Expose surfaceless context extension strings
It seems like SwiftShader already supports surfaceless contexts properly in
eglMakeCurrent, so we might as well expose the extension strings.
Change-Id: I3c1b85296c46536df9a8bd754856d825307181d0
Reviewed-on: https://swiftshader-review.googlesource.com/17948
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/OpenGL/libGLES_CM/Context.cpp b/src/OpenGL/libGLES_CM/Context.cpp
index 31351b3..28b0592 100644
--- a/src/OpenGL/libGLES_CM/Context.cpp
+++ b/src/OpenGL/libGLES_CM/Context.cpp
@@ -292,20 +292,20 @@
{
mState.viewportX = 0;
mState.viewportY = 0;
- mState.viewportWidth = surface->getWidth();
- mState.viewportHeight = surface->getHeight();
+ mState.viewportWidth = surface ? surface->getWidth() : 0;
+ mState.viewportHeight = surface ? surface->getHeight() : 0;
mState.scissorX = 0;
mState.scissorY = 0;
- mState.scissorWidth = surface->getWidth();
- mState.scissorHeight = surface->getHeight();
+ mState.scissorWidth = surface ? surface->getWidth() : 0;
+ mState.scissorHeight = surface ? surface->getHeight() : 0;
mHasBeenCurrent = true;
}
// Wrap the existing resources into GL objects and assign them to the '0' names
- egl::Image *defaultRenderTarget = surface->getRenderTarget();
- egl::Image *depthStencil = surface->getDepthStencil();
+ egl::Image *defaultRenderTarget = surface ? surface->getRenderTarget() : nullptr;
+ egl::Image *depthStencil = surface ? surface->getDepthStencil() : nullptr;
Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
@@ -1245,7 +1245,7 @@
Framebuffer *framebuffer = getFramebuffer();
int width, height, samples;
- if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE_OES)
+ if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE_OES))
{
switch(pname)
{
@@ -1273,13 +1273,27 @@
case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
{
Framebuffer *framebuffer = getFramebuffer();
- *params = framebuffer->getImplementationColorReadType();
+ if(framebuffer)
+ {
+ *params = framebuffer->getImplementationColorReadType();
+ }
+ else
+ {
+ return error(GL_INVALID_OPERATION, true);
+ }
}
break;
case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
{
Framebuffer *framebuffer = getFramebuffer();
- *params = framebuffer->getImplementationColorReadFormat();
+ if(framebuffer)
+ {
+ *params = framebuffer->getImplementationColorReadFormat();
+ }
+ else
+ {
+ return error(GL_INVALID_OPERATION, true);
+ }
}
break;
case GL_MAX_VIEWPORT_DIMS:
@@ -1317,7 +1331,7 @@
case GL_ALPHA_BITS:
{
Framebuffer *framebuffer = getFramebuffer();
- Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
+ Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer() : nullptr;
if(colorbuffer)
{
@@ -1338,7 +1352,7 @@
case GL_DEPTH_BITS:
{
Framebuffer *framebuffer = getFramebuffer();
- Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
+ Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr;
if(depthbuffer)
{
@@ -1353,7 +1367,7 @@
case GL_STENCIL_BITS:
{
Framebuffer *framebuffer = getFramebuffer();
- Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
+ Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr;
if(stencilbuffer)
{
@@ -2392,7 +2406,7 @@
Framebuffer *framebuffer = getFramebuffer();
int framebufferWidth, framebufferHeight, framebufferSamples;
- if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE_OES)
+ if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE_OES))
{
return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES);
}
@@ -2787,7 +2801,12 @@
void Context::drawTexture(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height)
{
es1::Framebuffer *framebuffer = getFramebuffer();
- es1::Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
+ es1::Renderbuffer *renderbuffer = framebuffer ? framebuffer->getColorbuffer() : nullptr;
+ if(!renderbuffer)
+ {
+ return;
+ }
+
float targetWidth = (float)renderbuffer->getWidth();
float targetHeight = (float)renderbuffer->getHeight();
float x0 = 2.0f * x / targetWidth - 1.0f;