1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
7 // http://www.apache.org/licenses/LICENSE-2.0
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
22 #include "utilities.h"
23 #include "ResourceManager.h"
26 #include "Framebuffer.h"
29 #include "Renderbuffer.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "common/Surface.hpp"
39 #include "Common/Half.hpp"
41 #include <EGL/eglext.h>
48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49 : egl::Context(display), clientVersion(clientVersion), config(config)
51 sw::Context *context = new sw::Context();
52 device = new es2::Device(context);
54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
56 mState.depthClearValue = 1.0f;
57 mState.stencilClearValue = 0;
59 mState.cullFaceEnabled = false;
60 mState.cullMode = GL_BACK;
61 mState.frontFace = GL_CCW;
62 mState.depthTestEnabled = false;
63 mState.depthFunc = GL_LESS;
64 mState.blendEnabled = false;
65 mState.sourceBlendRGB = GL_ONE;
66 mState.sourceBlendAlpha = GL_ONE;
67 mState.destBlendRGB = GL_ZERO;
68 mState.destBlendAlpha = GL_ZERO;
69 mState.blendEquationRGB = GL_FUNC_ADD;
70 mState.blendEquationAlpha = GL_FUNC_ADD;
71 mState.blendColor.red = 0;
72 mState.blendColor.green = 0;
73 mState.blendColor.blue = 0;
74 mState.blendColor.alpha = 0;
75 mState.stencilTestEnabled = false;
76 mState.stencilFunc = GL_ALWAYS;
77 mState.stencilRef = 0;
78 mState.stencilMask = 0xFFFFFFFFu;
79 mState.stencilWritemask = 0xFFFFFFFFu;
80 mState.stencilBackFunc = GL_ALWAYS;
81 mState.stencilBackRef = 0;
82 mState.stencilBackMask = 0xFFFFFFFFu;
83 mState.stencilBackWritemask = 0xFFFFFFFFu;
84 mState.stencilFail = GL_KEEP;
85 mState.stencilPassDepthFail = GL_KEEP;
86 mState.stencilPassDepthPass = GL_KEEP;
87 mState.stencilBackFail = GL_KEEP;
88 mState.stencilBackPassDepthFail = GL_KEEP;
89 mState.stencilBackPassDepthPass = GL_KEEP;
90 mState.polygonOffsetFillEnabled = false;
91 mState.polygonOffsetFactor = 0.0f;
92 mState.polygonOffsetUnits = 0.0f;
93 mState.sampleAlphaToCoverageEnabled = false;
94 mState.sampleCoverageEnabled = false;
95 mState.sampleCoverageValue = 1.0f;
96 mState.sampleCoverageInvert = false;
97 mState.scissorTestEnabled = false;
98 mState.ditherEnabled = true;
99 mState.primitiveRestartFixedIndexEnabled = false;
100 mState.rasterizerDiscardEnabled = false;
101 mState.generateMipmapHint = GL_DONT_CARE;
102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103 mState.textureFilteringHint = GL_DONT_CARE;
105 mState.lineWidth = 1.0f;
107 mState.viewportX = 0;
108 mState.viewportY = 0;
109 mState.viewportWidth = 0;
110 mState.viewportHeight = 0;
116 mState.scissorWidth = 0;
117 mState.scissorHeight = 0;
119 mState.colorMaskRed = true;
120 mState.colorMaskGreen = true;
121 mState.colorMaskBlue = true;
122 mState.colorMaskAlpha = true;
123 mState.depthMask = true;
127 mResourceManager = shareContext->mResourceManager;
128 mResourceManager->addRef();
132 mResourceManager = new ResourceManager();
135 // [OpenGL ES 2.0.24] section 3.7 page 83:
136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137 // and cube map texture state vectors respectively associated with them.
138 // In order that access to these initial textures not be lost, they are treated as texture
139 // objects all of whose names are 0.
141 mTexture2DZero = new Texture2D(0);
142 mTexture3DZero = new Texture3D(0);
143 mTexture2DArrayZero = new Texture2DArray(0);
144 mTextureCubeMapZero = new TextureCubeMap(0);
145 mTexture2DRectZero = new Texture2DRect(0);
146 mTextureExternalZero = new TextureExternal(0);
148 mState.activeSampler = 0;
151 bindElementArrayBuffer(0);
152 bindTextureCubeMap(0);
154 bindReadFramebuffer(0);
155 bindDrawFramebuffer(0);
157 bindGenericUniformBuffer(0);
158 bindTransformFeedback(0);
160 mState.currentProgram = 0;
162 mVertexDataManager = nullptr;
163 mIndexDataManager = nullptr;
165 mInvalidEnum = false;
166 mInvalidValue = false;
167 mInvalidOperation = false;
168 mOutOfMemory = false;
169 mInvalidFramebufferOperation = false;
171 mHasBeenCurrent = false;
178 if(mState.currentProgram != 0)
180 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
183 programObject->release();
185 mState.currentProgram = 0;
188 while(!mFramebufferNameSpace.empty())
190 deleteFramebuffer(mFramebufferNameSpace.firstName());
193 while(!mFenceNameSpace.empty())
195 deleteFence(mFenceNameSpace.firstName());
198 while(!mQueryNameSpace.empty())
200 deleteQuery(mQueryNameSpace.firstName());
203 while(!mVertexArrayNameSpace.empty())
205 deleteVertexArray(mVertexArrayNameSpace.lastName());
208 while(!mTransformFeedbackNameSpace.empty())
210 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
213 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
215 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
217 mState.samplerTexture[type][sampler] = nullptr;
221 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
223 mState.vertexAttribute[i].mBoundBuffer = nullptr;
226 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
228 mState.activeQuery[i] = nullptr;
231 mState.arrayBuffer = nullptr;
232 mState.copyReadBuffer = nullptr;
233 mState.copyWriteBuffer = nullptr;
234 mState.pixelPackBuffer = nullptr;
235 mState.pixelUnpackBuffer = nullptr;
236 mState.genericUniformBuffer = nullptr;
238 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
239 mState.uniformBuffers[i].set(nullptr, 0, 0);
242 mState.renderbuffer = nullptr;
244 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
246 mState.sampler[i] = nullptr;
249 mTexture2DZero = nullptr;
250 mTexture3DZero = nullptr;
251 mTexture2DArrayZero = nullptr;
252 mTextureCubeMapZero = nullptr;
253 mTexture2DRectZero = nullptr;
254 mTextureExternalZero = nullptr;
256 delete mVertexDataManager;
257 delete mIndexDataManager;
259 mResourceManager->release();
263 void Context::makeCurrent(gl::Surface *surface)
267 mVertexDataManager = new VertexDataManager(this);
268 mIndexDataManager = new IndexDataManager();
270 mState.viewportX = 0;
271 mState.viewportY = 0;
272 mState.viewportWidth = surface ? surface->getWidth() : 0;
273 mState.viewportHeight = surface ? surface->getHeight() : 0;
277 mState.scissorWidth = surface ? surface->getWidth() : 0;
278 mState.scissorHeight = surface ? surface->getHeight() : 0;
280 mHasBeenCurrent = true;
285 // Wrap the existing resources into GL objects and assign them to the '0' names
286 egl::Image *defaultRenderTarget = surface->getRenderTarget();
287 egl::Image *depthStencil = surface->getDepthStencil();
289 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
290 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
291 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
293 setFramebufferZero(framebufferZero);
295 if(defaultRenderTarget)
297 defaultRenderTarget->release();
302 depthStencil->release();
307 setFramebufferZero(nullptr);
313 EGLint Context::getClientVersion() const
315 return clientVersion;
318 EGLint Context::getConfigID() const
320 return config->mConfigID;
323 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
324 void Context::markAllStateDirty()
326 mAppliedProgramSerial = 0;
328 mDepthStateDirty = true;
329 mMaskStateDirty = true;
330 mBlendStateDirty = true;
331 mStencilStateDirty = true;
332 mPolygonOffsetStateDirty = true;
333 mSampleStateDirty = true;
334 mDitherStateDirty = true;
335 mFrontFaceDirty = true;
338 void Context::setClearColor(float red, float green, float blue, float alpha)
340 mState.colorClearValue.red = red;
341 mState.colorClearValue.green = green;
342 mState.colorClearValue.blue = blue;
343 mState.colorClearValue.alpha = alpha;
346 void Context::setClearDepth(float depth)
348 mState.depthClearValue = depth;
351 void Context::setClearStencil(int stencil)
353 mState.stencilClearValue = stencil;
356 void Context::setCullFaceEnabled(bool enabled)
358 mState.cullFaceEnabled = enabled;
361 bool Context::isCullFaceEnabled() const
363 return mState.cullFaceEnabled;
366 void Context::setCullMode(GLenum mode)
368 mState.cullMode = mode;
371 void Context::setFrontFace(GLenum front)
373 if(mState.frontFace != front)
375 mState.frontFace = front;
376 mFrontFaceDirty = true;
380 void Context::setDepthTestEnabled(bool enabled)
382 if(mState.depthTestEnabled != enabled)
384 mState.depthTestEnabled = enabled;
385 mDepthStateDirty = true;
389 bool Context::isDepthTestEnabled() const
391 return mState.depthTestEnabled;
394 void Context::setDepthFunc(GLenum depthFunc)
396 if(mState.depthFunc != depthFunc)
398 mState.depthFunc = depthFunc;
399 mDepthStateDirty = true;
403 void Context::setDepthRange(float zNear, float zFar)
405 mState.zNear = zNear;
409 void Context::setBlendEnabled(bool enabled)
411 if(mState.blendEnabled != enabled)
413 mState.blendEnabled = enabled;
414 mBlendStateDirty = true;
418 bool Context::isBlendEnabled() const
420 return mState.blendEnabled;
423 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
425 if(mState.sourceBlendRGB != sourceRGB ||
426 mState.sourceBlendAlpha != sourceAlpha ||
427 mState.destBlendRGB != destRGB ||
428 mState.destBlendAlpha != destAlpha)
430 mState.sourceBlendRGB = sourceRGB;
431 mState.destBlendRGB = destRGB;
432 mState.sourceBlendAlpha = sourceAlpha;
433 mState.destBlendAlpha = destAlpha;
434 mBlendStateDirty = true;
438 void Context::setBlendColor(float red, float green, float blue, float alpha)
440 if(mState.blendColor.red != red ||
441 mState.blendColor.green != green ||
442 mState.blendColor.blue != blue ||
443 mState.blendColor.alpha != alpha)
445 mState.blendColor.red = red;
446 mState.blendColor.green = green;
447 mState.blendColor.blue = blue;
448 mState.blendColor.alpha = alpha;
449 mBlendStateDirty = true;
453 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
455 if(mState.blendEquationRGB != rgbEquation ||
456 mState.blendEquationAlpha != alphaEquation)
458 mState.blendEquationRGB = rgbEquation;
459 mState.blendEquationAlpha = alphaEquation;
460 mBlendStateDirty = true;
464 void Context::setStencilTestEnabled(bool enabled)
466 if(mState.stencilTestEnabled != enabled)
468 mState.stencilTestEnabled = enabled;
469 mStencilStateDirty = true;
473 bool Context::isStencilTestEnabled() const
475 return mState.stencilTestEnabled;
478 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
480 if(mState.stencilFunc != stencilFunc ||
481 mState.stencilRef != stencilRef ||
482 mState.stencilMask != stencilMask)
484 mState.stencilFunc = stencilFunc;
485 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
486 mState.stencilMask = stencilMask;
487 mStencilStateDirty = true;
491 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
493 if(mState.stencilBackFunc != stencilBackFunc ||
494 mState.stencilBackRef != stencilBackRef ||
495 mState.stencilBackMask != stencilBackMask)
497 mState.stencilBackFunc = stencilBackFunc;
498 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
499 mState.stencilBackMask = stencilBackMask;
500 mStencilStateDirty = true;
504 void Context::setStencilWritemask(GLuint stencilWritemask)
506 if(mState.stencilWritemask != stencilWritemask)
508 mState.stencilWritemask = stencilWritemask;
509 mStencilStateDirty = true;
513 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
515 if(mState.stencilBackWritemask != stencilBackWritemask)
517 mState.stencilBackWritemask = stencilBackWritemask;
518 mStencilStateDirty = true;
522 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
524 if(mState.stencilFail != stencilFail ||
525 mState.stencilPassDepthFail != stencilPassDepthFail ||
526 mState.stencilPassDepthPass != stencilPassDepthPass)
528 mState.stencilFail = stencilFail;
529 mState.stencilPassDepthFail = stencilPassDepthFail;
530 mState.stencilPassDepthPass = stencilPassDepthPass;
531 mStencilStateDirty = true;
535 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
537 if(mState.stencilBackFail != stencilBackFail ||
538 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
539 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
541 mState.stencilBackFail = stencilBackFail;
542 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
543 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
544 mStencilStateDirty = true;
548 void Context::setPolygonOffsetFillEnabled(bool enabled)
550 if(mState.polygonOffsetFillEnabled != enabled)
552 mState.polygonOffsetFillEnabled = enabled;
553 mPolygonOffsetStateDirty = true;
557 bool Context::isPolygonOffsetFillEnabled() const
559 return mState.polygonOffsetFillEnabled;
562 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
564 if(mState.polygonOffsetFactor != factor ||
565 mState.polygonOffsetUnits != units)
567 mState.polygonOffsetFactor = factor;
568 mState.polygonOffsetUnits = units;
569 mPolygonOffsetStateDirty = true;
573 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
575 if(mState.sampleAlphaToCoverageEnabled != enabled)
577 mState.sampleAlphaToCoverageEnabled = enabled;
578 mSampleStateDirty = true;
582 bool Context::isSampleAlphaToCoverageEnabled() const
584 return mState.sampleAlphaToCoverageEnabled;
587 void Context::setSampleCoverageEnabled(bool enabled)
589 if(mState.sampleCoverageEnabled != enabled)
591 mState.sampleCoverageEnabled = enabled;
592 mSampleStateDirty = true;
596 bool Context::isSampleCoverageEnabled() const
598 return mState.sampleCoverageEnabled;
601 void Context::setSampleCoverageParams(GLclampf value, bool invert)
603 if(mState.sampleCoverageValue != value ||
604 mState.sampleCoverageInvert != invert)
606 mState.sampleCoverageValue = value;
607 mState.sampleCoverageInvert = invert;
608 mSampleStateDirty = true;
612 void Context::setScissorTestEnabled(bool enabled)
614 mState.scissorTestEnabled = enabled;
617 bool Context::isScissorTestEnabled() const
619 return mState.scissorTestEnabled;
622 void Context::setDitherEnabled(bool enabled)
624 if(mState.ditherEnabled != enabled)
626 mState.ditherEnabled = enabled;
627 mDitherStateDirty = true;
631 bool Context::isDitherEnabled() const
633 return mState.ditherEnabled;
636 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
638 mState.primitiveRestartFixedIndexEnabled = enabled;
641 bool Context::isPrimitiveRestartFixedIndexEnabled() const
643 return mState.primitiveRestartFixedIndexEnabled;
646 void Context::setRasterizerDiscardEnabled(bool enabled)
648 mState.rasterizerDiscardEnabled = enabled;
651 bool Context::isRasterizerDiscardEnabled() const
653 return mState.rasterizerDiscardEnabled;
656 void Context::setLineWidth(GLfloat width)
658 mState.lineWidth = width;
659 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
662 void Context::setGenerateMipmapHint(GLenum hint)
664 mState.generateMipmapHint = hint;
667 void Context::setFragmentShaderDerivativeHint(GLenum hint)
669 mState.fragmentShaderDerivativeHint = hint;
670 // TODO: Propagate the hint to shader translator so we can write
671 // ddx, ddx_coarse, or ddx_fine depending on the hint.
672 // Ignore for now. It is valid for implementations to ignore hint.
675 void Context::setTextureFilteringHint(GLenum hint)
677 mState.textureFilteringHint = hint;
680 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
682 mState.viewportX = x;
683 mState.viewportY = y;
684 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0]
685 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1]
688 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
692 mState.scissorWidth = width;
693 mState.scissorHeight = height;
696 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
698 if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
699 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
701 mState.colorMaskRed = red;
702 mState.colorMaskGreen = green;
703 mState.colorMaskBlue = blue;
704 mState.colorMaskAlpha = alpha;
705 mMaskStateDirty = true;
709 unsigned int Context::getColorMask() const
711 return (mState.colorMaskRed ? 0x1 : 0) |
712 (mState.colorMaskGreen ? 0x2 : 0) |
713 (mState.colorMaskBlue ? 0x4 : 0) |
714 (mState.colorMaskAlpha ? 0x8 : 0);
717 void Context::setDepthMask(bool mask)
719 if(mState.depthMask != mask)
721 mState.depthMask = mask;
722 mMaskStateDirty = true;
726 void Context::setActiveSampler(unsigned int active)
728 mState.activeSampler = active;
731 GLuint Context::getReadFramebufferName() const
733 return mState.readFramebuffer;
736 GLuint Context::getDrawFramebufferName() const
738 return mState.drawFramebuffer;
741 GLuint Context::getRenderbufferName() const
743 return mState.renderbuffer.name();
746 void Context::setFramebufferReadBuffer(GLuint buf)
748 getReadFramebuffer()->setReadBuffer(buf);
751 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
753 Framebuffer *drawFramebuffer = getDrawFramebuffer();
755 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
757 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
761 GLuint Context::getArrayBufferName() const
763 return mState.arrayBuffer.name();
766 GLuint Context::getElementArrayBufferName() const
768 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
769 return elementArrayBuffer ? elementArrayBuffer->name : 0;
772 GLuint Context::getActiveQuery(GLenum target) const
774 Query *queryObject = nullptr;
778 case GL_ANY_SAMPLES_PASSED_EXT:
779 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
781 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
782 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
784 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
785 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
793 return queryObject->name;
799 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
801 getCurrentVertexArray()->enableAttribute(attribNum, enabled);
804 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
806 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
809 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
811 return getCurrentVertexArray()->getVertexAttribute(attribNum);
814 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
815 bool normalized, bool pureInteger, GLsizei stride, const void *pointer)
817 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
820 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
822 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
825 const VertexAttributeArray &Context::getVertexArrayAttributes()
827 return getCurrentVertexArray()->getVertexAttributes();
830 const VertexAttributeArray &Context::getCurrentVertexAttributes()
832 return mState.vertexAttribute;
835 void Context::setPackAlignment(GLint alignment)
837 mState.packParameters.alignment = alignment;
840 void Context::setUnpackAlignment(GLint alignment)
842 mState.unpackParameters.alignment = alignment;
845 const gl::PixelStorageModes &Context::getUnpackParameters() const
847 return mState.unpackParameters;
850 void Context::setPackRowLength(GLint rowLength)
852 mState.packParameters.rowLength = rowLength;
855 void Context::setPackSkipPixels(GLint skipPixels)
857 mState.packParameters.skipPixels = skipPixels;
860 void Context::setPackSkipRows(GLint skipRows)
862 mState.packParameters.skipRows = skipRows;
865 void Context::setUnpackRowLength(GLint rowLength)
867 mState.unpackParameters.rowLength = rowLength;
870 void Context::setUnpackImageHeight(GLint imageHeight)
872 mState.unpackParameters.imageHeight = imageHeight;
875 void Context::setUnpackSkipPixels(GLint skipPixels)
877 mState.unpackParameters.skipPixels = skipPixels;
880 void Context::setUnpackSkipRows(GLint skipRows)
882 mState.unpackParameters.skipRows = skipRows;
885 void Context::setUnpackSkipImages(GLint skipImages)
887 mState.unpackParameters.skipImages = skipImages;
890 GLuint Context::createBuffer()
892 return mResourceManager->createBuffer();
895 GLuint Context::createProgram()
897 return mResourceManager->createProgram();
900 GLuint Context::createShader(GLenum type)
902 return mResourceManager->createShader(type);
905 GLuint Context::createTexture()
907 return mResourceManager->createTexture();
910 GLuint Context::createRenderbuffer()
912 return mResourceManager->createRenderbuffer();
915 // Returns an unused framebuffer name
916 GLuint Context::createFramebuffer()
918 return mFramebufferNameSpace.allocate();
921 GLuint Context::createFence()
923 return mFenceNameSpace.allocate(new Fence());
926 // Returns an unused query name
927 GLuint Context::createQuery()
929 return mQueryNameSpace.allocate();
932 // Returns an unused vertex array name
933 GLuint Context::createVertexArray()
935 return mVertexArrayNameSpace.allocate();
938 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
940 GLuint handle = mResourceManager->createFenceSync(condition, flags);
942 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
945 // Returns an unused transform feedback name
946 GLuint Context::createTransformFeedback()
948 return mTransformFeedbackNameSpace.allocate();
951 // Returns an unused sampler name
952 GLuint Context::createSampler()
954 return mResourceManager->createSampler();
957 void Context::deleteBuffer(GLuint buffer)
959 detachBuffer(buffer);
961 mResourceManager->deleteBuffer(buffer);
964 void Context::deleteShader(GLuint shader)
966 mResourceManager->deleteShader(shader);
969 void Context::deleteProgram(GLuint program)
971 mResourceManager->deleteProgram(program);
974 void Context::deleteTexture(GLuint texture)
976 detachTexture(texture);
978 mResourceManager->deleteTexture(texture);
981 void Context::deleteRenderbuffer(GLuint renderbuffer)
983 if(mResourceManager->getRenderbuffer(renderbuffer))
985 detachRenderbuffer(renderbuffer);
988 mResourceManager->deleteRenderbuffer(renderbuffer);
991 void Context::deleteFramebuffer(GLuint framebuffer)
993 detachFramebuffer(framebuffer);
995 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
997 if(framebufferObject)
999 delete framebufferObject;
1003 void Context::deleteFence(GLuint fence)
1005 Fence *fenceObject = mFenceNameSpace.remove(fence);
1013 void Context::deleteQuery(GLuint query)
1015 Query *queryObject = mQueryNameSpace.remove(query);
1019 queryObject->release();
1023 void Context::deleteVertexArray(GLuint vertexArray)
1025 // [OpenGL ES 3.0.2] section 2.10 page 43:
1026 // If a vertex array object that is currently bound is deleted, the binding
1027 // for that object reverts to zero and the default vertex array becomes current.
1028 if(getCurrentVertexArray()->name == vertexArray)
1033 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1035 if(vertexArrayObject)
1037 delete vertexArrayObject;
1041 void Context::deleteFenceSync(GLsync fenceSync)
1043 // The spec specifies the underlying Fence object is not deleted until all current
1044 // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1045 // and since our API is currently designed for being called from a single thread, we can delete
1046 // the fence immediately.
1047 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1050 void Context::deleteTransformFeedback(GLuint transformFeedback)
1052 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1054 if(transformFeedbackObject)
1056 delete transformFeedbackObject;
1060 void Context::deleteSampler(GLuint sampler)
1062 detachSampler(sampler);
1064 mResourceManager->deleteSampler(sampler);
1067 Buffer *Context::getBuffer(GLuint handle) const
1069 return mResourceManager->getBuffer(handle);
1072 Shader *Context::getShader(GLuint handle) const
1074 return mResourceManager->getShader(handle);
1077 Program *Context::getProgram(GLuint handle) const
1079 return mResourceManager->getProgram(handle);
1082 Texture *Context::getTexture(GLuint handle) const
1084 return mResourceManager->getTexture(handle);
1087 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1089 return mResourceManager->getRenderbuffer(handle);
1092 Framebuffer *Context::getReadFramebuffer() const
1094 return getFramebuffer(mState.readFramebuffer);
1097 Framebuffer *Context::getDrawFramebuffer() const
1099 return getFramebuffer(mState.drawFramebuffer);
1102 void Context::bindArrayBuffer(unsigned int buffer)
1104 mResourceManager->checkBufferAllocation(buffer);
1106 mState.arrayBuffer = getBuffer(buffer);
1109 void Context::bindElementArrayBuffer(unsigned int buffer)
1111 mResourceManager->checkBufferAllocation(buffer);
1113 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1116 void Context::bindCopyReadBuffer(GLuint buffer)
1118 mResourceManager->checkBufferAllocation(buffer);
1120 mState.copyReadBuffer = getBuffer(buffer);
1123 void Context::bindCopyWriteBuffer(GLuint buffer)
1125 mResourceManager->checkBufferAllocation(buffer);
1127 mState.copyWriteBuffer = getBuffer(buffer);
1130 void Context::bindPixelPackBuffer(GLuint buffer)
1132 mResourceManager->checkBufferAllocation(buffer);
1134 mState.pixelPackBuffer = getBuffer(buffer);
1137 void Context::bindPixelUnpackBuffer(GLuint buffer)
1139 mResourceManager->checkBufferAllocation(buffer);
1141 mState.pixelUnpackBuffer = getBuffer(buffer);
1144 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1146 mResourceManager->checkBufferAllocation(buffer);
1148 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1150 if(transformFeedback)
1152 transformFeedback->setGenericBuffer(getBuffer(buffer));
1156 void Context::bindTexture2D(GLuint texture)
1158 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1160 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1163 void Context::bindTextureCubeMap(GLuint texture)
1165 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1167 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1170 void Context::bindTextureExternal(GLuint texture)
1172 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1174 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1177 void Context::bindTexture3D(GLuint texture)
1179 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1181 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1184 void Context::bindTexture2DArray(GLuint texture)
1186 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1188 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1191 void Context::bindTexture2DRect(GLuint texture)
1193 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_RECT);
1195 mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler] = getTexture(texture);
1198 void Context::bindReadFramebuffer(GLuint framebuffer)
1200 if(!getFramebuffer(framebuffer))
1202 if(framebuffer == 0)
1204 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1208 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1212 mState.readFramebuffer = framebuffer;
1215 void Context::bindDrawFramebuffer(GLuint framebuffer)
1217 if(!getFramebuffer(framebuffer))
1219 if(framebuffer == 0)
1221 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1225 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1229 mState.drawFramebuffer = framebuffer;
1232 void Context::bindRenderbuffer(GLuint renderbuffer)
1234 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1236 mState.renderbuffer = getRenderbuffer(renderbuffer);
1239 void Context::bindVertexArray(GLuint array)
1241 VertexArray *vertexArray = getVertexArray(array);
1245 vertexArray = new VertexArray(array);
1246 mVertexArrayNameSpace.insert(array, vertexArray);
1249 mState.vertexArray = array;
1252 void Context::bindGenericUniformBuffer(GLuint buffer)
1254 mResourceManager->checkBufferAllocation(buffer);
1256 mState.genericUniformBuffer = getBuffer(buffer);
1259 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1261 mResourceManager->checkBufferAllocation(buffer);
1263 Buffer* bufferObject = getBuffer(buffer);
1264 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1267 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1269 mResourceManager->checkBufferAllocation(buffer);
1271 getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1274 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1276 mResourceManager->checkBufferAllocation(buffer);
1278 Buffer* bufferObject = getBuffer(buffer);
1279 getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1282 void Context::bindTransformFeedback(GLuint id)
1284 if(!getTransformFeedback(id))
1286 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1289 mState.transformFeedback = id;
1292 bool Context::bindSampler(GLuint unit, GLuint sampler)
1294 mResourceManager->checkSamplerAllocation(sampler);
1296 Sampler* samplerObject = getSampler(sampler);
1298 mState.sampler[unit] = samplerObject;
1300 return !!samplerObject;
1303 void Context::useProgram(GLuint program)
1305 GLuint priorProgram = mState.currentProgram;
1306 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1308 if(priorProgram != program)
1310 Program *newProgram = mResourceManager->getProgram(program);
1311 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1315 newProgram->addRef();
1320 oldProgram->release();
1325 void Context::beginQuery(GLenum target, GLuint query)
1327 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1328 // of zero, if the active query object name for <target> is non-zero (for the
1329 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1330 // the active query for either target is non-zero), if <id> is the name of an
1331 // existing query object whose type does not match <target>, or if <id> is the
1332 // active query object name for any query type, the error INVALID_OPERATION is
1335 // Ensure no other queries are active
1336 // NOTE: If other queries than occlusion are supported, we will need to check
1338 // a) The query ID passed is not the current active query for any target/type
1339 // b) There are no active queries for the requested target (and in the case
1340 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1341 // no query may be active for either if glBeginQuery targets either.
1342 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1344 if(mState.activeQuery[i])
1346 switch(mState.activeQuery[i]->getType())
1348 case GL_ANY_SAMPLES_PASSED_EXT:
1349 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1350 if((target == GL_ANY_SAMPLES_PASSED_EXT) ||
1351 (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT))
1353 return error(GL_INVALID_OPERATION);
1356 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1357 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN)
1359 return error(GL_INVALID_OPERATION);
1371 case GL_ANY_SAMPLES_PASSED_EXT:
1372 qType = QUERY_ANY_SAMPLES_PASSED;
1374 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1375 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1377 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1378 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1381 UNREACHABLE(target);
1382 return error(GL_INVALID_ENUM);
1385 Query *queryObject = createQuery(query, target);
1387 // Check that name was obtained with glGenQueries
1390 return error(GL_INVALID_OPERATION);
1393 // Check for type mismatch
1394 if(queryObject->getType() != target)
1396 return error(GL_INVALID_OPERATION);
1399 // Set query as active for specified target
1400 mState.activeQuery[qType] = queryObject;
1403 queryObject->begin();
1406 void Context::endQuery(GLenum target)
1412 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break;
1413 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break;
1414 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1415 default: UNREACHABLE(target); return;
1418 Query *queryObject = mState.activeQuery[qType];
1422 return error(GL_INVALID_OPERATION);
1427 mState.activeQuery[qType] = nullptr;
1430 void Context::setFramebufferZero(Framebuffer *buffer)
1432 delete mFramebufferNameSpace.remove(0);
1433 mFramebufferNameSpace.insert(0, buffer);
1436 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1438 Renderbuffer *renderbufferObject = mState.renderbuffer;
1439 renderbufferObject->setStorage(renderbuffer);
1442 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1444 return mFramebufferNameSpace.find(handle);
1447 Fence *Context::getFence(unsigned int handle) const
1449 return mFenceNameSpace.find(handle);
1452 FenceSync *Context::getFenceSync(GLsync handle) const
1454 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1457 Query *Context::getQuery(unsigned int handle) const
1459 return mQueryNameSpace.find(handle);
1462 Query *Context::createQuery(unsigned int handle, GLenum type)
1464 if(!mQueryNameSpace.isReserved(handle))
1470 Query *query = mQueryNameSpace.find(handle);
1473 query = new Query(handle, type);
1475 mQueryNameSpace.insert(handle, query);
1482 VertexArray *Context::getVertexArray(GLuint array) const
1484 return mVertexArrayNameSpace.find(array);
1487 VertexArray *Context::getCurrentVertexArray() const
1489 return getVertexArray(mState.vertexArray);
1492 bool Context::isVertexArray(GLuint array) const
1494 return mVertexArrayNameSpace.isReserved(array);
1497 bool Context::hasZeroDivisor() const
1499 // Verify there is at least one active attribute with a divisor of zero
1500 es2::Program *programObject = getCurrentProgram();
1501 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1503 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1504 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1513 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1515 return mTransformFeedbackNameSpace.find(transformFeedback);
1518 bool Context::isTransformFeedback(GLuint array) const
1520 return mTransformFeedbackNameSpace.isReserved(array);
1523 Sampler *Context::getSampler(GLuint sampler) const
1525 return mResourceManager->getSampler(sampler);
1528 bool Context::isSampler(GLuint sampler) const
1530 return mResourceManager->isSampler(sampler);
1533 Buffer *Context::getArrayBuffer() const
1535 return mState.arrayBuffer;
1538 Buffer *Context::getElementArrayBuffer() const
1540 return getCurrentVertexArray()->getElementArrayBuffer();
1543 Buffer *Context::getCopyReadBuffer() const
1545 return mState.copyReadBuffer;
1548 Buffer *Context::getCopyWriteBuffer() const
1550 return mState.copyWriteBuffer;
1553 Buffer *Context::getPixelPackBuffer() const
1555 return mState.pixelPackBuffer;
1558 Buffer *Context::getPixelUnpackBuffer() const
1560 return mState.pixelUnpackBuffer;
1563 Buffer *Context::getGenericUniformBuffer() const
1565 return mState.genericUniformBuffer;
1568 GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const
1570 GLsizei inputWidth = (mState.unpackParameters.rowLength == 0) ? width : mState.unpackParameters.rowLength;
1571 GLsizei inputPitch = gl::ComputePitch(inputWidth, format, type, mState.unpackParameters.alignment);
1572 GLsizei inputHeight = (mState.unpackParameters.imageHeight == 0) ? height : mState.unpackParameters.imageHeight;
1573 return inputPitch * inputHeight * depth;
1576 GLenum Context::getPixels(const GLvoid **data, GLenum type, GLsizei imageSize) const
1578 if(mState.pixelUnpackBuffer)
1580 if(mState.pixelUnpackBuffer->name)
1582 if(mState.pixelUnpackBuffer->isMapped() ||
1583 (mState.pixelUnpackBuffer->size() < static_cast<size_t>(imageSize)) ||
1584 (static_cast<GLsizei>((ptrdiff_t)(*data)) % GetTypeSize(type)))
1586 return GL_INVALID_OPERATION;
1590 *data = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + (ptrdiff_t)(*data);
1595 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1599 case GL_ARRAY_BUFFER:
1600 *buffer = getArrayBuffer();
1602 case GL_ELEMENT_ARRAY_BUFFER:
1603 *buffer = getElementArrayBuffer();
1605 case GL_COPY_READ_BUFFER:
1606 if(clientVersion >= 3)
1608 *buffer = getCopyReadBuffer();
1612 case GL_COPY_WRITE_BUFFER:
1613 if(clientVersion >= 3)
1615 *buffer = getCopyWriteBuffer();
1619 case GL_PIXEL_PACK_BUFFER:
1620 if(clientVersion >= 3)
1622 *buffer = getPixelPackBuffer();
1626 case GL_PIXEL_UNPACK_BUFFER:
1627 if(clientVersion >= 3)
1629 *buffer = getPixelUnpackBuffer();
1633 case GL_TRANSFORM_FEEDBACK_BUFFER:
1634 if(clientVersion >= 3)
1636 TransformFeedback* transformFeedback = getTransformFeedback();
1637 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1641 case GL_UNIFORM_BUFFER:
1642 if(clientVersion >= 3)
1644 *buffer = getGenericUniformBuffer();
1654 TransformFeedback *Context::getTransformFeedback() const
1656 return getTransformFeedback(mState.transformFeedback);
1659 Program *Context::getCurrentProgram() const
1661 return mResourceManager->getProgram(mState.currentProgram);
1664 Texture2D *Context::getTexture2D() const
1666 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1669 Texture2D *Context::getTexture2D(GLenum target) const
1673 case GL_TEXTURE_2D: return getTexture2D();
1674 case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect();
1675 case GL_TEXTURE_EXTERNAL_OES: return getTextureExternal();
1676 default: UNREACHABLE(target);
1682 Texture3D *Context::getTexture3D() const
1684 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1687 Texture2DArray *Context::getTexture2DArray() const
1689 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1692 TextureCubeMap *Context::getTextureCubeMap() const
1694 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1697 Texture2DRect *Context::getTexture2DRect() const
1699 return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT));
1702 TextureExternal *Context::getTextureExternal() const
1704 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1707 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1709 GLuint texid = mState.samplerTexture[type][sampler].name();
1711 if(texid == 0) // Special case: 0 refers to different initial textures based on the target
1715 case TEXTURE_2D: return mTexture2DZero;
1716 case TEXTURE_3D: return mTexture3DZero;
1717 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1718 case TEXTURE_CUBE: return mTextureCubeMapZero;
1719 case TEXTURE_2D_RECT: return mTexture2DRectZero;
1720 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1721 default: UNREACHABLE(type);
1725 return mState.samplerTexture[type][sampler];
1728 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1730 mResourceManager->checkSamplerAllocation(sampler);
1732 Sampler *samplerObject = getSampler(sampler);
1733 ASSERT(samplerObject);
1737 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
1738 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
1739 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
1740 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
1741 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
1742 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
1743 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
1744 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break;
1745 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break;
1746 default: UNREACHABLE(pname); break;
1750 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1752 mResourceManager->checkSamplerAllocation(sampler);
1754 Sampler *samplerObject = getSampler(sampler);
1755 ASSERT(samplerObject);
1759 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break;
1760 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break;
1761 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break;
1762 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break;
1763 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break;
1764 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
1765 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
1766 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break;
1767 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break;
1768 default: UNREACHABLE(pname); break;
1772 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1774 mResourceManager->checkSamplerAllocation(sampler);
1776 Sampler *samplerObject = getSampler(sampler);
1777 ASSERT(samplerObject);
1781 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
1782 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
1783 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
1784 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
1785 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
1786 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1787 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1788 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode());
1789 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc());
1790 default: UNREACHABLE(pname); return 0;
1794 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1796 mResourceManager->checkSamplerAllocation(sampler);
1798 Sampler *samplerObject = getSampler(sampler);
1799 ASSERT(samplerObject);
1803 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
1804 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
1805 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
1806 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
1807 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
1808 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
1809 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
1810 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode());
1811 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc());
1812 default: UNREACHABLE(pname); return 0;
1816 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1820 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1821 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1822 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1823 case GL_COLOR_WRITEMASK:
1824 params[0] = mState.colorMaskRed;
1825 params[1] = mState.colorMaskGreen;
1826 params[2] = mState.colorMaskBlue;
1827 params[3] = mState.colorMaskAlpha;
1829 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;
1830 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;
1831 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
1832 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;
1833 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;
1834 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;
1835 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;
1836 case GL_BLEND: *params = mState.blendEnabled; break;
1837 case GL_DITHER: *params = mState.ditherEnabled; break;
1838 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1839 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break;
1840 case GL_TRANSFORM_FEEDBACK_ACTIVE:
1842 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1843 if(transformFeedback)
1845 *params = transformFeedback->isActive();
1850 case GL_TRANSFORM_FEEDBACK_PAUSED:
1852 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1853 if(transformFeedback)
1855 *params = transformFeedback->isPaused();
1867 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1869 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1870 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1871 // GetIntegerv as its native query function. As it would require conversion in any
1872 // case, this should make no difference to the calling application.
1875 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1876 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1877 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1878 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1879 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1880 case GL_ALIASED_LINE_WIDTH_RANGE:
1881 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1882 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1884 case GL_ALIASED_POINT_SIZE_RANGE:
1885 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1886 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1888 case GL_DEPTH_RANGE:
1889 params[0] = mState.zNear;
1890 params[1] = mState.zFar;
1892 case GL_COLOR_CLEAR_VALUE:
1893 params[0] = mState.colorClearValue.red;
1894 params[1] = mState.colorClearValue.green;
1895 params[2] = mState.colorClearValue.blue;
1896 params[3] = mState.colorClearValue.alpha;
1898 case GL_BLEND_COLOR:
1899 params[0] = mState.blendColor.red;
1900 params[1] = mState.blendColor.green;
1901 params[2] = mState.blendColor.blue;
1902 params[3] = mState.blendColor.alpha;
1904 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1905 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1914 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1915 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1917 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1919 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1920 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1921 // GetIntegerv as its native query function. As it would require conversion in any
1922 // case, this should make no difference to the calling application. You may find it in
1923 // Context::getFloatv.
1926 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true;
1927 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true;
1928 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true;
1929 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1930 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true;
1931 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true;
1932 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true;
1933 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1934 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true;
1935 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true;
1936 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true;
1937 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true;
1938 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1939 case GL_DRAW_FRAMEBUFFER_BINDING: *params = mState.drawFramebuffer; return true;
1940 case GL_READ_FRAMEBUFFER_BINDING: *params = mState.readFramebuffer; return true;
1941 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true;
1942 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true;
1943 case GL_PACK_ALIGNMENT: *params = mState.packParameters.alignment; return true;
1944 case GL_UNPACK_ALIGNMENT: *params = mState.unpackParameters.alignment; return true;
1945 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true;
1946 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1947 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true;
1948 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true;
1949 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true;
1950 case GL_STENCIL_REF: *params = mState.stencilRef; return true;
1951 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true;
1952 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true;
1953 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true;
1954 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1955 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true;
1956 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true;
1957 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true;
1958 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true;
1959 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true;
1960 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true;
1961 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true;
1962 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true;
1963 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true;
1964 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true;
1965 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true;
1966 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true;
1967 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true;
1968 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1969 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1970 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true;
1971 case GL_SUBPIXEL_BITS: *params = 4; return true;
1972 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
1973 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true;
1974 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1975 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true;
1976 case GL_MAX_SAMPLES: *params = IMPLEMENTATION_MAX_SAMPLES; return true;
1977 case GL_SAMPLE_BUFFERS:
1980 Framebuffer *framebuffer = getDrawFramebuffer();
1981 int width, height, samples;
1983 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1987 case GL_SAMPLE_BUFFERS:
2008 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2010 Framebuffer *framebuffer = getReadFramebuffer();
2011 *params = framebuffer->getImplementationColorReadType();
2014 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2016 Framebuffer *framebuffer = getReadFramebuffer();
2017 *params = framebuffer->getImplementationColorReadFormat();
2020 case GL_MAX_VIEWPORT_DIMS:
2022 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
2023 params[0] = maxDimension;
2024 params[1] = maxDimension;
2027 case GL_COMPRESSED_TEXTURE_FORMATS:
2029 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
2031 params[i] = compressedTextureFormats[i];
2036 params[0] = mState.viewportX;
2037 params[1] = mState.viewportY;
2038 params[2] = mState.viewportWidth;
2039 params[3] = mState.viewportHeight;
2041 case GL_SCISSOR_BOX:
2042 params[0] = mState.scissorX;
2043 params[1] = mState.scissorY;
2044 params[2] = mState.scissorWidth;
2045 params[3] = mState.scissorHeight;
2047 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true;
2048 case GL_FRONT_FACE: *params = mState.frontFace; return true;
2054 Framebuffer *framebuffer = getDrawFramebuffer();
2055 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2061 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true;
2062 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2063 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true;
2064 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2075 Framebuffer *framebuffer = getDrawFramebuffer();
2076 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2080 *params = depthbuffer->getDepthSize();
2088 case GL_STENCIL_BITS:
2090 Framebuffer *framebuffer = getDrawFramebuffer();
2091 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2095 *params = stencilbuffer->getStencilSize();
2103 case GL_TEXTURE_BINDING_2D:
2104 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2106 error(GL_INVALID_OPERATION);
2110 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2112 case GL_TEXTURE_BINDING_CUBE_MAP:
2113 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2115 error(GL_INVALID_OPERATION);
2119 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2121 case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2122 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2124 error(GL_INVALID_OPERATION);
2128 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name();
2130 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2131 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2133 error(GL_INVALID_OPERATION);
2137 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2139 case GL_TEXTURE_BINDING_3D_OES:
2140 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2142 error(GL_INVALID_OPERATION);
2146 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2148 case GL_DRAW_BUFFER0:
2149 case GL_DRAW_BUFFER1:
2150 case GL_DRAW_BUFFER2:
2151 case GL_DRAW_BUFFER3:
2152 case GL_DRAW_BUFFER4:
2153 case GL_DRAW_BUFFER5:
2154 case GL_DRAW_BUFFER6:
2155 case GL_DRAW_BUFFER7:
2156 case GL_DRAW_BUFFER8:
2157 case GL_DRAW_BUFFER9:
2158 case GL_DRAW_BUFFER10:
2159 case GL_DRAW_BUFFER11:
2160 case GL_DRAW_BUFFER12:
2161 case GL_DRAW_BUFFER13:
2162 case GL_DRAW_BUFFER14:
2163 case GL_DRAW_BUFFER15:
2164 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2166 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2173 case GL_MAX_DRAW_BUFFERS:
2174 *params = MAX_DRAW_BUFFERS;
2176 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2177 *params = MAX_COLOR_ATTACHMENTS;
2183 if(clientVersion >= 3)
2187 case GL_TEXTURE_BINDING_2D_ARRAY:
2188 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2190 error(GL_INVALID_OPERATION);
2194 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2196 case GL_COPY_READ_BUFFER_BINDING:
2197 *params = mState.copyReadBuffer.name();
2199 case GL_COPY_WRITE_BUFFER_BINDING:
2200 *params = mState.copyWriteBuffer.name();
2202 case GL_MAJOR_VERSION:
2203 *params = clientVersion;
2205 case GL_MAX_3D_TEXTURE_SIZE:
2206 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2208 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2209 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2211 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2212 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2214 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2215 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2217 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2218 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2220 case GL_MAX_ELEMENT_INDEX:
2221 *params = MAX_ELEMENT_INDEX;
2223 case GL_MAX_ELEMENTS_INDICES:
2224 *params = MAX_ELEMENTS_INDICES;
2226 case GL_MAX_ELEMENTS_VERTICES:
2227 *params = MAX_ELEMENTS_VERTICES;
2229 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2230 *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2232 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2233 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2235 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2236 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2238 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2239 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2240 // In any case, any behavior outside the specified range is valid since the spec mentions:
2241 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2242 // "If any of the offset values are outside the range of the implementation-defined values
2243 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2245 *params = MAX_PROGRAM_TEXEL_OFFSET;
2247 case GL_MAX_SERVER_WAIT_TIMEOUT:
2250 case GL_MAX_TEXTURE_LOD_BIAS:
2251 *params = MAX_TEXTURE_LOD_BIAS;
2253 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2254 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2256 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2257 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2259 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2260 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2262 case GL_MAX_UNIFORM_BLOCK_SIZE:
2263 *params = MAX_UNIFORM_BLOCK_SIZE;
2265 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2266 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2268 case GL_MAX_VARYING_COMPONENTS:
2269 *params = MAX_VARYING_VECTORS * 4;
2271 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2272 *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2274 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2275 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2277 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2278 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2280 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2281 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2282 // In any case, any behavior outside the specified range is valid since the spec mentions:
2283 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2284 // "If any of the offset values are outside the range of the implementation-defined values
2285 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2287 *params = MIN_PROGRAM_TEXEL_OFFSET;
2289 case GL_MINOR_VERSION:
2292 case GL_NUM_EXTENSIONS:
2293 GLuint numExtensions;
2294 getExtensions(0, &numExtensions);
2295 *params = numExtensions;
2297 case GL_NUM_PROGRAM_BINARY_FORMATS:
2298 *params = NUM_PROGRAM_BINARY_FORMATS;
2300 case GL_PACK_ROW_LENGTH:
2301 *params = mState.packParameters.rowLength;
2303 case GL_PACK_SKIP_PIXELS:
2304 *params = mState.packParameters.skipPixels;
2306 case GL_PACK_SKIP_ROWS:
2307 *params = mState.packParameters.skipRows;
2309 case GL_PIXEL_PACK_BUFFER_BINDING:
2310 *params = mState.pixelPackBuffer.name();
2312 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2313 *params = mState.pixelUnpackBuffer.name();
2315 case GL_PROGRAM_BINARY_FORMATS:
2316 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2317 // should be a 0 sized array, so don't write to params
2319 case GL_READ_BUFFER:
2320 *params = getReadFramebuffer()->getReadBuffer();
2322 case GL_SAMPLER_BINDING:
2323 *params = mState.sampler[mState.activeSampler].name();
2325 case GL_UNIFORM_BUFFER_BINDING:
2326 *params = mState.genericUniformBuffer.name();
2328 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2329 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2331 case GL_UNIFORM_BUFFER_SIZE:
2332 *params = static_cast<T>(mState.genericUniformBuffer->size());
2334 case GL_UNIFORM_BUFFER_START:
2335 *params = static_cast<T>(mState.genericUniformBuffer->offset());
2337 case GL_UNPACK_IMAGE_HEIGHT:
2338 *params = mState.unpackParameters.imageHeight;
2340 case GL_UNPACK_ROW_LENGTH:
2341 *params = mState.unpackParameters.rowLength;
2343 case GL_UNPACK_SKIP_IMAGES:
2344 *params = mState.unpackParameters.skipImages;
2346 case GL_UNPACK_SKIP_PIXELS:
2347 *params = mState.unpackParameters.skipPixels;
2349 case GL_UNPACK_SKIP_ROWS:
2350 *params = mState.unpackParameters.skipRows;
2352 case GL_VERTEX_ARRAY_BINDING:
2353 *params = getCurrentVertexArray()->name;
2355 case GL_TRANSFORM_FEEDBACK_BINDING:
2357 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2358 if(transformFeedback)
2360 *params = transformFeedback->name;
2368 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2370 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2371 if(transformFeedback)
2373 *params = transformFeedback->getGenericBufferName();
2389 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2390 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2392 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2394 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2395 if(!transformFeedback)
2402 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2403 *param = transformFeedback->name;
2405 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2406 *param = transformFeedback->isActive();
2408 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2409 *param = transformFeedback->getBufferName(index);
2411 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2412 *param = transformFeedback->isPaused();
2414 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2415 if(transformFeedback->getBuffer(index))
2417 *param = transformFeedback->getSize(index);
2421 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2422 if(transformFeedback->getBuffer(index))
2424 *param = transformFeedback->getOffset(index);
2435 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2436 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2438 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2442 case GL_UNIFORM_BUFFER_BINDING:
2443 case GL_UNIFORM_BUFFER_SIZE:
2444 case GL_UNIFORM_BUFFER_START:
2445 if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
2447 return error(GL_INVALID_VALUE, true);
2454 const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2458 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2459 *param = uniformBuffer.get().name();
2461 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2462 *param = uniformBuffer.getSize();
2464 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2465 *param = uniformBuffer.getOffset();
2474 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2476 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2477 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2478 // to the fact that it is stored internally as a float, and so would require conversion
2479 // if returned from Context::getIntegerv. Since this conversion is already implemented
2480 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2481 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2485 case GL_COMPRESSED_TEXTURE_FORMATS:
2488 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2491 case GL_SHADER_BINARY_FORMATS:
2497 case GL_MAX_VERTEX_ATTRIBS:
2498 case GL_MAX_VERTEX_UNIFORM_VECTORS:
2499 case GL_MAX_VARYING_VECTORS:
2500 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2501 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2502 case GL_MAX_TEXTURE_IMAGE_UNITS:
2503 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2504 case GL_MAX_RENDERBUFFER_SIZE:
2505 case GL_NUM_SHADER_BINARY_FORMATS:
2506 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2507 case GL_ARRAY_BUFFER_BINDING:
2508 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2509 case GL_READ_FRAMEBUFFER_BINDING: // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE
2510 case GL_RENDERBUFFER_BINDING:
2511 case GL_CURRENT_PROGRAM:
2512 case GL_PACK_ALIGNMENT:
2513 case GL_UNPACK_ALIGNMENT:
2514 case GL_GENERATE_MIPMAP_HINT:
2515 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2516 case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2522 case GL_STENCIL_BITS:
2523 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2524 case GL_CULL_FACE_MODE:
2526 case GL_ACTIVE_TEXTURE:
2527 case GL_STENCIL_FUNC:
2528 case GL_STENCIL_VALUE_MASK:
2529 case GL_STENCIL_REF:
2530 case GL_STENCIL_FAIL:
2531 case GL_STENCIL_PASS_DEPTH_FAIL:
2532 case GL_STENCIL_PASS_DEPTH_PASS:
2533 case GL_STENCIL_BACK_FUNC:
2534 case GL_STENCIL_BACK_VALUE_MASK:
2535 case GL_STENCIL_BACK_REF:
2536 case GL_STENCIL_BACK_FAIL:
2537 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2538 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2540 case GL_BLEND_SRC_RGB:
2541 case GL_BLEND_SRC_ALPHA:
2542 case GL_BLEND_DST_RGB:
2543 case GL_BLEND_DST_ALPHA:
2544 case GL_BLEND_EQUATION_RGB:
2545 case GL_BLEND_EQUATION_ALPHA:
2546 case GL_STENCIL_WRITEMASK:
2547 case GL_STENCIL_BACK_WRITEMASK:
2548 case GL_STENCIL_CLEAR_VALUE:
2549 case GL_SUBPIXEL_BITS:
2550 case GL_MAX_TEXTURE_SIZE:
2551 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2552 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
2553 case GL_SAMPLE_BUFFERS:
2555 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2556 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2557 case GL_TEXTURE_BINDING_2D:
2558 case GL_TEXTURE_BINDING_CUBE_MAP:
2559 case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2560 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2561 case GL_TEXTURE_BINDING_3D_OES:
2562 case GL_COPY_READ_BUFFER_BINDING:
2563 case GL_COPY_WRITE_BUFFER_BINDING:
2564 case GL_DRAW_BUFFER0:
2565 case GL_DRAW_BUFFER1:
2566 case GL_DRAW_BUFFER2:
2567 case GL_DRAW_BUFFER3:
2568 case GL_DRAW_BUFFER4:
2569 case GL_DRAW_BUFFER5:
2570 case GL_DRAW_BUFFER6:
2571 case GL_DRAW_BUFFER7:
2572 case GL_DRAW_BUFFER8:
2573 case GL_DRAW_BUFFER9:
2574 case GL_DRAW_BUFFER10:
2575 case GL_DRAW_BUFFER11:
2576 case GL_DRAW_BUFFER12:
2577 case GL_DRAW_BUFFER13:
2578 case GL_DRAW_BUFFER14:
2579 case GL_DRAW_BUFFER15:
2580 case GL_MAJOR_VERSION:
2581 case GL_MAX_3D_TEXTURE_SIZE:
2582 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2583 case GL_MAX_COLOR_ATTACHMENTS:
2584 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2585 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2586 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2587 case GL_MAX_DRAW_BUFFERS:
2588 case GL_MAX_ELEMENT_INDEX:
2589 case GL_MAX_ELEMENTS_INDICES:
2590 case GL_MAX_ELEMENTS_VERTICES:
2591 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2592 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2593 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2594 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2595 case GL_MAX_SERVER_WAIT_TIMEOUT:
2596 case GL_MAX_TEXTURE_LOD_BIAS:
2597 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2598 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2599 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2600 case GL_MAX_UNIFORM_BLOCK_SIZE:
2601 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2602 case GL_MAX_VARYING_COMPONENTS:
2603 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2604 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2605 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2606 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2607 case GL_MINOR_VERSION:
2608 case GL_NUM_EXTENSIONS:
2609 case GL_NUM_PROGRAM_BINARY_FORMATS:
2610 case GL_PACK_ROW_LENGTH:
2611 case GL_PACK_SKIP_PIXELS:
2612 case GL_PACK_SKIP_ROWS:
2613 case GL_PIXEL_PACK_BUFFER_BINDING:
2614 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2615 case GL_PROGRAM_BINARY_FORMATS:
2616 case GL_READ_BUFFER:
2617 case GL_SAMPLER_BINDING:
2618 case GL_TEXTURE_BINDING_2D_ARRAY:
2619 case GL_UNIFORM_BUFFER_BINDING:
2620 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2621 case GL_UNIFORM_BUFFER_SIZE:
2622 case GL_UNIFORM_BUFFER_START:
2623 case GL_UNPACK_IMAGE_HEIGHT:
2624 case GL_UNPACK_ROW_LENGTH:
2625 case GL_UNPACK_SKIP_IMAGES:
2626 case GL_UNPACK_SKIP_PIXELS:
2627 case GL_UNPACK_SKIP_ROWS:
2628 case GL_VERTEX_ARRAY_BINDING:
2629 case GL_TRANSFORM_FEEDBACK_BINDING:
2630 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2636 case GL_MAX_SAMPLES:
2642 case GL_MAX_VIEWPORT_DIMS:
2649 case GL_SCISSOR_BOX:
2655 case GL_SHADER_COMPILER:
2656 case GL_SAMPLE_COVERAGE_INVERT:
2657 case GL_DEPTH_WRITEMASK:
2658 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
2659 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
2660 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2661 case GL_SAMPLE_COVERAGE:
2662 case GL_SCISSOR_TEST:
2663 case GL_STENCIL_TEST:
2667 case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2668 case GL_RASTERIZER_DISCARD:
2669 case GL_TRANSFORM_FEEDBACK_ACTIVE:
2670 case GL_TRANSFORM_FEEDBACK_PAUSED:
2676 case GL_COLOR_WRITEMASK:
2682 case GL_POLYGON_OFFSET_FACTOR:
2683 case GL_POLYGON_OFFSET_UNITS:
2684 case GL_SAMPLE_COVERAGE_VALUE:
2685 case GL_DEPTH_CLEAR_VALUE:
2692 case GL_ALIASED_LINE_WIDTH_RANGE:
2693 case GL_ALIASED_POINT_SIZE_RANGE:
2694 case GL_DEPTH_RANGE:
2700 case GL_COLOR_CLEAR_VALUE:
2701 case GL_BLEND_COLOR:
2707 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2718 void Context::applyScissor(int width, int height)
2720 if(mState.scissorTestEnabled)
2722 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2723 scissor.clip(0, 0, width, height);
2725 device->setScissorRect(scissor);
2726 device->setScissorEnable(true);
2730 device->setScissorEnable(false);
2734 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2735 bool Context::applyRenderTarget()
2737 Framebuffer *framebuffer = getDrawFramebuffer();
2738 int width, height, samples;
2740 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2742 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2745 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2747 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2749 egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2750 GLint layer = framebuffer->getColorbufferLayer(i);
2751 device->setRenderTarget(i, renderTarget, layer);
2752 if(renderTarget) renderTarget->release();
2756 device->setRenderTarget(i, nullptr, 0);
2760 egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2761 GLint dLayer = framebuffer->getDepthbufferLayer();
2762 device->setDepthBuffer(depthBuffer, dLayer);
2763 if(depthBuffer) depthBuffer->release();
2765 egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2766 GLint sLayer = framebuffer->getStencilbufferLayer();
2767 device->setStencilBuffer(stencilBuffer, sLayer);
2768 if(stencilBuffer) stencilBuffer->release();
2771 float zNear = clamp01(mState.zNear);
2772 float zFar = clamp01(mState.zFar);
2774 viewport.x0 = mState.viewportX;
2775 viewport.y0 = mState.viewportY;
2776 viewport.width = mState.viewportWidth;
2777 viewport.height = mState.viewportHeight;
2778 viewport.minZ = zNear;
2779 viewport.maxZ = zFar;
2781 device->setViewport(viewport);
2783 applyScissor(width, height);
2785 Program *program = getCurrentProgram();
2789 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2790 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2791 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2792 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2798 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2799 void Context::applyState(GLenum drawMode)
2801 Framebuffer *framebuffer = getDrawFramebuffer();
2803 if(mState.cullFaceEnabled)
2805 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2809 device->setCullMode(sw::CULL_NONE);
2812 if(mDepthStateDirty)
2814 if(mState.depthTestEnabled)
2816 device->setDepthBufferEnable(true);
2817 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2821 device->setDepthBufferEnable(false);
2824 mDepthStateDirty = false;
2827 if(mBlendStateDirty)
2829 if(mState.blendEnabled)
2831 device->setAlphaBlendEnable(true);
2832 device->setSeparateAlphaBlendEnable(true);
2834 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2836 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2837 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2838 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2840 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2841 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2842 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2846 device->setAlphaBlendEnable(false);
2849 mBlendStateDirty = false;
2852 if(mStencilStateDirty || mFrontFaceDirty)
2854 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2856 device->setStencilEnable(true);
2857 device->setTwoSidedStencil(true);
2859 // get the maximum size of the stencil ref
2860 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2861 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2863 if(mState.frontFace == GL_CCW)
2865 device->setStencilWriteMask(mState.stencilWritemask);
2866 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2868 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2869 device->setStencilMask(mState.stencilMask);
2871 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2872 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2873 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2875 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2876 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2878 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2879 device->setStencilMaskCCW(mState.stencilBackMask);
2881 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2882 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2883 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2887 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2888 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2890 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2891 device->setStencilMaskCCW(mState.stencilMask);
2893 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2894 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2895 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2897 device->setStencilWriteMask(mState.stencilBackWritemask);
2898 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2900 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2901 device->setStencilMask(mState.stencilBackMask);
2903 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2904 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2905 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2910 device->setStencilEnable(false);
2913 mStencilStateDirty = false;
2914 mFrontFaceDirty = false;
2919 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2921 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2924 device->setDepthWriteEnable(mState.depthMask);
2926 mMaskStateDirty = false;
2929 if(mPolygonOffsetStateDirty)
2931 if(mState.polygonOffsetFillEnabled)
2933 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2936 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2937 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits.
2938 device->setDepthBias(depthBias);
2943 device->setSlopeDepthBias(0);
2944 device->setDepthBias(0);
2947 mPolygonOffsetStateDirty = false;
2950 if(mSampleStateDirty)
2952 if(mState.sampleAlphaToCoverageEnabled)
2954 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2958 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2961 if(mState.sampleCoverageEnabled)
2963 unsigned int mask = 0;
2964 if(mState.sampleCoverageValue != 0)
2966 int width, height, samples;
2967 framebuffer->completeness(width, height, samples);
2969 float threshold = 0.5f;
2971 for(int i = 0; i < samples; i++)
2975 if((i + 1) * mState.sampleCoverageValue >= threshold)
2983 if(mState.sampleCoverageInvert)
2988 device->setMultiSampleMask(mask);
2992 device->setMultiSampleMask(0xFFFFFFFF);
2995 mSampleStateDirty = false;
2998 if(mDitherStateDirty)
3000 // UNIMPLEMENTED(); // FIXME
3002 mDitherStateDirty = false;
3005 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
3008 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
3010 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
3012 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
3013 if(err != GL_NO_ERROR)
3018 Program *program = getCurrentProgram();
3020 device->resetInputStreams(false);
3022 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3024 if(program->getAttributeStream(i) == -1)
3029 sw::Resource *resource = attributes[i].vertexBuffer;
3030 const void *buffer = (char*)resource->data() + attributes[i].offset;
3032 int stride = attributes[i].stride;
3034 buffer = (char*)buffer + stride * base;
3036 sw::Stream attribute(resource, buffer, stride);
3038 attribute.type = attributes[i].type;
3039 attribute.count = attributes[i].count;
3040 attribute.normalized = attributes[i].normalized;
3042 int stream = program->getAttributeStream(i);
3043 device->setInputStream(stream, attribute);
3049 // Applies the indices and element array bindings
3050 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
3052 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled());
3054 if(err == GL_NO_ERROR)
3056 device->setIndexBuffer(indexInfo->indexBuffer);
3062 // Applies the shaders and shader constants
3063 void Context::applyShaders()
3065 Program *programObject = getCurrentProgram();
3066 sw::VertexShader *vertexShader = programObject->getVertexShader();
3067 sw::PixelShader *pixelShader = programObject->getPixelShader();
3069 device->setVertexShader(vertexShader);
3070 device->setPixelShader(pixelShader);
3072 if(programObject->getSerial() != mAppliedProgramSerial)
3074 programObject->dirtyAllUniforms();
3075 mAppliedProgramSerial = programObject->getSerial();
3078 programObject->applyTransformFeedback(device, getTransformFeedback());
3079 programObject->applyUniformBuffers(device, mState.uniformBuffers);
3080 programObject->applyUniforms(device);
3083 void Context::applyTextures()
3085 applyTextures(sw::SAMPLER_PIXEL);
3086 applyTextures(sw::SAMPLER_VERTEX);
3089 void Context::applyTextures(sw::SamplerType samplerType)
3091 Program *programObject = getCurrentProgram();
3093 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type
3095 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3097 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index
3099 if(textureUnit != -1)
3101 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3103 Texture *texture = getSamplerTexture(textureUnit, textureType);
3105 if(texture->isSamplerComplete())
3107 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode;
3108 GLfloat minLOD, maxLOD;
3110 Sampler *samplerObject = mState.sampler[textureUnit];
3113 wrapS = samplerObject->getWrapS();
3114 wrapT = samplerObject->getWrapT();
3115 wrapR = samplerObject->getWrapR();
3116 minFilter = samplerObject->getMinFilter();
3117 magFilter = samplerObject->getMagFilter();
3118 minLOD = samplerObject->getMinLod();
3119 maxLOD = samplerObject->getMaxLod();
3120 compFunc = samplerObject->getCompareFunc();
3121 compMode = samplerObject->getCompareMode();
3125 wrapS = texture->getWrapS();
3126 wrapT = texture->getWrapT();
3127 wrapR = texture->getWrapR();
3128 minFilter = texture->getMinFilter();
3129 magFilter = texture->getMagFilter();
3130 minLOD = texture->getMinLOD();
3131 maxLOD = texture->getMaxLOD();
3132 compFunc = texture->getCompareFunc();
3133 compMode = texture->getCompareMode();
3136 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3137 GLint baseLevel = texture->getBaseLevel();
3138 GLint maxLevel = texture->getMaxLevel();
3139 GLenum swizzleR = texture->getSwizzleR();
3140 GLenum swizzleG = texture->getSwizzleG();
3141 GLenum swizzleB = texture->getSwizzleB();
3142 GLenum swizzleA = texture->getSwizzleA();
3144 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3145 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3146 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3147 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode));
3148 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3149 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3150 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3151 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3152 device->setMinLod(samplerType, samplerIndex, minLOD);
3153 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3154 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3155 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3156 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3157 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3158 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3159 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3161 applyTexture(samplerType, samplerIndex, texture);
3165 applyTexture(samplerType, samplerIndex, nullptr);
3170 applyTexture(samplerType, samplerIndex, nullptr);
3175 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3177 Program *program = getCurrentProgram();
3178 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3179 bool textureUsed = false;
3181 if(type == sw::SAMPLER_PIXEL)
3183 textureUsed = program->getPixelShader()->usesSampler(index);
3185 else if(type == sw::SAMPLER_VERTEX)
3187 textureUsed = program->getVertexShader()->usesSampler(index);
3189 else UNREACHABLE(type);
3191 sw::Resource *resource = nullptr;
3193 if(baseTexture && textureUsed)
3195 resource = baseTexture->getResource();
3198 device->setTextureResource(sampler, resource);
3200 if(baseTexture && textureUsed)
3202 int baseLevel = baseTexture->getBaseLevel();
3203 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel());
3205 switch(baseTexture->getTarget())
3208 case GL_TEXTURE_EXTERNAL_OES:
3209 case GL_TEXTURE_RECTANGLE_ARB:
3211 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3213 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3215 int surfaceLevel = mipmapLevel + baseLevel;
3217 if(surfaceLevel > maxLevel)
3219 surfaceLevel = maxLevel;
3222 egl::Image *surface = texture->getImage(surfaceLevel);
3223 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3229 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3231 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3233 int surfaceLevel = mipmapLevel + baseLevel;
3235 if(surfaceLevel > maxLevel)
3237 surfaceLevel = maxLevel;
3240 egl::Image *surface = texture->getImage(surfaceLevel);
3241 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3245 case GL_TEXTURE_2D_ARRAY:
3247 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3249 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3251 int surfaceLevel = mipmapLevel + baseLevel;
3253 if(surfaceLevel > maxLevel)
3255 surfaceLevel = maxLevel;
3258 egl::Image *surface = texture->getImage(surfaceLevel);
3259 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3263 case GL_TEXTURE_CUBE_MAP:
3265 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3267 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3269 cubeTexture->updateBorders(mipmapLevel);
3271 for(int face = 0; face < 6; face++)
3273 int surfaceLevel = mipmapLevel + baseLevel;
3275 if(surfaceLevel > maxLevel)
3277 surfaceLevel = maxLevel;
3280 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3281 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3293 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3297 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3299 Framebuffer *framebuffer = getReadFramebuffer();
3300 int framebufferWidth, framebufferHeight, framebufferSamples;
3302 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3304 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3307 if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3309 return error(GL_INVALID_OPERATION);
3312 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3314 return error(GL_INVALID_OPERATION);
3317 GLsizei outputWidth = (mState.packParameters.rowLength > 0) ? mState.packParameters.rowLength : width;
3318 GLsizei outputPitch = gl::ComputePitch(outputWidth, format, type, mState.packParameters.alignment);
3319 GLsizei outputHeight = (mState.packParameters.imageHeight == 0) ? height : mState.packParameters.imageHeight;
3320 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3321 pixels = ((char*)pixels) + gl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packParameters);
3323 // Sized query sanity check
3326 int requiredSize = outputPitch * height;
3327 if(requiredSize > *bufSize)
3329 return error(GL_INVALID_OPERATION);
3333 egl::Image *renderTarget = nullptr;
3336 case GL_DEPTH_COMPONENT: // GL_NV_read_depth
3337 renderTarget = framebuffer->getDepthBuffer();
3340 renderTarget = framebuffer->getReadRenderTarget();
3346 return error(GL_INVALID_OPERATION);
3349 sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height));
3350 sw::Rect dstRect(0, 0, width, height);
3351 rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight());
3353 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, gl::ConvertReadFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3354 sw::SliceRectF sliceRect(rect);
3355 sw::SliceRect dstSliceRect(dstRect);
3356 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false, false, false);
3357 delete externalSurface;
3359 renderTarget->release();
3362 void Context::clear(GLbitfield mask)
3364 if(mState.rasterizerDiscardEnabled)
3369 Framebuffer *framebuffer = getDrawFramebuffer();
3371 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3373 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3376 if(!applyRenderTarget())
3381 if(mask & GL_COLOR_BUFFER_BIT)
3383 unsigned int rgbaMask = getColorMask();
3387 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3391 if(mask & GL_DEPTH_BUFFER_BIT)
3393 if(mState.depthMask != 0)
3395 float depth = clamp01(mState.depthClearValue);
3396 device->clearDepth(depth);
3400 if(mask & GL_STENCIL_BUFFER_BIT)
3402 if(mState.stencilWritemask != 0)
3404 int stencil = mState.stencilClearValue & 0x000000FF;
3405 device->clearStencil(stencil, mState.stencilWritemask);
3410 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3412 unsigned int rgbaMask = getColorMask();
3413 if(rgbaMask && !mState.rasterizerDiscardEnabled)
3415 Framebuffer *framebuffer = getDrawFramebuffer();
3416 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3420 sw::Rect clearRect = colorbuffer->getRect();
3422 if(mState.scissorTestEnabled)
3424 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3427 device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3429 colorbuffer->release();
3434 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3436 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3439 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3441 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3444 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3446 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3449 void Context::clearDepthBuffer(const GLfloat value)
3451 if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3453 Framebuffer *framebuffer = getDrawFramebuffer();
3454 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3458 float depth = clamp01(value);
3459 sw::Rect clearRect = depthbuffer->getRect();
3461 if(mState.scissorTestEnabled)
3463 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3466 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3468 depthbuffer->release();
3473 void Context::clearStencilBuffer(const GLint value)
3475 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3477 Framebuffer *framebuffer = getDrawFramebuffer();
3478 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3482 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3483 sw::Rect clearRect = stencilbuffer->getRect();
3485 if(mState.scissorTestEnabled)
3487 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3490 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3492 stencilbuffer->release();
3497 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3499 sw::DrawType primitiveType;
3501 int verticesPerPrimitive;
3503 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3505 return error(GL_INVALID_ENUM);
3508 if(!applyRenderTarget())
3515 for(int i = 0; i < instanceCount; ++i)
3517 device->setInstanceID(i);
3519 GLenum err = applyVertexBuffer(0, first, count, i);
3520 if(err != GL_NO_ERROR)
3525 if(!mState.currentProgram)
3533 if(!getCurrentProgram()->validateSamplers(false))
3535 return error(GL_INVALID_OPERATION);
3538 if(primitiveCount <= 0)
3543 TransformFeedback* transformFeedback = getTransformFeedback();
3544 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3546 device->drawPrimitive(primitiveType, primitiveCount);
3548 if(transformFeedback)
3550 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3555 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3557 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3559 return error(GL_INVALID_OPERATION);
3562 GLenum internalMode = mode;
3563 if(isPrimitiveRestartFixedIndexEnabled())
3567 case GL_TRIANGLE_FAN:
3568 case GL_TRIANGLE_STRIP:
3569 internalMode = GL_TRIANGLES;
3573 internalMode = GL_LINES;
3580 sw::DrawType primitiveType;
3582 int verticesPerPrimitive;
3584 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3586 return error(GL_INVALID_ENUM);
3589 if(!applyRenderTarget())
3594 TranslatedIndexData indexInfo(primitiveCount);
3595 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3596 if(err != GL_NO_ERROR)
3601 applyState(internalMode);
3603 for(int i = 0; i < instanceCount; ++i)
3605 device->setInstanceID(i);
3607 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3608 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3609 if(err != GL_NO_ERROR)
3614 if(!mState.currentProgram)
3622 if(!getCurrentProgram()->validateSamplers(false))
3624 return error(GL_INVALID_OPERATION);
3627 if(primitiveCount <= 0)
3632 TransformFeedback* transformFeedback = getTransformFeedback();
3633 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3635 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount);
3637 if(transformFeedback)
3639 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive);
3644 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3646 sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice);
3647 device->blit(source, sRectF, dest, dRect, false);
3650 void Context::finish()
3655 void Context::flush()
3657 // We don't queue anything without processing it as fast as possible
3660 void Context::recordInvalidEnum()
3662 mInvalidEnum = true;
3665 void Context::recordInvalidValue()
3667 mInvalidValue = true;
3670 void Context::recordInvalidOperation()
3672 mInvalidOperation = true;
3675 void Context::recordOutOfMemory()
3677 mOutOfMemory = true;
3680 void Context::recordInvalidFramebufferOperation()
3682 mInvalidFramebufferOperation = true;
3685 // Get one of the recorded errors and clear its flag, if any.
3686 // [OpenGL ES 2.0.24] section 2.5 page 13.
3687 GLenum Context::getError()
3691 mInvalidEnum = false;
3693 return GL_INVALID_ENUM;
3698 mInvalidValue = false;
3700 return GL_INVALID_VALUE;
3703 if(mInvalidOperation)
3705 mInvalidOperation = false;
3707 return GL_INVALID_OPERATION;
3712 mOutOfMemory = false;
3714 return GL_OUT_OF_MEMORY;
3717 if(mInvalidFramebufferOperation)
3719 mInvalidFramebufferOperation = false;
3721 return GL_INVALID_FRAMEBUFFER_OPERATION;
3727 int Context::getSupportedMultisampleCount(int requested)
3731 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3733 if(supported >= requested)
3738 supported = multisampleCount[i];
3744 void Context::detachBuffer(GLuint buffer)
3746 // [OpenGL ES 2.0.24] section 2.9 page 22:
3747 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3748 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3750 if(mState.copyReadBuffer.name() == buffer)
3752 mState.copyReadBuffer = nullptr;
3755 if(mState.copyWriteBuffer.name() == buffer)
3757 mState.copyWriteBuffer = nullptr;
3760 if(mState.pixelPackBuffer.name() == buffer)
3762 mState.pixelPackBuffer = nullptr;
3765 if(mState.pixelUnpackBuffer.name() == buffer)
3767 mState.pixelUnpackBuffer = nullptr;
3770 if(mState.genericUniformBuffer.name() == buffer)
3772 mState.genericUniformBuffer = nullptr;
3775 if(getArrayBufferName() == buffer)
3777 mState.arrayBuffer = nullptr;
3780 // Only detach from the current transform feedback
3781 TransformFeedback* currentTransformFeedback = getTransformFeedback();
3782 if(currentTransformFeedback)
3784 currentTransformFeedback->detachBuffer(buffer);
3787 // Only detach from the current vertex array
3788 VertexArray* currentVertexArray = getCurrentVertexArray();
3789 if(currentVertexArray)
3791 currentVertexArray->detachBuffer(buffer);
3794 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3796 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3798 mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3803 void Context::detachTexture(GLuint texture)
3805 // [OpenGL ES 2.0.24] section 3.8 page 84:
3806 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3807 // rebound to texture object zero
3809 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3811 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3813 if(mState.samplerTexture[type][sampler].name() == texture)
3815 mState.samplerTexture[type][sampler] = nullptr;
3820 // [OpenGL ES 2.0.24] section 4.4 page 112:
3821 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3822 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3823 // image was attached in the currently bound framebuffer.
3825 Framebuffer *readFramebuffer = getReadFramebuffer();
3826 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3830 readFramebuffer->detachTexture(texture);
3833 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3835 drawFramebuffer->detachTexture(texture);
3839 void Context::detachFramebuffer(GLuint framebuffer)
3841 // [OpenGL ES 2.0.24] section 4.4 page 107:
3842 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3843 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3845 if(mState.readFramebuffer == framebuffer)
3847 bindReadFramebuffer(0);
3850 if(mState.drawFramebuffer == framebuffer)
3852 bindDrawFramebuffer(0);
3856 void Context::detachRenderbuffer(GLuint renderbuffer)
3858 // [OpenGL ES 2.0.24] section 4.4 page 109:
3859 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3860 // had been executed with the target RENDERBUFFER and name of zero.
3862 if(mState.renderbuffer.name() == renderbuffer)
3864 bindRenderbuffer(0);
3867 // [OpenGL ES 2.0.24] section 4.4 page 111:
3868 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3869 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3870 // point to which this image was attached in the currently bound framebuffer.
3872 Framebuffer *readFramebuffer = getReadFramebuffer();
3873 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3877 readFramebuffer->detachRenderbuffer(renderbuffer);
3880 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3882 drawFramebuffer->detachRenderbuffer(renderbuffer);
3886 void Context::detachSampler(GLuint sampler)
3888 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3889 // If a sampler object that is currently bound to one or more texture units is
3890 // deleted, it is as though BindSampler is called once for each texture unit to
3891 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3892 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3894 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3895 if(samplerBinding.name() == sampler)
3897 samplerBinding = nullptr;
3902 bool Context::cullSkipsDraw(GLenum drawMode)
3904 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3907 bool Context::isTriangleMode(GLenum drawMode)
3912 case GL_TRIANGLE_FAN:
3913 case GL_TRIANGLE_STRIP:
3920 default: UNREACHABLE(drawMode);
3926 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3928 ASSERT(index < MAX_VERTEX_ATTRIBS);
3930 mState.vertexAttribute[index].setCurrentValue(values);
3932 mVertexDataManager->dirtyCurrentValue(index);
3935 void Context::setVertexAttrib(GLuint index, const GLint *values)
3937 ASSERT(index < MAX_VERTEX_ATTRIBS);
3939 mState.vertexAttribute[index].setCurrentValue(values);
3941 mVertexDataManager->dirtyCurrentValue(index);
3944 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3946 ASSERT(index < MAX_VERTEX_ATTRIBS);
3948 mState.vertexAttribute[index].setCurrentValue(values);
3950 mVertexDataManager->dirtyCurrentValue(index);
3953 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3954 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3955 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3957 Framebuffer *readFramebuffer = getReadFramebuffer();
3958 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3960 int readBufferWidth, readBufferHeight, readBufferSamples;
3961 int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3963 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3964 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3966 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3969 if(drawBufferSamples > 1)
3971 return error(GL_INVALID_OPERATION);
3974 sw::SliceRect sourceRect;
3975 sw::SliceRect destRect;
3976 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3977 bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3981 sourceRect.x0 = srcX0;
3982 sourceRect.x1 = srcX1;
3986 sourceRect.x0 = srcX1;
3987 sourceRect.x1 = srcX0;
3992 destRect.x0 = dstX0;
3993 destRect.x1 = dstX1;
3997 destRect.x0 = dstX1;
3998 destRect.x1 = dstX0;
4003 sourceRect.y0 = srcY0;
4004 sourceRect.y1 = srcY1;
4008 sourceRect.y0 = srcY1;
4009 sourceRect.y1 = srcY0;
4014 destRect.y0 = dstY0;
4015 destRect.y1 = dstY1;
4019 destRect.y0 = dstY1;
4020 destRect.y1 = dstY0;
4023 sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0),
4024 static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1));
4025 sw::Rect destScissoredRect = destRect;
4027 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test
4029 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
4030 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY);
4033 sw::SliceRectF sourceTrimmedRect = sourceScissoredRect;
4034 sw::SliceRect destTrimmedRect = destScissoredRect;
4036 // The source & destination rectangles also may need to be trimmed if
4037 // they fall out of the bounds of the actual draw and read surfaces.
4038 sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight);
4039 Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY);
4041 sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight);
4042 Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY);
4044 bool partialBufferCopy = false;
4046 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4047 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4048 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4049 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4050 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4052 partialBufferCopy = true;
4055 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4056 bool blitRenderTarget = false;
4057 bool blitDepth = false;
4058 bool blitStencil = false;
4060 if(mask & GL_COLOR_BUFFER_BIT)
4062 GLenum readColorbufferType = readFramebuffer->getReadBufferType();
4063 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4064 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4065 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4066 if(!validReadType || !validDrawType)
4068 return error(GL_INVALID_OPERATION);
4071 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4073 return error(GL_INVALID_OPERATION);
4076 // The GL ES 3.0.2 spec (pg 193) states that:
4077 // 1) If the read buffer is fixed point format, the draw buffer must be as well
4078 // 2) If the read buffer is an unsigned integer format, the draw buffer must be
4080 // 3) If the read buffer is a signed integer format, the draw buffer must be as
4082 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer();
4083 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0);
4084 GLint readFormat = readRenderbuffer->getFormat();
4085 GLint drawFormat = drawRenderbuffer->getFormat();
4086 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0);
4087 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0);
4088 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) ||
4089 (readComponentType == GL_SIGNED_NORMALIZED));
4090 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) ||
4091 (drawComponentType == GL_SIGNED_NORMALIZED));
4092 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT));
4093 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT));
4095 if(readFixedOrFloat != drawFixedOrFloat)
4097 return error(GL_INVALID_OPERATION);
4100 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT))
4102 return error(GL_INVALID_OPERATION);
4105 if((readComponentType == GL_INT) && (drawComponentType != GL_INT))
4107 return error(GL_INVALID_OPERATION);
4110 // Cannot filter integer data
4111 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter)
4113 return error(GL_INVALID_OPERATION);
4116 if((readRenderbuffer->getSamples() > 0) &&
4117 (readRenderbuffer->getFormat() != drawRenderbuffer->getFormat()))
4119 return error(GL_INVALID_OPERATION);
4122 blitRenderTarget = true;
4125 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4127 Renderbuffer *readDSBuffer = nullptr;
4128 Renderbuffer *drawDSBuffer = nullptr;
4130 if(mask & GL_DEPTH_BUFFER_BIT)
4132 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4134 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4135 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4136 if((readDepthBufferType != drawDepthBufferType) &&
4137 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4139 return error(GL_INVALID_OPERATION);
4143 readDSBuffer = readFramebuffer->getDepthbuffer();
4144 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4146 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4148 return error(GL_INVALID_OPERATION);
4153 if(mask & GL_STENCIL_BUFFER_BIT)
4155 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4157 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4158 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4159 if((readStencilBufferType != drawStencilBufferType) &&
4160 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4162 return error(GL_INVALID_OPERATION);
4166 readDSBuffer = readFramebuffer->getStencilbuffer();
4167 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4169 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4171 return error(GL_INVALID_OPERATION);
4176 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4178 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4179 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted
4182 // OpenGL ES 3.0.4 spec, p.199:
4183 // ...an INVALID_OPERATION error is generated if the formats of the read
4184 // and draw framebuffers are not identical or if the source and destination
4185 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4186 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4187 // INVALID_OPERATION error is generated.
4188 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4189 ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4190 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4192 return error(GL_INVALID_OPERATION);
4196 if(blitRenderTarget || blitDepth || blitStencil)
4200 swap(destTrimmedRect.x0, destTrimmedRect.x1);
4204 swap(destTrimmedRect.y0, destTrimmedRect.y1);
4207 if(blitRenderTarget)
4209 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4210 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4212 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4214 readRenderTarget->release();
4215 drawRenderTarget->release();
4219 ERR("BlitFramebuffer failed.");
4226 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4227 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4229 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4231 readRenderTarget->release();
4232 drawRenderTarget->release();
4236 ERR("BlitFramebuffer failed.");
4243 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4244 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4246 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4248 readRenderTarget->release();
4249 drawRenderTarget->release();
4253 ERR("BlitFramebuffer failed.");
4260 void Context::bindTexImage(gl::Surface *surface)
4262 es2::Texture2D *textureObject = getTexture2D();
4266 textureObject->bindTexImage(surface);
4270 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4272 GLenum textureTarget = GL_NONE;
4276 case EGL_GL_TEXTURE_2D_KHR:
4277 textureTarget = GL_TEXTURE_2D;
4279 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4280 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4281 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4282 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4283 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4284 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4285 textureTarget = GL_TEXTURE_CUBE_MAP;
4287 case EGL_GL_RENDERBUFFER_KHR:
4290 return EGL_BAD_PARAMETER;
4293 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4295 return EGL_BAD_MATCH;
4298 if(textureTarget != GL_NONE)
4300 es2::Texture *texture = getTexture(name);
4302 if(!texture || texture->getTarget() != textureTarget)
4304 return EGL_BAD_PARAMETER;
4307 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling
4309 return EGL_BAD_ACCESS;
4312 if(textureLevel != 0 && !texture->isSamplerComplete())
4314 return EGL_BAD_PARAMETER;
4317 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0))
4319 return EGL_BAD_PARAMETER;
4322 else if(target == EGL_GL_RENDERBUFFER_KHR)
4324 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4328 return EGL_BAD_PARAMETER;
4331 if(renderbuffer->isShared()) // Already an EGLImage sibling
4333 return EGL_BAD_ACCESS;
4336 else UNREACHABLE(target);
4341 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4343 GLenum textureTarget = GL_NONE;
4347 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break;
4348 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4349 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4350 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4351 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4352 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4353 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4356 if(textureTarget != GL_NONE)
4358 es2::Texture *texture = getTexture(name);
4360 return texture->createSharedImage(textureTarget, textureLevel);
4362 else if(target == EGL_GL_RENDERBUFFER_KHR)
4364 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4366 return renderbuffer->createSharedImage();
4368 else UNREACHABLE(target);
4373 egl::Image *Context::getSharedImage(GLeglImageOES image)
4375 return display->getSharedImage(image);
4378 Device *Context::getDevice()
4383 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4385 // Keep list sorted in following order:
4388 // Vendor extensions
4389 static const char *es2extensions[] =
4391 "GL_OES_compressed_ETC1_RGB8_texture",
4394 "GL_OES_depth_texture",
4395 "GL_OES_depth_texture_cube_map",
4397 "GL_OES_EGL_image_external",
4399 "GL_OES_element_index_uint",
4400 "GL_OES_framebuffer_object",
4401 "GL_OES_packed_depth_stencil",
4402 "GL_OES_rgb8_rgba8",
4403 "GL_OES_standard_derivatives",
4404 "GL_OES_texture_float",
4405 "GL_OES_texture_float_linear",
4406 "GL_OES_texture_half_float",
4407 "GL_OES_texture_half_float_linear",
4408 "GL_OES_texture_npot",
4409 "GL_OES_texture_3D",
4410 "GL_OES_vertex_half_float",
4411 "GL_EXT_blend_minmax",
4412 "GL_EXT_color_buffer_half_float",
4413 "GL_EXT_draw_buffers",
4414 "GL_EXT_instanced_arrays",
4415 "GL_EXT_occlusion_query_boolean",
4416 "GL_EXT_read_format_bgra",
4417 "GL_EXT_texture_compression_dxt1",
4418 "GL_EXT_texture_filter_anisotropic",
4419 "GL_EXT_texture_format_BGRA8888",
4420 "GL_EXT_texture_rg",
4422 "GL_KHR_texture_compression_astc_hdr",
4423 "GL_KHR_texture_compression_astc_ldr",
4425 "GL_ARB_texture_rectangle",
4426 "GL_ANGLE_framebuffer_blit",
4427 "GL_ANGLE_framebuffer_multisample",
4428 "GL_ANGLE_instanced_arrays",
4429 "GL_ANGLE_texture_compression_dxt3",
4430 "GL_ANGLE_texture_compression_dxt5",
4431 //"GL_APPLE_texture_format_BGRA8888",
4432 "GL_CHROMIUM_texture_filtering_hint",
4434 "GL_NV_framebuffer_blit",
4438 // Extensions exclusive to OpenGL ES 3.0 and above.
4439 static const char *es3extensions[] =
4441 "GL_EXT_color_buffer_float",
4444 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4445 GLuint numExtensions = numES2extensions;
4447 if(clientVersion >= 3)
4449 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4454 *numExt = numExtensions;
4459 if(index == GL_INVALID_INDEX)
4461 static std::string extensionsCat;
4463 if(extensionsCat.empty() && (numExtensions > 0))
4465 for(const char *extension : es2extensions)
4467 extensionsCat += std::string(extension) + " ";
4470 if(clientVersion >= 3)
4472 for(const char *extension : es3extensions)
4474 extensionsCat += std::string(extension) + " ";
4479 return (const GLubyte*)extensionsCat.c_str();
4482 if(index >= numExtensions)
4487 if(index < numES2extensions)
4489 return (const GLubyte*)es2extensions[index];
4493 return (const GLubyte*)es3extensions[index - numES2extensions];
4499 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4501 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext
4502 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);