW_LENGTH:
2234 *params = mState.packRowLength;
2236 case GL_PACK_SKIP_PIXELS:
2237 *params = mState.packSkipPixels;
2239 case GL_PACK_SKIP_ROWS:
2240 *params = mState.packSkipRows;
2242 case GL_PIXEL_PACK_BUFFER_BINDING:
2243 *params = mState.pixelPackBuffer.name();
2245 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2246 *params = mState.pixelUnpackBuffer.name();
2248 case GL_PROGRAM_BINARY_FORMATS:
2249 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2250 // should be a 0 sized array, so don't write to params
2252 case GL_READ_BUFFER:
2253 *params = getReadFramebuffer()->getReadBuffer();
2255 case GL_SAMPLER_BINDING:
2256 *params = mState.sampler[mState.activeSampler].name();
2258 case GL_UNIFORM_BUFFER_BINDING:
2259 *params = mState.genericUniformBuffer.name();
2261 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2262 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2264 case GL_UNIFORM_BUFFER_SIZE:
2265 *params = static_cast<T>(mState.genericUniformBuffer->size());
2267 case GL_UNIFORM_BUFFER_START:
2268 *params = static_cast<T>(mState.genericUniformBuffer->offset());
2270 case GL_UNPACK_IMAGE_HEIGHT:
2271 *params = mState.unpackInfo.imageHeight;
2273 case GL_UNPACK_ROW_LENGTH:
2274 *params = mState.unpackInfo.rowLength;
2276 case GL_UNPACK_SKIP_IMAGES:
2277 *params = mState.unpackInfo.skipImages;
2279 case GL_UNPACK_SKIP_PIXELS:
2280 *params = mState.unpackInfo.skipPixels;
2282 case GL_UNPACK_SKIP_ROWS:
2283 *params = mState.unpackInfo.skipRows;
2285 case GL_VERTEX_ARRAY_BINDING:
2286 *params = getCurrentVertexArray()->name;
2288 case GL_TRANSFORM_FEEDBACK_BINDING:
2290 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2291 if(transformFeedback)
2293 *params = transformFeedback->name;
2301 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2303 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2304 if(transformFeedback)
2306 *params = transformFeedback->getGenericBufferName();
2322 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2323 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2325 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2327 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2328 if(!transformFeedback)
2335 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2336 *param = transformFeedback->name;
2338 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2339 *param = transformFeedback->isActive();
2341 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2342 *param = transformFeedback->getBufferName(index);
2344 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2345 *param = transformFeedback->isPaused();
2347 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2348 if(transformFeedback->getBuffer(index))
2350 *param = transformFeedback->getSize(index);
2354 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2355 if(transformFeedback->getBuffer(index))
2357 *param = transformFeedback->getOffset(index);
2368 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2369 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2371 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2373 const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2377 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2378 *param = uniformBuffer.get().name();
2380 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2381 *param = uniformBuffer.getSize();
2383 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2384 *param = uniformBuffer.getOffset();
2393 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2395 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2396 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2397 // to the fact that it is stored internally as a float, and so would require conversion
2398 // if returned from Context::getIntegerv. Since this conversion is already implemented
2399 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2400 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2404 case GL_COMPRESSED_TEXTURE_FORMATS:
2407 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2410 case GL_SHADER_BINARY_FORMATS:
2416 case GL_MAX_VERTEX_ATTRIBS:
2417 case GL_MAX_VERTEX_UNIFORM_VECTORS:
2418 case GL_MAX_VARYING_VECTORS:
2419 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2420 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2421 case GL_MAX_TEXTURE_IMAGE_UNITS:
2422 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2423 case GL_MAX_RENDERBUFFER_SIZE:
2424 case GL_NUM_SHADER_BINARY_FORMATS:
2425 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2426 case GL_ARRAY_BUFFER_BINDING:
2427 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2428 case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2429 case GL_RENDERBUFFER_BINDING:
2430 case GL_CURRENT_PROGRAM:
2431 case GL_PACK_ALIGNMENT:
2432 case GL_UNPACK_ALIGNMENT:
2433 case GL_GENERATE_MIPMAP_HINT:
2434 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2435 case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2441 case GL_STENCIL_BITS:
2442 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2443 case GL_CULL_FACE_MODE:
2445 case GL_ACTIVE_TEXTURE:
2446 case GL_STENCIL_FUNC:
2447 case GL_STENCIL_VALUE_MASK:
2448 case GL_STENCIL_REF:
2449 case GL_STENCIL_FAIL:
2450 case GL_STENCIL_PASS_DEPTH_FAIL:
2451 case GL_STENCIL_PASS_DEPTH_PASS:
2452 case GL_STENCIL_BACK_FUNC:
2453 case GL_STENCIL_BACK_VALUE_MASK:
2454 case GL_STENCIL_BACK_REF:
2455 case GL_STENCIL_BACK_FAIL:
2456 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2457 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2459 case GL_BLEND_SRC_RGB:
2460 case GL_BLEND_SRC_ALPHA:
2461 case GL_BLEND_DST_RGB:
2462 case GL_BLEND_DST_ALPHA:
2463 case GL_BLEND_EQUATION_RGB:
2464 case GL_BLEND_EQUATION_ALPHA:
2465 case GL_STENCIL_WRITEMASK:
2466 case GL_STENCIL_BACK_WRITEMASK:
2467 case GL_STENCIL_CLEAR_VALUE:
2468 case GL_SUBPIXEL_BITS:
2469 case GL_MAX_TEXTURE_SIZE:
2470 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2471 case GL_SAMPLE_BUFFERS:
2473 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2474 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2475 case GL_TEXTURE_BINDING_2D:
2476 case GL_TEXTURE_BINDING_CUBE_MAP:
2477 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2478 case GL_TEXTURE_BINDING_3D_OES:
2479 case GL_COPY_READ_BUFFER_BINDING:
2480 case GL_COPY_WRITE_BUFFER_BINDING:
2481 case GL_DRAW_BUFFER0:
2482 case GL_DRAW_BUFFER1:
2483 case GL_DRAW_BUFFER2:
2484 case GL_DRAW_BUFFER3:
2485 case GL_DRAW_BUFFER4:
2486 case GL_DRAW_BUFFER5:
2487 case GL_DRAW_BUFFER6:
2488 case GL_DRAW_BUFFER7:
2489 case GL_DRAW_BUFFER8:
2490 case GL_DRAW_BUFFER9:
2491 case GL_DRAW_BUFFER10:
2492 case GL_DRAW_BUFFER11:
2493 case GL_DRAW_BUFFER12:
2494 case GL_DRAW_BUFFER13:
2495 case GL_DRAW_BUFFER14:
2496 case GL_DRAW_BUFFER15:
2497 case GL_MAJOR_VERSION:
2498 case GL_MAX_3D_TEXTURE_SIZE:
2499 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2500 case GL_MAX_COLOR_ATTACHMENTS:
2501 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2502 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2503 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2504 case GL_MAX_DRAW_BUFFERS:
2505 case GL_MAX_ELEMENT_INDEX:
2506 case GL_MAX_ELEMENTS_INDICES:
2507 case GL_MAX_ELEMENTS_VERTICES:
2508 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2509 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2510 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2511 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2512 case GL_MAX_SERVER_WAIT_TIMEOUT:
2513 case GL_MAX_TEXTURE_LOD_BIAS:
2514 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2515 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2516 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2517 case GL_MAX_UNIFORM_BLOCK_SIZE:
2518 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2519 case GL_MAX_VARYING_COMPONENTS:
2520 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2521 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2522 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2523 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2524 case GL_MINOR_VERSION:
2525 case GL_NUM_EXTENSIONS:
2526 case GL_NUM_PROGRAM_BINARY_FORMATS:
2527 case GL_PACK_ROW_LENGTH:
2528 case GL_PACK_SKIP_PIXELS:
2529 case GL_PACK_SKIP_ROWS:
2530 case GL_PIXEL_PACK_BUFFER_BINDING:
2531 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2532 case GL_PROGRAM_BINARY_FORMATS:
2533 case GL_READ_BUFFER:
2534 case GL_SAMPLER_BINDING:
2535 case GL_TEXTURE_BINDING_2D_ARRAY:
2536 case GL_UNIFORM_BUFFER_BINDING:
2537 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2538 case GL_UNIFORM_BUFFER_SIZE:
2539 case GL_UNIFORM_BUFFER_START:
2540 case GL_UNPACK_IMAGE_HEIGHT:
2541 case GL_UNPACK_ROW_LENGTH:
2542 case GL_UNPACK_SKIP_IMAGES:
2543 case GL_UNPACK_SKIP_PIXELS:
2544 case GL_UNPACK_SKIP_ROWS:
2545 case GL_VERTEX_ARRAY_BINDING:
2546 case GL_TRANSFORM_FEEDBACK_BINDING:
2547 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2553 case GL_MAX_SAMPLES_ANGLE:
2559 case GL_MAX_VIEWPORT_DIMS:
2566 case GL_SCISSOR_BOX:
2572 case GL_SHADER_COMPILER:
2573 case GL_SAMPLE_COVERAGE_INVERT:
2574 case GL_DEPTH_WRITEMASK:
2575 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
2576 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
2577 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2578 case GL_SAMPLE_COVERAGE:
2579 case GL_SCISSOR_TEST:
2580 case GL_STENCIL_TEST:
2584 case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2585 case GL_RASTERIZER_DISCARD:
2586 case GL_TRANSFORM_FEEDBACK_ACTIVE:
2587 case GL_TRANSFORM_FEEDBACK_PAUSED:
2593 case GL_COLOR_WRITEMASK:
2599 case GL_POLYGON_OFFSET_FACTOR:
2600 case GL_POLYGON_OFFSET_UNITS:
2601 case GL_SAMPLE_COVERAGE_VALUE:
2602 case GL_DEPTH_CLEAR_VALUE:
2609 case GL_ALIASED_LINE_WIDTH_RANGE:
2610 case GL_ALIASED_POINT_SIZE_RANGE:
2611 case GL_DEPTH_RANGE:
2617 case GL_COLOR_CLEAR_VALUE:
2618 case GL_BLEND_COLOR:
2624 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2635 void Context::applyScissor(int width, int height)
2637 if(mState.scissorTestEnabled)
2639 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2640 scissor.clip(0, 0, width, height);
2642 device->setScissorRect(scissor);
2643 device->setScissorEnable(true);
2647 device->setScissorEnable(false);
2651 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2652 bool Context::applyRenderTarget()
2654 Framebuffer *framebuffer = getDrawFramebuffer();
2655 int width, height, samples;
2657 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2659 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2662 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2664 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2666 egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2667 device->setRenderTarget(i, renderTarget);
2668 if(renderTarget) renderTarget->release();
2672 device->setRenderTarget(i, nullptr);
2676 egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2677 device->setDepthBuffer(depthBuffer);
2678 if(depthBuffer) depthBuffer->release();
2680 egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2681 device->setStencilBuffer(stencilBuffer);
2682 if(stencilBuffer) stencilBuffer->release();
2685 float zNear = clamp01(mState.zNear);
2686 float zFar = clamp01(mState.zFar);
2688 viewport.x0 = mState.viewportX;
2689 viewport.y0 = mState.viewportY;
2690 viewport.width = mState.viewportWidth;
2691 viewport.height = mState.viewportHeight;
2692 viewport.minZ = zNear;
2693 viewport.maxZ = zFar;
2695 device->setViewport(viewport);
2697 applyScissor(width, height);
2699 Program *program = getCurrentProgram();
2703 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2704 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2705 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2706 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2712 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2713 void Context::applyState(GLenum drawMode)
2715 Framebuffer *framebuffer = getDrawFramebuffer();
2717 if(mState.cullFaceEnabled)
2719 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2723 device->setCullMode(sw::CULL_NONE);
2726 if(mDepthStateDirty)
2728 if(mState.depthTestEnabled)
2730 device->setDepthBufferEnable(true);
2731 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2735 device->setDepthBufferEnable(false);
2738 mDepthStateDirty = false;
2741 if(mBlendStateDirty)
2743 if(mState.blendEnabled)
2745 device->setAlphaBlendEnable(true);
2746 device->setSeparateAlphaBlendEnable(true);
2748 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2750 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2751 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2752 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2754 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2755 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2756 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2760 device->setAlphaBlendEnable(false);
2763 mBlendStateDirty = false;
2766 if(mStencilStateDirty || mFrontFaceDirty)
2768 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2770 device->setStencilEnable(true);
2771 device->setTwoSidedStencil(true);
2773 // get the maximum size of the stencil ref
2774 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2775 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2777 if(mState.frontFace == GL_CCW)
2779 device->setStencilWriteMask(mState.stencilWritemask);
2780 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2782 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2783 device->setStencilMask(mState.stencilMask);
2785 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2786 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2787 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2789 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2790 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2792 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2793 device->setStencilMaskCCW(mState.stencilBackMask);
2795 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2796 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2797 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2801 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2802 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2804 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2805 device->setStencilMaskCCW(mState.stencilMask);
2807 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2808 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2809 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2811 device->setStencilWriteMask(mState.stencilBackWritemask);
2812 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2814 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2815 device->setStencilMask(mState.stencilBackMask);
2817 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2818 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2819 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2824 device->setStencilEnable(false);
2827 mStencilStateDirty = false;
2828 mFrontFaceDirty = false;
2833 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2835 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2838 device->setDepthWriteEnable(mState.depthMask);
2840 mMaskStateDirty = false;
2843 if(mPolygonOffsetStateDirty)
2845 if(mState.polygonOffsetFillEnabled)
2847 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2850 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2851 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2852 device->setDepthBias(depthBias);
2857 device->setSlopeDepthBias(0);
2858 device->setDepthBias(0);
2861 mPolygonOffsetStateDirty = false;
2864 if(mSampleStateDirty)
2866 if(mState.sampleAlphaToCoverageEnabled)
2868 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2872 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2875 if(mState.sampleCoverageEnabled)
2877 unsigned int mask = 0;
2878 if(mState.sampleCoverageValue != 0)
2880 int width, height, samples;
2881 framebuffer->completeness(width, height, samples);
2883 float threshold = 0.5f;
2885 for(int i = 0; i < samples; i++)
2889 if((i + 1) * mState.sampleCoverageValue >= threshold)
2897 if(mState.sampleCoverageInvert)
2902 device->setMultiSampleMask(mask);
2906 device->setMultiSampleMask(0xFFFFFFFF);
2909 mSampleStateDirty = false;
2912 if(mDitherStateDirty)
2914 // UNIMPLEMENTED(); // FIXME
2916 mDitherStateDirty = false;
2919 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2922 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2924 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2926 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2927 if(err != GL_NO_ERROR)
2932 Program *program = getCurrentProgram();
2934 device->resetInputStreams(false);
2936 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2938 if(program->getAttributeStream(i) == -1)
2943 sw::Resource *resource = attributes[i].vertexBuffer;
2944 const void *buffer = (char*)resource->data() + attributes[i].offset;
2946 int stride = attributes[i].stride;
2948 buffer = (char*)buffer + stride * base;
2950 sw::Stream attribute(resource, buffer, stride);
2952 attribute.type = attributes[i].type;
2953 attribute.count = attributes[i].count;
2954 attribute.normalized = attributes[i].normalized;
2956 int stream = program->getAttributeStream(i);
2957 device->setInputStream(stream, attribute);
2963 // Applies the indices and element array bindings
2964 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2966 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2968 if(err == GL_NO_ERROR)
2970 device->setIndexBuffer(indexInfo->indexBuffer);
2976 // Applies the shaders and shader constants
2977 void Context::applyShaders()
2979 Program *programObject = getCurrentProgram();
2980 sw::VertexShader *vertexShader = programObject->getVertexShader();
2981 sw::PixelShader *pixelShader = programObject->getPixelShader();
2983 device->setVertexShader(vertexShader);
2984 device->setPixelShader(pixelShader);
2986 if(programObject->getSerial() != mAppliedProgramSerial)
2988 programObject->dirtyAllUniforms();
2989 mAppliedProgramSerial = programObject->getSerial();
2992 programObject->applyTransformFeedback(device, getTransformFeedback());
2993 programObject->applyUniformBuffers(device, mState.uniformBuffers);
2994 programObject->applyUniforms(device);
2997 void Context::applyTextures()
2999 applyTextures(sw::SAMPLER_PIXEL);
3000 applyTextures(sw::SAMPLER_VERTEX);
3003 void Context::applyTextures(sw::SamplerType samplerType)
3005 Program *programObject = getCurrentProgram();
3007 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type
3009 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3011 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index
3013 if(textureUnit != -1)
3015 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3017 Texture *texture = getSamplerTexture(textureUnit, textureType);
3019 if(texture->isSamplerComplete())
3021 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3022 GLfloat minLOD, maxLOD;
3024 Sampler *samplerObject = mState.sampler[textureUnit];
3027 wrapS = samplerObject->getWrapS();
3028 wrapT = samplerObject->getWrapT();
3029 wrapR = samplerObject->getWrapR();
3030 minFilter = samplerObject->getMinFilter();
3031 magFilter = samplerObject->getMagFilter();
3032 minLOD = samplerObject->getMinLod();
3033 maxLOD = samplerObject->getMaxLod();
3037 wrapS = texture->getWrapS();
3038 wrapT = texture->getWrapT();
3039 wrapR = texture->getWrapR();
3040 minFilter = texture->getMinFilter();
3041 magFilter = texture->getMagFilter();
3042 minLOD = texture->getMinLOD();
3043 maxLOD = texture->getMaxLOD();
3045 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3047 GLint baseLevel = texture->getBaseLevel();
3048 GLint maxLevel = texture->getMaxLevel();
3049 GLenum swizzleR = texture->getSwizzleR();
3050 GLenum swizzleG = texture->getSwizzleG();
3051 GLenum swizzleB = texture->getSwizzleB();
3052 GLenum swizzleA = texture->getSwizzleA();
3054 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3055 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3056 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3057 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3058 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3059 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3060 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3061 device->setMinLod(samplerType, samplerIndex, minLOD);
3062 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3063 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3064 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3066 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3067 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3068 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3069 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3071 applyTexture(samplerType, samplerIndex, texture);
3075 applyTexture(samplerType, samplerIndex, nullptr);
3080 applyTexture(samplerType, samplerIndex, nullptr);
3085 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3087 Program *program = getCurrentProgram();
3088 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3089 bool textureUsed = false;
3091 if(type == sw::SAMPLER_PIXEL)
3093 textureUsed = program->getPixelShader()->usesSampler(index);
3095 else if(type == sw::SAMPLER_VERTEX)
3097 textureUsed = program->getVertexShader()->usesSampler(index);
3099 else UNREACHABLE(type);
3101 sw::Resource *resource = 0;
3103 if(baseTexture && textureUsed)
3105 resource = baseTexture->getResource();
3108 device->setTextureResource(sampler, resource);
3110 if(baseTexture && textureUsed)
3112 int levelCount = baseTexture->getLevelCount();
3114 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3116 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3118 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3120 int surfaceLevel = mipmapLevel;
3122 if(surfaceLevel < 0)
3126 else if(surfaceLevel >= levelCount)
3128 surfaceLevel = levelCount - 1;
3131 egl::Image *surface = texture->getImage(surfaceLevel);
3132 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3135 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3137 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3139 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3141 int surfaceLevel = mipmapLevel;
3143 if(surfaceLevel < 0)
3147 else if(surfaceLevel >= levelCount)
3149 surfaceLevel = levelCount - 1;
3152 egl::Image *surface = texture->getImage(surfaceLevel);
3153 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3156 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3158 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3160 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3162 int surfaceLevel = mipmapLevel;
3164 if(surfaceLevel < 0)
3168 else if(surfaceLevel >= levelCount)
3170 surfaceLevel = levelCount - 1;
3173 egl::Image *surface = texture->getImage(surfaceLevel);
3174 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3177 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3179 for(int face = 0; face < 6; face++)
3181 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3183 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3185 int surfaceLevel = mipmapLevel;
3187 if(surfaceLevel < 0)
3191 else if(surfaceLevel >= levelCount)
3193 surfaceLevel = levelCount - 1;
3196 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3197 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3201 else UNIMPLEMENTED();
3205 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3209 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3211 Framebuffer *framebuffer = getReadFramebuffer();
3212 int framebufferWidth, framebufferHeight, framebufferSamples;
3214 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3216 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3219 if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3221 return error(GL_INVALID_OPERATION);
3224 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3226 return error(GL_INVALID_OPERATION);
3229 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3230 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3231 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3232 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3233 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3235 // Sized query sanity check
3238 int requiredSize = outputPitch * height;
3239 if(requiredSize > *bufSize)
3241 return error(GL_INVALID_OPERATION);
3245 egl::Image *renderTarget = nullptr;
3248 case GL_DEPTH_COMPONENT:
3249 renderTarget = framebuffer->getDepthBuffer();
3252 renderTarget = framebuffer->getReadRenderTarget();
3258 return error(GL_INVALID_OPERATION);
3261 sw::Rect rect = {x, y, x + width, y + height};
3262 sw::Rect dstRect = { 0, 0, width, height };
3263 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3265 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3266 sw::SliceRect sliceRect(rect);
3267 sw::SliceRect dstSliceRect(dstRect);
3268 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false);
3269 delete externalSurface;
3271 renderTarget->release();
3274 void Context::clear(GLbitfield mask)
3276 if(mState.rasterizerDiscardEnabled)
3281 Framebuffer *framebuffer = getDrawFramebuffer();
3283 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3285 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3288 if(!applyRenderTarget())
3293 if(mask & GL_COLOR_BUFFER_BIT)
3295 unsigned int rgbaMask = getColorMask();
3299 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3303 if(mask & GL_DEPTH_BUFFER_BIT)
3305 if(mState.depthMask != 0)
3307 float depth = clamp01(mState.depthClearValue);
3308 device->clearDepth(depth);
3312 if(mask & GL_STENCIL_BUFFER_BIT)
3314 if(mState.stencilWritemask != 0)
3316 int stencil = mState.stencilClearValue & 0x000000FF;
3317 device->clearStencil(stencil, mState.stencilWritemask);
3322 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3324 unsigned int rgbaMask = getColorMask();
3325 if(rgbaMask && !mState.rasterizerDiscardEnabled)
3327 Framebuffer *framebuffer = getDrawFramebuffer();
3328 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3332 sw::Rect clearRect = colorbuffer->getRect();
3334 if(mState.scissorTestEnabled)
3336 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3339 device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3341 colorbuffer->release();
3346 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3348 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3351 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3353 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3356 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3358 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3361 void Context::clearDepthBuffer(const GLfloat value)
3363 if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3365 Framebuffer *framebuffer = getDrawFramebuffer();
3366 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3370 float depth = clamp01(value);
3371 sw::Rect clearRect = depthbuffer->getRect();
3373 if(mState.scissorTestEnabled)
3375 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3378 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3380 depthbuffer->release();
3385 void Context::clearStencilBuffer(const GLint value)
3387 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3389 Framebuffer *framebuffer = getDrawFramebuffer();
3390 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3394 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3395 sw::Rect clearRect = stencilbuffer->getRect();
3397 if(mState.scissorTestEnabled)
3399 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3402 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3404 stencilbuffer->release();
3409 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3411 if(!mState.currentProgram)
3413 return error(GL_INVALID_OPERATION);
3416 sw::DrawType primitiveType;
3418 int verticesPerPrimitive;
3420 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3421 return error(GL_INVALID_ENUM);
3423 if(primitiveCount <= 0)
3428 if(!applyRenderTarget())
3435 for(int i = 0; i < instanceCount; ++i)
3437 device->setInstanceID(i);
3439 GLenum err = applyVertexBuffer(0, first, count, i);
3440 if(err != GL_NO_ERROR)
3448 if(!getCurrentProgram()->validateSamplers(false))
3450 return error(GL_INVALID_OPERATION);
3453 TransformFeedback* transformFeedback = getTransformFeedback();
3454 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3456 device->drawPrimitive(primitiveType, primitiveCount);
3458 if(transformFeedback)
3460 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3465 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3467 if(!mState.currentProgram)
3469 return error(GL_INVALID_OPERATION);
3472 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3474 return error(GL_INVALID_OPERATION);
3477 sw::DrawType primitiveType;
3479 int verticesPerPrimitive;
3481 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3482 return error(GL_INVALID_ENUM);
3484 if(primitiveCount <= 0)
3489 if(!applyRenderTarget())
3496 for(int i = 0; i < instanceCount; ++i)
3498 device->setInstanceID(i);
3500 TranslatedIndexData indexInfo;
3501 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3502 if(err != GL_NO_ERROR)
3507 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3508 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3509 if(err != GL_NO_ERROR)
3517 if(!getCurrentProgram()->validateSamplers(false))
3519 return error(GL_INVALID_OPERATION);
3522 TransformFeedback* transformFeedback = getTransformFeedback();
3523 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3525 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3527 if(transformFeedback)
3529 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3534 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3536 device->blit(source, sRect, dest, dRect, false);
3539 void Context::finish()
3544 void Context::flush()
3546 // We don't queue anything without processing it as fast as possible
3549 void Context::recordInvalidEnum()
3551 mInvalidEnum = true;
3554 void Context::recordInvalidValue()
3556 mInvalidValue = true;
3559 void Context::recordInvalidOperation()
3561 mInvalidOperation = true;
3564 void Context::recordOutOfMemory()
3566 mOutOfMemory = true;
3569 void Context::recordInvalidFramebufferOperation()
3571 mInvalidFramebufferOperation = true;
3574 // Get one of the recorded errors and clear its flag, if any.
3575 // [OpenGL ES 2.0.24] section 2.5 page 13.
3576 GLenum Context::getError()
3580 mInvalidEnum = false;
3582 return GL_INVALID_ENUM;
3587 mInvalidValue = false;
3589 return GL_INVALID_VALUE;
3592 if(mInvalidOperation)
3594 mInvalidOperation = false;
3596 return GL_INVALID_OPERATION;
3601 mOutOfMemory = false;
3603 return GL_OUT_OF_MEMORY;
3606 if(mInvalidFramebufferOperation)
3608 mInvalidFramebufferOperation = false;
3610 return GL_INVALID_FRAMEBUFFER_OPERATION;
3616 int Context::getSupportedMultisampleCount(int requested)
3620 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3622 if(supported >= requested)
3627 supported = multisampleCount[i];
3633 void Context::detachBuffer(GLuint buffer)
3635 // [OpenGL ES 2.0.24] section 2.9 page 22:
3636 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3637 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3639 if(mState.copyReadBuffer.name() == buffer)
3641 mState.copyReadBuffer = nullptr;
3644 if(mState.copyWriteBuffer.name() == buffer)
3646 mState.copyWriteBuffer = nullptr;
3649 if(mState.pixelPackBuffer.name() == buffer)
3651 mState.pixelPackBuffer = nullptr;
3654 if(mState.pixelUnpackBuffer.name() == buffer)
3656 mState.pixelUnpackBuffer = nullptr;
3659 if(mState.genericUniformBuffer.name() == buffer)
3661 mState.genericUniformBuffer = nullptr;
3664 if(getArrayBufferName() == buffer)
3666 mState.arrayBuffer = nullptr;
3669 // Only detach from the current transform feedback
3670 TransformFeedback* currentTransformFeedback = getTransformFeedback();
3671 if(currentTransformFeedback)
3673 currentTransformFeedback->detachBuffer(buffer);
3676 // Only detach from the current vertex array
3677 VertexArray* currentVertexArray = getCurrentVertexArray();
3678 if(currentVertexArray)
3680 currentVertexArray->detachBuffer(buffer);
3683 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3685 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3687 mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3692 void Context::detachTexture(GLuint texture)
3694 // [OpenGL ES 2.0.24] section 3.8 page 84:
3695 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3696 // rebound to texture object zero
3698 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3700 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3702 if(mState.samplerTexture[type][sampler].name() == texture)
3704 mState.samplerTexture[type][sampler] = nullptr;
3709 // [OpenGL ES 2.0.24] section 4.4 page 112:
3710 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3711 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3712 // image was attached in the currently bound framebuffer.
3714 Framebuffer *readFramebuffer = getReadFramebuffer();
3715 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3719 readFramebuffer->detachTexture(texture);
3722 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3724 drawFramebuffer->detachTexture(texture);
3728 void Context::detachFramebuffer(GLuint framebuffer)
3730 // [OpenGL ES 2.0.24] section 4.4 page 107:
3731 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3732 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3734 if(mState.readFramebuffer == framebuffer)
3736 bindReadFramebuffer(0);
3739 if(mState.drawFramebuffer == framebuffer)
3741 bindDrawFramebuffer(0);
3745 void Context::detachRenderbuffer(GLuint renderbuffer)
3747 // [OpenGL ES 2.0.24] section 4.4 page 109:
3748 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3749 // had been executed with the target RENDERBUFFER and name of zero.
3751 if(mState.renderbuffer.name() == renderbuffer)
3753 bindRenderbuffer(0);
3756 // [OpenGL ES 2.0.24] section 4.4 page 111:
3757 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3758 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3759 // point to which this image was attached in the currently bound framebuffer.
3761 Framebuffer *readFramebuffer = getReadFramebuffer();
3762 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3766 readFramebuffer->detachRenderbuffer(renderbuffer);
3769 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3771 drawFramebuffer->detachRenderbuffer(renderbuffer);
3775 void Context::detachSampler(GLuint sampler)
3777 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3778 // If a sampler object that is currently bound to one or more texture units is
3779 // deleted, it is as though BindSampler is called once for each texture unit to
3780 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3781 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3783 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3784 if(samplerBinding.name() == sampler)
3786 samplerBinding = nullptr;
3791 bool Context::cullSkipsDraw(GLenum drawMode)
3793 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3796 bool Context::isTriangleMode(GLenum drawMode)
3801 case GL_TRIANGLE_FAN:
3802 case GL_TRIANGLE_STRIP:
3809 default: UNREACHABLE(drawMode);
3815 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3817 ASSERT(index < MAX_VERTEX_ATTRIBS);
3819 mState.vertexAttribute[index].setCurrentValue(values);
3821 mVertexDataManager->dirtyCurrentValue(index);
3824 void Context::setVertexAttrib(GLuint index, const GLint *values)
3826 ASSERT(index < MAX_VERTEX_ATTRIBS);
3828 mState.vertexAttribute[index].setCurrentValue(values);
3830 mVertexDataManager->dirtyCurrentValue(index);
3833 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3835 ASSERT(index < MAX_VERTEX_ATTRIBS);
3837 mState.vertexAttribute[index].setCurrentValue(values);
3839 mVertexDataManager->dirtyCurrentValue(index);
3842 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3843 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3844 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3846 Framebuffer *readFramebuffer = getReadFramebuffer();
3847 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3849 int readBufferWidth, readBufferHeight, readBufferSamples;
3850 int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3852 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3853 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3855 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3858 if(drawBufferSamples > 1)
3860 return error(GL_INVALID_OPERATION);
3863 sw::SliceRect sourceRect;
3864 sw::SliceRect destRect;
3865 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3866 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3870 sourceRect.x0 = srcX0;
3871 sourceRect.x1 = srcX1;
3875 sourceRect.x0 = srcX1;
3876 sourceRect.x1 = srcX0;
3881 destRect.x0 = dstX0;
3882 destRect.x1 = dstX1;
3886 destRect.x0 = dstX1;
3887 destRect.x1 = dstX0;
3892 sourceRect.y0 = srcY0;
3893 sourceRect.y1 = srcY1;
3897 sourceRect.y0 = srcY1;
3898 sourceRect.y1 = srcY0;
3903 destRect.y0 = dstY0;
3904 destRect.y1 = dstY1;
3908 destRect.y0 = dstY1;
3909 destRect.y1 = dstY0;
3912 sw::Rect sourceScissoredRect = sourceRect;
3913 sw::Rect destScissoredRect = destRect;
3915 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test
3917 if(destRect.x0 < mState.scissorX)
3919 int xDiff = mState.scissorX - destRect.x0;
3920 destScissoredRect.x0 = mState.scissorX;
3921 sourceScissoredRect.x0 += xDiff;
3924 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3926 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3927 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3928 sourceScissoredRect.x1 -= xDiff;
3931 if(destRect.y0 < mState.scissorY)
3933 int yDiff = mState.scissorY - destRect.y0;
3934 destScissoredRect.y0 = mState.scissorY;
3935 sourceScissoredRect.y0 += yDiff;
3938 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3940 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3941 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3942 sourceScissoredRect.y1 -= yDiff;
3946 sw::Rect sourceTrimmedRect = sourceScissoredRect;
3947 sw::Rect destTrimmedRect = destScissoredRect;
3949 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3950 // the actual draw and read surfaces.
3951 if(sourceTrimmedRect.x0 < 0)
3953 int xDiff = 0 - sourceTrimmedRect.x0;
3954 sourceTrimmedRect.x0 = 0;
3955 destTrimmedRect.x0 += xDiff;
3958 if(sourceTrimmedRect.x1 > readBufferWidth)
3960 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3961 sourceTrimmedRect.x1 = readBufferWidth;
3962 destTrimmedRect.x1 -= xDiff;
3965 if(sourceTrimmedRect.y0 < 0)
3967 int yDiff = 0 - sourceTrimmedRect.y0;
3968 sourceTrimmedRect.y0 = 0;
3969 destTrimmedRect.y0 += yDiff;
3972 if(sourceTrimmedRect.y1 > readBufferHeight)
3974 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
3975 sourceTrimmedRect.y1 = readBufferHeight;
3976 destTrimmedRect.y1 -= yDiff;
3979 if(destTrimmedRect.x0 < 0)
3981 int xDiff = 0 - destTrimmedRect.x0;
3982 destTrimmedRect.x0 = 0;
3983 sourceTrimmedRect.x0 += xDiff;
3986 if(destTrimmedRect.x1 > drawBufferWidth)
3988 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
3989 destTrimmedRect.x1 = drawBufferWidth;
3990 sourceTrimmedRect.x1 -= xDiff;
3993 if(destTrimmedRect.y0 < 0)
3995 int yDiff = 0 - destTrimmedRect.y0;
3996 destTrimmedRect.y0 = 0;
3997 sourceTrimmedRect.y0 += yDiff;
4000 if(destTrimmedRect.y1 > drawBufferHeight)
4002 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4003 destTrimmedRect.y1 = drawBufferHeight;
4004 sourceTrimmedRect.y1 -= yDiff;
4007 bool partialBufferCopy = false;
4009 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4010 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4011 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4012 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4013 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4015 partialBufferCopy = true;
4018 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4019 bool blitRenderTarget = false;
4020 bool blitDepth = false;
4021 bool blitStencil = false;
4023 if(mask & GL_COLOR_BUFFER_BIT)
4025 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4026 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4027 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4028 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4029 if(!validReadType || !validDrawType)
4031 return error(GL_INVALID_OPERATION);
4034 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4036 return error(GL_INVALID_OPERATION);
4039 blitRenderTarget = true;
4042 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4044 Renderbuffer *readDSBuffer = nullptr;
4045 Renderbuffer *drawDSBuffer = nullptr;
4047 if(mask & GL_DEPTH_BUFFER_BIT)
4049 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4051 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4052 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4053 if((readDepthBufferType != drawDepthBufferType) &&
4054 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4056 return error(GL_INVALID_OPERATION);
4060 readDSBuffer = readFramebuffer->getDepthbuffer();
4061 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4065 if(mask & GL_STENCIL_BUFFER_BIT)
4067 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4069 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4070 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4071 if((readStencilBufferType != drawStencilBufferType) &&
4072 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4074 return error(GL_INVALID_OPERATION);
4078 readDSBuffer = readFramebuffer->getStencilbuffer();
4079 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4083 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4085 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4086 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted
4089 // OpenGL ES 3.0.4 spec, p.199:
4090 // ...an INVALID_OPERATION error is generated if the formats of the read
4091 // and draw framebuffers are not identical or if the source and destination
4092 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4093 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4094 // INVALID_OPERATION error is generated.
4095 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4096 ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4097 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4099 return error(GL_INVALID_OPERATION);
4103 if(blitRenderTarget || blitDepth || blitStencil)
4105 if(blitRenderTarget)
4107 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4108 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4112 swap(destRect.x0, destRect.x1);
4116 swap(destRect.y0, destRect.y1);
4119 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4121 readRenderTarget->release();
4122 drawRenderTarget->release();
4126 ERR("BlitFramebuffer failed.");
4133 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4134 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4136 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4138 readRenderTarget->release();
4139 drawRenderTarget->release();
4143 ERR("BlitFramebuffer failed.");
4150 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4151 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4153 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4155 readRenderTarget->release();
4156 drawRenderTarget->release();
4160 ERR("BlitFramebuffer failed.");
4167 void Context::bindTexImage(gl::Surface *surface)
4169 es2::Texture2D *textureObject = getTexture2D();
4173 textureObject->bindTexImage(surface);
4177 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4179 GLenum textureTarget = GL_NONE;
4183 case EGL_GL_TEXTURE_2D_KHR:
4184 textureTarget = GL_TEXTURE_2D;
4186 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4187 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4188 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4189 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4190 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4191 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4192 textureTarget = GL_TEXTURE_CUBE_MAP;
4194 case EGL_GL_RENDERBUFFER_KHR:
4197 return EGL_BAD_PARAMETER;
4200 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4202 return EGL_BAD_MATCH;
4205 if(textureTarget != GL_NONE)
4207 es2::Texture *texture = getTexture(name);
4209 if(!texture || texture->getTarget() != textureTarget)
4211 return EGL_BAD_PARAMETER;
4214 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling
4216 return EGL_BAD_ACCESS;
4219 if(textureLevel != 0 && !texture->isSamplerComplete())
4221 return EGL_BAD_PARAMETER;
4224 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4226 return EGL_BAD_PARAMETER;
4229 else if(target == EGL_GL_RENDERBUFFER_KHR)
4231 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4235 return EGL_BAD_PARAMETER;
4238 if(renderbuffer->isShared()) // Already an EGLImage sibling
4240 return EGL_BAD_ACCESS;
4243 else UNREACHABLE(target);
4248 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4250 GLenum textureTarget = GL_NONE;
4254 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break;
4255 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4256 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4257 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4258 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4259 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4260 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4263 if(textureTarget != GL_NONE)
4265 es2::Texture *texture = getTexture(name);
4267 return texture->createSharedImage(textureTarget, textureLevel);
4269 else if(target == EGL_GL_RENDERBUFFER_KHR)
4271 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4273 return renderbuffer->createSharedImage();
4275 else UNREACHABLE(target);
4280 egl::Image *Context::getSharedImage(GLeglImageOES image)
4282 return display->getSharedImage(image);
4285 Device *Context::getDevice()
4290 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4292 // Keep list sorted in following order:
4295 // Vendor extensions
4296 static const char *es2extensions[] =
4298 "GL_OES_compressed_ETC1_RGB8_texture",
4301 "GL_OES_depth_texture",
4302 "GL_OES_depth_texture_cube_map",
4304 "GL_OES_EGL_image_external",
4306 "GL_OES_element_index_uint",
4307 "GL_OES_framebuffer_object",
4308 "GL_OES_packed_depth_stencil",
4309 "GL_OES_rgb8_rgba8",
4310 "GL_OES_standard_derivatives",
4311 "GL_OES_texture_float",
4312 "GL_OES_texture_float_linear",
4313 "GL_OES_texture_half_float",
4314 "GL_OES_texture_half_float_linear",
4315 "GL_OES_texture_npot",
4316 "GL_OES_texture_3D",
4317 "GL_EXT_blend_minmax",
4318 "GL_EXT_color_buffer_half_float",
4319 "GL_EXT_draw_buffers",
4320 "GL_EXT_instanced_arrays",
4321 "GL_EXT_occlusion_query_boolean",
4322 "GL_EXT_read_format_bgra",
4324 "GL_EXT_texture_compression_dxt1",
4326 "GL_EXT_texture_filter_anisotropic",
4327 "GL_EXT_texture_format_BGRA8888",
4328 "GL_EXT_texture_rg",
4329 "GL_ANGLE_framebuffer_blit",
4330 "GL_ANGLE_framebuffer_multisample",
4331 "GL_ANGLE_instanced_arrays",
4333 "GL_ANGLE_texture_compression_dxt3",
4334 "GL_ANGLE_texture_compression_dxt5",
4336 "GL_CHROMIUM_texture_filtering_hint",
4338 "GL_NV_framebuffer_blit",
4342 // Extensions exclusive to OpenGL ES 3.0 and above.
4343 static const char *es3extensions[] =
4345 "GL_EXT_color_buffer_float",
4348 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4349 GLuint numExtensions = numES2extensions;
4351 if(clientVersion >= 3)
4353 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4358 *numExt = numExtensions;
4363 if(index == GL_INVALID_INDEX)
4365 static std::string extensionsCat;
4367 if(extensionsCat.empty() && (numExtensions > 0))
4369 for(const char *extension : es2extensions)
4371 extensionsCat += std::string(extension) + " ";
4375 return (const GLubyte*)extensionsCat.c_str();
4378 if(index >= numExtensions)
4383 if(index < numES2extensions)
4385 return (const GLubyte*)es2extensions[index];
4389 return (const GLubyte*)es3extensions[index - numES2extensions];
4395 egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4397 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext
4398 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);