Add SwiftShader source to repo
Oct 6 code drop from Transgaming
Review URL: https://chromereviews.googleplex.com/3846015
diff --git a/src/OpenGL ES 2.0/libGLESv2/Context.cpp b/src/OpenGL ES 2.0/libGLESv2/Context.cpp
new file mode 100644
index 0000000..87f2137
--- /dev/null
+++ b/src/OpenGL ES 2.0/libGLESv2/Context.cpp
@@ -0,0 +1,3043 @@
+//
+// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Context.cpp: Implements the gl::Context class, managing all GL state and performing
+// rendering operations. It is the GLES2 specific implementation of EGLContext.
+
+#include "Context.h"
+
+#include "main.h"
+#include "mathutil.h"
+#include "utilities.h"
+#include "ResourceManager.h"
+#include "Buffer.h"
+#include "Fence.h"
+#include "FrameBuffer.h"
+#include "Program.h"
+#include "RenderBuffer.h"
+#include "Shader.h"
+#include "Texture.h"
+#include "VertexDataManager.h"
+#include "IndexDataManager.h"
+#include "libEGL/Display.h"
+#include "Common/Half.hpp"
+
+#include <algorithm>
+
+#undef near
+#undef far
+
+namespace gl
+{
+Context::Context(const egl::Config *config, const Context *shareContext) : mConfig(config)
+{
+ mFenceHandleAllocator.setBaseHandle(0);
+
+ setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+ mState.depthClearValue = 1.0f;
+ mState.stencilClearValue = 0;
+
+ mState.cullFace = false;
+ mState.cullMode = GL_BACK;
+ mState.frontFace = GL_CCW;
+ mState.depthTest = false;
+ mState.depthFunc = GL_LESS;
+ mState.blend = false;
+ mState.sourceBlendRGB = GL_ONE;
+ mState.sourceBlendAlpha = GL_ONE;
+ mState.destBlendRGB = GL_ZERO;
+ mState.destBlendAlpha = GL_ZERO;
+ mState.blendEquationRGB = GL_FUNC_ADD;
+ mState.blendEquationAlpha = GL_FUNC_ADD;
+ mState.blendColor.red = 0;
+ mState.blendColor.green = 0;
+ mState.blendColor.blue = 0;
+ mState.blendColor.alpha = 0;
+ mState.stencilTest = false;
+ mState.stencilFunc = GL_ALWAYS;
+ mState.stencilRef = 0;
+ mState.stencilMask = -1;
+ mState.stencilWritemask = -1;
+ mState.stencilBackFunc = GL_ALWAYS;
+ mState.stencilBackRef = 0;
+ mState.stencilBackMask = - 1;
+ mState.stencilBackWritemask = -1;
+ mState.stencilFail = GL_KEEP;
+ mState.stencilPassDepthFail = GL_KEEP;
+ mState.stencilPassDepthPass = GL_KEEP;
+ mState.stencilBackFail = GL_KEEP;
+ mState.stencilBackPassDepthFail = GL_KEEP;
+ mState.stencilBackPassDepthPass = GL_KEEP;
+ mState.polygonOffsetFill = false;
+ mState.polygonOffsetFactor = 0.0f;
+ mState.polygonOffsetUnits = 0.0f;
+ mState.sampleAlphaToCoverage = false;
+ mState.sampleCoverage = false;
+ mState.sampleCoverageValue = 1.0f;
+ mState.sampleCoverageInvert = false;
+ mState.scissorTest = false;
+ mState.dither = true;
+ mState.generateMipmapHint = GL_DONT_CARE;
+ mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
+
+ mState.lineWidth = 1.0f;
+
+ mState.viewportX = 0;
+ mState.viewportY = 0;
+ mState.viewportWidth = config->mDisplayMode.width;
+ mState.viewportHeight = config->mDisplayMode.height;
+ mState.zNear = 0.0f;
+ mState.zFar = 1.0f;
+
+ mState.scissorX = 0;
+ mState.scissorY = 0;
+ mState.scissorWidth = config->mDisplayMode.width;
+ mState.scissorHeight = config->mDisplayMode.height;
+
+ mState.colorMaskRed = true;
+ mState.colorMaskGreen = true;
+ mState.colorMaskBlue = true;
+ mState.colorMaskAlpha = true;
+ mState.depthMask = true;
+
+ if(shareContext != NULL)
+ {
+ mResourceManager = shareContext->mResourceManager;
+ mResourceManager->addRef();
+ }
+ else
+ {
+ mResourceManager = new ResourceManager();
+ }
+
+ // [OpenGL ES 2.0.24] section 3.7 page 83:
+ // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
+ // and cube map texture state vectors respectively associated with them.
+ // In order that access to these initial textures not be lost, they are treated as texture
+ // objects all of whose names are 0.
+
+ mTexture2DZero.set(new Texture2D(0));
+ mTextureCubeMapZero.set(new TextureCubeMap(0));
+
+ mState.activeSampler = 0;
+ bindArrayBuffer(0);
+ bindElementArrayBuffer(0);
+ bindTextureCubeMap(0);
+ bindTexture2D(0);
+ bindReadFramebuffer(0);
+ bindDrawFramebuffer(0);
+ bindRenderbuffer(0);
+
+ mState.currentProgram = 0;
+
+ mState.packAlignment = 4;
+ mState.unpackAlignment = 4;
+
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+
+ mInvalidEnum = false;
+ mInvalidValue = false;
+ mInvalidOperation = false;
+ mOutOfMemory = false;
+ mInvalidFramebufferOperation = false;
+
+ mHasBeenCurrent = false;
+
+ markAllStateDirty();
+}
+
+Context::~Context()
+{
+ if(mState.currentProgram != 0)
+ {
+ Program *programObject = mResourceManager->getProgram(mState.currentProgram);
+ if(programObject)
+ {
+ programObject->release();
+ }
+ mState.currentProgram = 0;
+ }
+
+ while(!mFramebufferMap.empty())
+ {
+ deleteFramebuffer(mFramebufferMap.begin()->first);
+ }
+
+ while(!mFenceMap.empty())
+ {
+ deleteFence(mFenceMap.begin()->first);
+ }
+
+ while(!mMultiSampleSupport.empty())
+ {
+ delete [] mMultiSampleSupport.begin()->second;
+ mMultiSampleSupport.erase(mMultiSampleSupport.begin());
+ }
+
+ for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+ {
+ for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
+ {
+ mState.samplerTexture[type][sampler].set(NULL);
+ }
+ }
+
+ for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ mState.vertexAttribute[i].mBoundBuffer.set(NULL);
+ }
+
+ mState.arrayBuffer.set(NULL);
+ mState.elementArrayBuffer.set(NULL);
+ mState.renderbuffer.set(NULL);
+
+ mTexture2DZero.set(NULL);
+ mTextureCubeMapZero.set(NULL);
+
+ delete mVertexDataManager;
+ delete mIndexDataManager;
+
+ mResourceManager->release();
+}
+
+void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
+{
+ Device *device = display->getDevice();
+
+ if(!mHasBeenCurrent)
+ {
+ mVertexDataManager = new VertexDataManager(this, device);
+ mIndexDataManager = new IndexDataManager(this, device);
+
+ const sw::Format renderBufferFormats[] =
+ {
+ sw::FORMAT_A8R8G8B8,
+ sw::FORMAT_X8R8G8B8,
+ sw::FORMAT_R5G6B5,
+ sw::FORMAT_D24S8
+ };
+
+ initExtensionString();
+
+ mState.viewportX = 0;
+ mState.viewportY = 0;
+ mState.viewportWidth = surface->getWidth();
+ mState.viewportHeight = surface->getHeight();
+
+ mState.scissorX = 0;
+ mState.scissorY = 0;
+ mState.scissorWidth = surface->getWidth();
+ mState.scissorHeight = surface->getHeight();
+
+ mHasBeenCurrent = true;
+ }
+
+ // Wrap the existing resources into GL objects and assign them to the '0' names
+ Image *defaultRenderTarget = surface->getRenderTarget();
+ Image *depthStencil = surface->getDepthStencil();
+
+ Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
+ DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
+ Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
+
+ setFramebufferZero(framebufferZero);
+
+ if(defaultRenderTarget)
+ {
+ defaultRenderTarget->release();
+ }
+
+ if(depthStencil)
+ {
+ depthStencil->release();
+ }
+
+ markAllStateDirty();
+}
+
+// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
+void Context::markAllStateDirty()
+{
+ mAppliedProgramSerial = 0;
+ mAppliedRenderTargetSerial = 0;
+ mAppliedDepthbufferSerial = 0;
+ mAppliedStencilbufferSerial = 0;
+ mDepthStencilInitialized = false;
+
+ mClearStateDirty = true;
+ mCullStateDirty = true;
+ mDepthStateDirty = true;
+ mMaskStateDirty = true;
+ mBlendStateDirty = true;
+ mStencilStateDirty = true;
+ mPolygonOffsetStateDirty = true;
+ mScissorStateDirty = true;
+ mSampleStateDirty = true;
+ mDitherStateDirty = true;
+ mFrontFaceDirty = true;
+}
+
+void Context::setClearColor(float red, float green, float blue, float alpha)
+{
+ mState.colorClearValue.red = red;
+ mState.colorClearValue.green = green;
+ mState.colorClearValue.blue = blue;
+ mState.colorClearValue.alpha = alpha;
+}
+
+void Context::setClearDepth(float depth)
+{
+ mState.depthClearValue = depth;
+}
+
+void Context::setClearStencil(int stencil)
+{
+ mState.stencilClearValue = stencil;
+}
+
+void Context::setCullFace(bool enabled)
+{
+ if(mState.cullFace != enabled)
+ {
+ mState.cullFace = enabled;
+ mCullStateDirty = true;
+ }
+}
+
+bool Context::isCullFaceEnabled() const
+{
+ return mState.cullFace;
+}
+
+void Context::setCullMode(GLenum mode)
+{
+ if(mState.cullMode != mode)
+ {
+ mState.cullMode = mode;
+ mCullStateDirty = true;
+ }
+}
+
+void Context::setFrontFace(GLenum front)
+{
+ if(mState.frontFace != front)
+ {
+ mState.frontFace = front;
+ mFrontFaceDirty = true;
+ }
+}
+
+void Context::setDepthTest(bool enabled)
+{
+ if(mState.depthTest != enabled)
+ {
+ mState.depthTest = enabled;
+ mDepthStateDirty = true;
+ }
+}
+
+bool Context::isDepthTestEnabled() const
+{
+ return mState.depthTest;
+}
+
+void Context::setDepthFunc(GLenum depthFunc)
+{
+ if(mState.depthFunc != depthFunc)
+ {
+ mState.depthFunc = depthFunc;
+ mDepthStateDirty = true;
+ }
+}
+
+void Context::setDepthRange(float zNear, float zFar)
+{
+ mState.zNear = zNear;
+ mState.zFar = zFar;
+}
+
+void Context::setBlend(bool enabled)
+{
+ if(mState.blend != enabled)
+ {
+ mState.blend = enabled;
+ mBlendStateDirty = true;
+ }
+}
+
+bool Context::isBlendEnabled() const
+{
+ return mState.blend;
+}
+
+void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
+{
+ if(mState.sourceBlendRGB != sourceRGB ||
+ mState.sourceBlendAlpha != sourceAlpha ||
+ mState.destBlendRGB != destRGB ||
+ mState.destBlendAlpha != destAlpha)
+ {
+ mState.sourceBlendRGB = sourceRGB;
+ mState.destBlendRGB = destRGB;
+ mState.sourceBlendAlpha = sourceAlpha;
+ mState.destBlendAlpha = destAlpha;
+ mBlendStateDirty = true;
+ }
+}
+
+void Context::setBlendColor(float red, float green, float blue, float alpha)
+{
+ if(mState.blendColor.red != red ||
+ mState.blendColor.green != green ||
+ mState.blendColor.blue != blue ||
+ mState.blendColor.alpha != alpha)
+ {
+ mState.blendColor.red = red;
+ mState.blendColor.green = green;
+ mState.blendColor.blue = blue;
+ mState.blendColor.alpha = alpha;
+ mBlendStateDirty = true;
+ }
+}
+
+void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
+{
+ if(mState.blendEquationRGB != rgbEquation ||
+ mState.blendEquationAlpha != alphaEquation)
+ {
+ mState.blendEquationRGB = rgbEquation;
+ mState.blendEquationAlpha = alphaEquation;
+ mBlendStateDirty = true;
+ }
+}
+
+void Context::setStencilTest(bool enabled)
+{
+ if(mState.stencilTest != enabled)
+ {
+ mState.stencilTest = enabled;
+ mStencilStateDirty = true;
+ }
+}
+
+bool Context::isStencilTestEnabled() const
+{
+ return mState.stencilTest;
+}
+
+void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
+{
+ if(mState.stencilFunc != stencilFunc ||
+ mState.stencilRef != stencilRef ||
+ mState.stencilMask != stencilMask)
+ {
+ mState.stencilFunc = stencilFunc;
+ mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
+ mState.stencilMask = stencilMask;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
+{
+ if(mState.stencilBackFunc != stencilBackFunc ||
+ mState.stencilBackRef != stencilBackRef ||
+ mState.stencilBackMask != stencilBackMask)
+ {
+ mState.stencilBackFunc = stencilBackFunc;
+ mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+ mState.stencilBackMask = stencilBackMask;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilWritemask(GLuint stencilWritemask)
+{
+ if(mState.stencilWritemask != stencilWritemask)
+ {
+ mState.stencilWritemask = stencilWritemask;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
+{
+ if(mState.stencilBackWritemask != stencilBackWritemask)
+ {
+ mState.stencilBackWritemask = stencilBackWritemask;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
+{
+ if(mState.stencilFail != stencilFail ||
+ mState.stencilPassDepthFail != stencilPassDepthFail ||
+ mState.stencilPassDepthPass != stencilPassDepthPass)
+ {
+ mState.stencilFail = stencilFail;
+ mState.stencilPassDepthFail = stencilPassDepthFail;
+ mState.stencilPassDepthPass = stencilPassDepthPass;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
+{
+ if(mState.stencilBackFail != stencilBackFail ||
+ mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
+ mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
+ {
+ mState.stencilBackFail = stencilBackFail;
+ mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
+ mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setPolygonOffsetFill(bool enabled)
+{
+ if(mState.polygonOffsetFill != enabled)
+ {
+ mState.polygonOffsetFill = enabled;
+ mPolygonOffsetStateDirty = true;
+ }
+}
+
+bool Context::isPolygonOffsetFillEnabled() const
+{
+ return mState.polygonOffsetFill;
+
+}
+
+void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
+{
+ if(mState.polygonOffsetFactor != factor ||
+ mState.polygonOffsetUnits != units)
+ {
+ mState.polygonOffsetFactor = factor;
+ mState.polygonOffsetUnits = units;
+ mPolygonOffsetStateDirty = true;
+ }
+}
+
+void Context::setSampleAlphaToCoverage(bool enabled)
+{
+ if(mState.sampleAlphaToCoverage != enabled)
+ {
+ mState.sampleAlphaToCoverage = enabled;
+ mSampleStateDirty = true;
+ }
+}
+
+bool Context::isSampleAlphaToCoverageEnabled() const
+{
+ return mState.sampleAlphaToCoverage;
+}
+
+void Context::setSampleCoverage(bool enabled)
+{
+ if(mState.sampleCoverage != enabled)
+ {
+ mState.sampleCoverage = enabled;
+ mSampleStateDirty = true;
+ }
+}
+
+bool Context::isSampleCoverageEnabled() const
+{
+ return mState.sampleCoverage;
+}
+
+void Context::setSampleCoverageParams(GLclampf value, bool invert)
+{
+ if(mState.sampleCoverageValue != value ||
+ mState.sampleCoverageInvert != invert)
+ {
+ mState.sampleCoverageValue = value;
+ mState.sampleCoverageInvert = invert;
+ mSampleStateDirty = true;
+ }
+}
+
+void Context::setScissorTest(bool enabled)
+{
+ if(mState.scissorTest != enabled)
+ {
+ mState.scissorTest = enabled;
+ mScissorStateDirty = true;
+ }
+}
+
+bool Context::isScissorTestEnabled() const
+{
+ return mState.scissorTest;
+}
+
+void Context::setDither(bool enabled)
+{
+ if(mState.dither != enabled)
+ {
+ mState.dither = enabled;
+ mDitherStateDirty = true;
+ }
+}
+
+bool Context::isDitherEnabled() const
+{
+ return mState.dither;
+}
+
+void Context::setLineWidth(GLfloat width)
+{
+ mState.lineWidth = width;
+}
+
+void Context::setGenerateMipmapHint(GLenum hint)
+{
+ mState.generateMipmapHint = hint;
+}
+
+void Context::setFragmentShaderDerivativeHint(GLenum hint)
+{
+ mState.fragmentShaderDerivativeHint = hint;
+ // TODO: Propagate the hint to shader translator so we can write
+ // ddx, ddx_coarse, or ddx_fine depending on the hint.
+ // Ignore for now. It is valid for implementations to ignore hint.
+}
+
+void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mState.viewportX = x;
+ mState.viewportY = y;
+ mState.viewportWidth = width;
+ mState.viewportHeight = height;
+}
+
+void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ if(mState.scissorX != x || mState.scissorY != y ||
+ mState.scissorWidth != width || mState.scissorHeight != height)
+ {
+ mState.scissorX = x;
+ mState.scissorY = y;
+ mState.scissorWidth = width;
+ mState.scissorHeight = height;
+ mScissorStateDirty = true;
+ }
+}
+
+void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
+ mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
+ {
+ mState.colorMaskRed = red;
+ mState.colorMaskGreen = green;
+ mState.colorMaskBlue = blue;
+ mState.colorMaskAlpha = alpha;
+ mMaskStateDirty = true;
+ }
+}
+
+void Context::setDepthMask(bool mask)
+{
+ if(mState.depthMask != mask)
+ {
+ mState.depthMask = mask;
+ mMaskStateDirty = true;
+ }
+}
+
+void Context::setActiveSampler(unsigned int active)
+{
+ mState.activeSampler = active;
+}
+
+GLuint Context::getReadFramebufferHandle() const
+{
+ return mState.readFramebuffer;
+}
+
+GLuint Context::getDrawFramebufferHandle() const
+{
+ return mState.drawFramebuffer;
+}
+
+GLuint Context::getRenderbufferHandle() const
+{
+ return mState.renderbuffer.id();
+}
+
+GLuint Context::getArrayBufferHandle() const
+{
+ return mState.arrayBuffer.id();
+}
+
+void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
+{
+ mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
+}
+
+const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
+{
+ return mState.vertexAttribute[attribNum];
+}
+
+void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
+ GLsizei stride, const void *pointer)
+{
+ mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
+ mState.vertexAttribute[attribNum].mSize = size;
+ mState.vertexAttribute[attribNum].mType = type;
+ mState.vertexAttribute[attribNum].mNormalized = normalized;
+ mState.vertexAttribute[attribNum].mStride = stride;
+ mState.vertexAttribute[attribNum].mPointer = pointer;
+}
+
+const void *Context::getVertexAttribPointer(unsigned int attribNum) const
+{
+ return mState.vertexAttribute[attribNum].mPointer;
+}
+
+const VertexAttributeArray &Context::getVertexAttributes()
+{
+ return mState.vertexAttribute;
+}
+
+void Context::setPackAlignment(GLint alignment)
+{
+ mState.packAlignment = alignment;
+}
+
+GLint Context::getPackAlignment() const
+{
+ return mState.packAlignment;
+}
+
+void Context::setUnpackAlignment(GLint alignment)
+{
+ mState.unpackAlignment = alignment;
+}
+
+GLint Context::getUnpackAlignment() const
+{
+ return mState.unpackAlignment;
+}
+
+GLuint Context::createBuffer()
+{
+ return mResourceManager->createBuffer();
+}
+
+GLuint Context::createProgram()
+{
+ return mResourceManager->createProgram();
+}
+
+GLuint Context::createShader(GLenum type)
+{
+ return mResourceManager->createShader(type);
+}
+
+GLuint Context::createTexture()
+{
+ return mResourceManager->createTexture();
+}
+
+GLuint Context::createRenderbuffer()
+{
+ return mResourceManager->createRenderbuffer();
+}
+
+// Returns an unused framebuffer name
+GLuint Context::createFramebuffer()
+{
+ GLuint handle = mFramebufferHandleAllocator.allocate();
+
+ mFramebufferMap[handle] = NULL;
+
+ return handle;
+}
+
+GLuint Context::createFence()
+{
+ GLuint handle = mFenceHandleAllocator.allocate();
+
+ mFenceMap[handle] = new Fence;
+
+ return handle;
+}
+
+void Context::deleteBuffer(GLuint buffer)
+{
+ if(mResourceManager->getBuffer(buffer))
+ {
+ detachBuffer(buffer);
+ }
+
+ mResourceManager->deleteBuffer(buffer);
+}
+
+void Context::deleteShader(GLuint shader)
+{
+ mResourceManager->deleteShader(shader);
+}
+
+void Context::deleteProgram(GLuint program)
+{
+ mResourceManager->deleteProgram(program);
+}
+
+void Context::deleteTexture(GLuint texture)
+{
+ if(mResourceManager->getTexture(texture))
+ {
+ detachTexture(texture);
+ }
+
+ mResourceManager->deleteTexture(texture);
+}
+
+void Context::deleteRenderbuffer(GLuint renderbuffer)
+{
+ if(mResourceManager->getRenderbuffer(renderbuffer))
+ {
+ detachRenderbuffer(renderbuffer);
+ }
+
+ mResourceManager->deleteRenderbuffer(renderbuffer);
+}
+
+void Context::deleteFramebuffer(GLuint framebuffer)
+{
+ FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
+
+ if(framebufferObject != mFramebufferMap.end())
+ {
+ detachFramebuffer(framebuffer);
+
+ mFramebufferHandleAllocator.release(framebufferObject->first);
+ delete framebufferObject->second;
+ mFramebufferMap.erase(framebufferObject);
+ }
+}
+
+void Context::deleteFence(GLuint fence)
+{
+ FenceMap::iterator fenceObject = mFenceMap.find(fence);
+
+ if(fenceObject != mFenceMap.end())
+ {
+ mFenceHandleAllocator.release(fenceObject->first);
+ delete fenceObject->second;
+ mFenceMap.erase(fenceObject);
+ }
+}
+
+Buffer *Context::getBuffer(GLuint handle)
+{
+ return mResourceManager->getBuffer(handle);
+}
+
+Shader *Context::getShader(GLuint handle)
+{
+ return mResourceManager->getShader(handle);
+}
+
+Program *Context::getProgram(GLuint handle)
+{
+ return mResourceManager->getProgram(handle);
+}
+
+Texture *Context::getTexture(GLuint handle)
+{
+ return mResourceManager->getTexture(handle);
+}
+
+Renderbuffer *Context::getRenderbuffer(GLuint handle)
+{
+ return mResourceManager->getRenderbuffer(handle);
+}
+
+Framebuffer *Context::getReadFramebuffer()
+{
+ return getFramebuffer(mState.readFramebuffer);
+}
+
+Framebuffer *Context::getDrawFramebuffer()
+{
+ return getFramebuffer(mState.drawFramebuffer);
+}
+
+void Context::bindArrayBuffer(unsigned int buffer)
+{
+ mResourceManager->checkBufferAllocation(buffer);
+
+ mState.arrayBuffer.set(getBuffer(buffer));
+}
+
+void Context::bindElementArrayBuffer(unsigned int buffer)
+{
+ mResourceManager->checkBufferAllocation(buffer);
+
+ mState.elementArrayBuffer.set(getBuffer(buffer));
+}
+
+void Context::bindTexture2D(GLuint texture)
+{
+ mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
+
+ mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
+}
+
+void Context::bindTextureCubeMap(GLuint texture)
+{
+ mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
+
+ mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
+}
+
+void Context::bindReadFramebuffer(GLuint framebuffer)
+{
+ if(!getFramebuffer(framebuffer))
+ {
+ mFramebufferMap[framebuffer] = new Framebuffer();
+ }
+
+ mState.readFramebuffer = framebuffer;
+}
+
+void Context::bindDrawFramebuffer(GLuint framebuffer)
+{
+ if(!getFramebuffer(framebuffer))
+ {
+ mFramebufferMap[framebuffer] = new Framebuffer();
+ }
+
+ mState.drawFramebuffer = framebuffer;
+}
+
+void Context::bindRenderbuffer(GLuint renderbuffer)
+{
+ mResourceManager->checkRenderbufferAllocation(renderbuffer);
+
+ mState.renderbuffer.set(getRenderbuffer(renderbuffer));
+}
+
+void Context::useProgram(GLuint program)
+{
+ GLuint priorProgram = mState.currentProgram;
+ mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
+
+ if(priorProgram != program)
+ {
+ Program *newProgram = mResourceManager->getProgram(program);
+ Program *oldProgram = mResourceManager->getProgram(priorProgram);
+
+ if(newProgram)
+ {
+ newProgram->addRef();
+ }
+
+ if(oldProgram)
+ {
+ oldProgram->release();
+ }
+ }
+}
+
+void Context::setFramebufferZero(Framebuffer *buffer)
+{
+ delete mFramebufferMap[0];
+ mFramebufferMap[0] = buffer;
+}
+
+void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
+{
+ Renderbuffer *renderbufferObject = mState.renderbuffer.get();
+ renderbufferObject->setStorage(renderbuffer);
+}
+
+Framebuffer *Context::getFramebuffer(unsigned int handle)
+{
+ FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
+
+ if(framebuffer == mFramebufferMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return framebuffer->second;
+ }
+}
+
+Fence *Context::getFence(unsigned int handle)
+{
+ FenceMap::iterator fence = mFenceMap.find(handle);
+
+ if(fence == mFenceMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return fence->second;
+ }
+}
+
+Buffer *Context::getArrayBuffer()
+{
+ return mState.arrayBuffer.get();
+}
+
+Buffer *Context::getElementArrayBuffer()
+{
+ return mState.elementArrayBuffer.get();
+}
+
+Program *Context::getCurrentProgram()
+{
+ return mResourceManager->getProgram(mState.currentProgram);
+}
+
+Texture2D *Context::getTexture2D()
+{
+ return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
+}
+
+TextureCubeMap *Context::getTextureCubeMap()
+{
+ return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
+}
+
+Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
+{
+ GLuint texid = mState.samplerTexture[type][sampler].id();
+
+ if(texid == 0) // Special case: 0 refers to different initial textures based on the target
+ {
+ switch (type)
+ {
+ default: UNREACHABLE();
+ case TEXTURE_2D: return mTexture2DZero.get();
+ case TEXTURE_CUBE: return mTextureCubeMapZero.get();
+ }
+ }
+
+ return mState.samplerTexture[type][sampler].get();
+}
+
+bool Context::getBooleanv(GLenum pname, GLboolean *params)
+{
+ switch (pname)
+ {
+ case GL_SHADER_COMPILER: *params = GL_TRUE; break;
+ case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
+ case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
+ case GL_COLOR_WRITEMASK:
+ params[0] = mState.colorMaskRed;
+ params[1] = mState.colorMaskGreen;
+ params[2] = mState.colorMaskBlue;
+ params[3] = mState.colorMaskAlpha;
+ break;
+ case GL_CULL_FACE: *params = mState.cullFace; break;
+ case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
+ case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
+ case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
+ case GL_STENCIL_TEST: *params = mState.stencilTest; break;
+ case GL_DEPTH_TEST: *params = mState.depthTest; break;
+ case GL_BLEND: *params = mState.blend; break;
+ case GL_DITHER: *params = mState.dither; break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+bool Context::getFloatv(GLenum pname, GLfloat *params)
+{
+ // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
+ // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+ // GetIntegerv as its native query function. As it would require conversion in any
+ // case, this should make no difference to the calling application.
+ switch (pname)
+ {
+ case GL_LINE_WIDTH: *params = mState.lineWidth; break;
+ case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
+ case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
+ case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
+ case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
+ params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
+ params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
+ break;
+ case GL_DEPTH_RANGE:
+ params[0] = mState.zNear;
+ params[1] = mState.zFar;
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ params[0] = mState.colorClearValue.red;
+ params[1] = mState.colorClearValue.green;
+ params[2] = mState.colorClearValue.blue;
+ params[3] = mState.colorClearValue.alpha;
+ break;
+ case GL_BLEND_COLOR:
+ params[0] = mState.blendColor.red;
+ params[1] = mState.blendColor.green;
+ params[2] = mState.blendColor.blue;
+ params[3] = mState.blendColor.alpha;
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+bool Context::getIntegerv(GLenum pname, GLint *params)
+{
+ // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
+ // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+ // GetIntegerv as its native query function. As it would require conversion in any
+ // case, this should make no difference to the calling application. You may find it in
+ // Context::getFloatv.
+ switch (pname)
+ {
+ case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break;
+ case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break;
+ case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break;
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
+ case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break;
+ case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break;
+ case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
+ case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
+ case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
+ case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
+// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
+ case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
+ case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
+ case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
+ case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
+ case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
+ case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
+ case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
+ case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
+ case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
+ case GL_STENCIL_REF: *params = mState.stencilRef; break;
+ case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
+ case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
+ case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
+ case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
+ case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
+ case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
+ case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
+ case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
+ case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
+ case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
+ case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
+ case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
+ case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
+ case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
+ case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
+ case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
+ case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
+ case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
+ case GL_SUBPIXEL_BITS: *params = 4; break;
+ case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
+ {
+ if(S3TC_SUPPORT)
+ {
+ // at current, only GL_COMPRESSED_RGB_S3TC_DXT1_EXT and
+ // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT are supported
+ *params = 2;
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break;
+ case GL_SAMPLE_BUFFERS:
+ case GL_SAMPLES:
+ {
+ Framebuffer *framebuffer = getDrawFramebuffer();
+ if(framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
+ {
+ switch (pname)
+ {
+ case GL_SAMPLE_BUFFERS:
+ if(framebuffer->getSamples() != 0)
+ {
+ *params = 1;
+ }
+ else
+ {
+ *params = 0;
+ }
+ break;
+ case GL_SAMPLES:
+ *params = framebuffer->getSamples();
+ break;
+ }
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = IMPLEMENTATION_COLOR_READ_TYPE; break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = IMPLEMENTATION_COLOR_READ_FORMAT; break;
+ case GL_MAX_VIEWPORT_DIMS:
+ {
+ int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
+ params[0] = maxDimension;
+ params[1] = maxDimension;
+ }
+ break;
+ case GL_COMPRESSED_TEXTURE_FORMATS:
+ {
+ if(S3TC_SUPPORT)
+ {
+ params[0] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
+ params[1] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ }
+ }
+ break;
+ case GL_VIEWPORT:
+ params[0] = mState.viewportX;
+ params[1] = mState.viewportY;
+ params[2] = mState.viewportWidth;
+ params[3] = mState.viewportHeight;
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = mState.scissorX;
+ params[1] = mState.scissorY;
+ params[2] = mState.scissorWidth;
+ params[3] = mState.scissorHeight;
+ break;
+ case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
+ case GL_FRONT_FACE: *params = mState.frontFace; break;
+ case GL_RED_BITS:
+ case GL_GREEN_BITS:
+ case GL_BLUE_BITS:
+ case GL_ALPHA_BITS:
+ {
+ Framebuffer *framebuffer = getDrawFramebuffer();
+ Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
+
+ if(colorbuffer)
+ {
+ switch (pname)
+ {
+ case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
+ case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
+ case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
+ case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
+ }
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_DEPTH_BITS:
+ {
+ Framebuffer *framebuffer = getDrawFramebuffer();
+ DepthStencilbuffer *depthbuffer = framebuffer->getDepthbuffer();
+
+ if(depthbuffer)
+ {
+ *params = depthbuffer->getDepthSize();
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_STENCIL_BITS:
+ {
+ Framebuffer *framebuffer = getDrawFramebuffer();
+ DepthStencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
+
+ if(stencilbuffer)
+ {
+ *params = stencilbuffer->getStencilSize();
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ {
+ if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
+ {
+ error(GL_INVALID_OPERATION);
+ return false;
+ }
+
+ *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
+ }
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP:
+ {
+ if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
+ {
+ error(GL_INVALID_OPERATION);
+ return false;
+ }
+
+ *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
+ }
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
+{
+ // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
+ // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
+ // to the fact that it is stored internally as a float, and so would require conversion
+ // if returned from Context::getIntegerv. Since this conversion is already implemented
+ // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
+ // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
+ // application.
+ switch (pname)
+ {
+ case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */
+ case GL_SHADER_BINARY_FORMATS:
+ {
+ *type = GL_INT;
+ *numParams = 0;
+ }
+ break;
+ case GL_MAX_VERTEX_ATTRIBS:
+ case GL_MAX_VERTEX_UNIFORM_VECTORS:
+ case GL_MAX_VARYING_VECTORS:
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
+ case GL_MAX_RENDERBUFFER_SIZE:
+ case GL_NUM_SHADER_BINARY_FORMATS:
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
+ case GL_ARRAY_BUFFER_BINDING:
+ case GL_FRAMEBUFFER_BINDING:
+ case GL_RENDERBUFFER_BINDING:
+ case GL_CURRENT_PROGRAM:
+ case GL_PACK_ALIGNMENT:
+ case GL_UNPACK_ALIGNMENT:
+ case GL_GENERATE_MIPMAP_HINT:
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
+ case GL_RED_BITS:
+ case GL_GREEN_BITS:
+ case GL_BLUE_BITS:
+ case GL_ALPHA_BITS:
+ case GL_DEPTH_BITS:
+ case GL_STENCIL_BITS:
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING:
+ case GL_CULL_FACE_MODE:
+ case GL_FRONT_FACE:
+ case GL_ACTIVE_TEXTURE:
+ case GL_STENCIL_FUNC:
+ case GL_STENCIL_VALUE_MASK:
+ case GL_STENCIL_REF:
+ case GL_STENCIL_FAIL:
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ case GL_STENCIL_BACK_FUNC:
+ case GL_STENCIL_BACK_VALUE_MASK:
+ case GL_STENCIL_BACK_REF:
+ case GL_STENCIL_BACK_FAIL:
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ case GL_DEPTH_FUNC:
+ case GL_BLEND_SRC_RGB:
+ case GL_BLEND_SRC_ALPHA:
+ case GL_BLEND_DST_RGB:
+ case GL_BLEND_DST_ALPHA:
+ case GL_BLEND_EQUATION_RGB:
+ case GL_BLEND_EQUATION_ALPHA:
+ case GL_STENCIL_WRITEMASK:
+ case GL_STENCIL_BACK_WRITEMASK:
+ case GL_STENCIL_CLEAR_VALUE:
+ case GL_SUBPIXEL_BITS:
+ case GL_MAX_TEXTURE_SIZE:
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
+ case GL_SAMPLE_BUFFERS:
+ case GL_SAMPLES:
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE:
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
+ case GL_TEXTURE_BINDING_2D:
+ case GL_TEXTURE_BINDING_CUBE_MAP:
+ {
+ *type = GL_INT;
+ *numParams = 1;
+ }
+ break;
+ case GL_MAX_SAMPLES_ANGLE:
+ {
+ *type = GL_INT;
+ *numParams = 1;
+ }
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ {
+ *type = GL_INT;
+ *numParams = 2;
+ }
+ break;
+ case GL_VIEWPORT:
+ case GL_SCISSOR_BOX:
+ {
+ *type = GL_INT;
+ *numParams = 4;
+ }
+ break;
+ case GL_SHADER_COMPILER:
+ case GL_SAMPLE_COVERAGE_INVERT:
+ case GL_DEPTH_WRITEMASK:
+ case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
+ case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
+ case GL_SAMPLE_COVERAGE:
+ case GL_SCISSOR_TEST:
+ case GL_STENCIL_TEST:
+ case GL_DEPTH_TEST:
+ case GL_BLEND:
+ case GL_DITHER:
+ {
+ *type = GL_BOOL;
+ *numParams = 1;
+ }
+ break;
+ case GL_COLOR_WRITEMASK:
+ {
+ *type = GL_BOOL;
+ *numParams = 4;
+ }
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ case GL_POLYGON_OFFSET_UNITS:
+ case GL_SAMPLE_COVERAGE_VALUE:
+ case GL_DEPTH_CLEAR_VALUE:
+ case GL_LINE_WIDTH:
+ {
+ *type = GL_FLOAT;
+ *numParams = 1;
+ }
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ case GL_DEPTH_RANGE:
+ {
+ *type = GL_FLOAT;
+ *numParams = 2;
+ }
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ case GL_BLEND_COLOR:
+ {
+ *type = GL_FLOAT;
+ *numParams = 4;
+ }
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
+bool Context::applyRenderTarget(bool ignoreViewport)
+{
+ Device *device = getDevice();
+
+ Framebuffer *framebufferObject = getDrawFramebuffer();
+
+ if(!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ {
+ return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
+ }
+
+ Image *renderTarget = framebufferObject->getRenderTarget();
+
+ if(!renderTarget)
+ {
+ return false; // Context must be lost
+ }
+
+ Image *depthStencil = NULL;
+
+ unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
+ if(renderTargetSerial != mAppliedRenderTargetSerial)
+ {
+ device->setRenderTarget(renderTarget);
+ mAppliedRenderTargetSerial = renderTargetSerial;
+ mScissorStateDirty = true; // Scissor area must be clamped to render target's size - this is different for different render targets.
+ }
+
+ unsigned int depthbufferSerial = 0;
+ unsigned int stencilbufferSerial = 0;
+ if(framebufferObject->getDepthbufferType() != GL_NONE)
+ {
+ depthStencil = framebufferObject->getDepthbuffer()->getDepthStencil();
+ if(!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ return false;
+ }
+
+ depthbufferSerial = framebufferObject->getDepthbuffer()->getSerial();
+ }
+ else if(framebufferObject->getStencilbufferType() != GL_NONE)
+ {
+ depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
+ if(!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ return false;
+ }
+
+ stencilbufferSerial = framebufferObject->getStencilbuffer()->getSerial();
+ }
+
+ if(depthbufferSerial != mAppliedDepthbufferSerial ||
+ stencilbufferSerial != mAppliedStencilbufferSerial ||
+ !mDepthStencilInitialized)
+ {
+ device->setDepthStencilSurface(depthStencil);
+ mAppliedDepthbufferSerial = depthbufferSerial;
+ mAppliedStencilbufferSerial = stencilbufferSerial;
+ mDepthStencilInitialized = true;
+ }
+
+ Viewport viewport;
+
+ float zNear = clamp01(mState.zNear);
+ float zFar = clamp01(mState.zFar);
+
+ if(ignoreViewport)
+ {
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.width = renderTarget->getWidth();
+ viewport.height = renderTarget->getHeight();
+ viewport.minZ = 0.0f;
+ viewport.maxZ = 1.0f;
+ }
+ else
+ {
+ sw::Rect rect = transformPixelRect(mState.viewportX, mState.viewportY, mState.viewportWidth, mState.viewportHeight, renderTarget->getHeight());
+ viewport.x = clamp(rect.left, 0L, static_cast<LONG>(renderTarget->getWidth()));
+ viewport.y = clamp(rect.top, 0L, static_cast<LONG>(renderTarget->getHeight()));
+ viewport.width = clamp(rect.right - rect.left, 0L, static_cast<LONG>(renderTarget->getWidth()) - static_cast<LONG>(viewport.x));
+ viewport.height = clamp(rect.bottom - rect.top, 0L, static_cast<LONG>(renderTarget->getHeight()) - static_cast<LONG>(viewport.y));
+ viewport.minZ = zNear;
+ viewport.maxZ = zFar;
+ }
+
+ if(viewport.width <= 0 || viewport.height <= 0)
+ {
+ return false; // Nothing to render
+ }
+
+ device->setViewport(viewport);
+
+ if(mScissorStateDirty)
+ {
+ if(mState.scissorTest)
+ {
+ sw::Rect rect = transformPixelRect(mState.scissorX, mState.scissorY, mState.scissorWidth, mState.scissorHeight, renderTarget->getHeight());
+ rect.left = clamp(rect.left, 0L, static_cast<LONG>(renderTarget->getWidth()));
+ rect.top = clamp(rect.top, 0L, static_cast<LONG>(renderTarget->getHeight()));
+ rect.right = clamp(rect.right, 0L, static_cast<LONG>(renderTarget->getWidth()));
+ rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(renderTarget->getHeight()));
+ device->setScissorRect(rect);
+ device->setScissorEnable(true);
+ }
+ else
+ {
+ device->setScissorEnable(false);
+ }
+
+ mScissorStateDirty = false;
+ }
+
+ if(mState.currentProgram)
+ {
+ Program *programObject = getCurrentProgram();
+
+ GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
+ GLfloat xy[2] = {1.0f / viewport.width, -1.0f / viewport.height};
+ programObject->setUniform2fv(halfPixelSize, 1, xy);
+
+ GLint viewport = programObject->getDxViewportLocation();
+ GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
+ (float)mState.viewportX + mState.viewportWidth / 2.0f,
+ (float)mState.viewportY + mState.viewportHeight / 2.0f};
+ programObject->setUniform4fv(viewport, 1, whxy);
+
+ GLint depth = programObject->getDxDepthLocation();
+ GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
+ programObject->setUniform2fv(depth, 1, dz);
+
+ GLint depthRange = programObject->getDxDepthRangeLocation();
+ GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
+ programObject->setUniform3fv(depthRange, 1, nearFarDiff);
+ }
+
+ return true;
+}
+
+// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
+void Context::applyState(GLenum drawMode)
+{
+ Device *device = getDevice();
+ Program *programObject = getCurrentProgram();
+
+ Framebuffer *framebufferObject = getDrawFramebuffer();
+
+ GLenum adjustedFrontFace = adjustWinding(mState.frontFace);
+
+ GLint frontCCW = programObject->getDxFrontCCWLocation();
+ GLint ccw = (adjustedFrontFace == GL_CCW);
+ programObject->setUniform1iv(frontCCW, 1, &ccw);
+
+ GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
+ GLint alwaysFront = !isTriangleMode(drawMode);
+ programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
+
+ if(mCullStateDirty || mFrontFaceDirty)
+ {
+ if(mState.cullFace)
+ {
+ device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, adjustedFrontFace));
+ }
+ else
+ {
+ device->setCullMode(sw::Context::CULL_NONE);
+ }
+
+ mCullStateDirty = false;
+ }
+
+ if(mDepthStateDirty)
+ {
+ if(mState.depthTest)
+ {
+ device->setDepthBufferEnable(true);
+ device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
+ }
+ else
+ {
+ device->setDepthBufferEnable(false);
+ }
+
+ mDepthStateDirty = false;
+ }
+
+ if(mBlendStateDirty)
+ {
+ if(mState.blend)
+ {
+ device->setAlphaBlendEnable(true);
+ device->setSeparateAlphaBlendEnable(true);
+
+ device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
+
+ device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
+ device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
+ device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
+
+ device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
+ device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
+ device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
+ }
+ else
+ {
+ device->setAlphaBlendEnable(false);
+ }
+
+ mBlendStateDirty = false;
+ }
+
+ if(mStencilStateDirty || mFrontFaceDirty)
+ {
+ if(mState.stencilTest && framebufferObject->hasStencil())
+ {
+ device->setStencilEnable(true);
+ device->setTwoSidedStencil(true);
+
+ if(mState.stencilWritemask != mState.stencilBackWritemask ||
+ mState.stencilRef != mState.stencilBackRef ||
+ mState.stencilMask != mState.stencilBackMask)
+ {
+ ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
+ return error(GL_INVALID_OPERATION);
+ }
+
+ // get the maximum size of the stencil ref
+ DepthStencilbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
+ GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
+
+ if(adjustedFrontFace == GL_CCW)
+ {
+ device->setStencilWriteMask(mState.stencilWritemask);
+ device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
+
+ device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
+ device->setStencilMask(mState.stencilMask);
+
+ device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
+ device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
+ device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
+
+ device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
+ device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
+
+ device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
+ device->setStencilMaskCCW(mState.stencilBackMask);
+
+ device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
+ device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
+ device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
+ }
+ else
+ {
+ device->setStencilWriteMaskCCW(mState.stencilWritemask);
+ device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
+
+ device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
+ device->setStencilMaskCCW(mState.stencilMask);
+
+ device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
+ device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
+ device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
+
+ device->setStencilWriteMask(mState.stencilBackWritemask);
+ device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
+
+ device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
+ device->setStencilMask(mState.stencilBackMask);
+
+ device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
+ device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
+ device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
+ }
+ }
+ else
+ {
+ device->setStencilEnable(false);
+ }
+
+ mStencilStateDirty = false;
+ mFrontFaceDirty = false;
+ }
+
+ if(mMaskStateDirty)
+ {
+ device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
+ device->setDepthWriteEnable(mState.depthMask);
+
+ mMaskStateDirty = false;
+ }
+
+ if(mPolygonOffsetStateDirty)
+ {
+ if(mState.polygonOffsetFill)
+ {
+ DepthStencilbuffer *depthbuffer = framebufferObject->getDepthbuffer();
+ if(depthbuffer)
+ {
+ device->setSlopeDepthBias(mState.polygonOffsetFactor);
+ float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
+ device->setDepthBias(depthBias);
+ }
+ }
+ else
+ {
+ device->setSlopeDepthBias(0);
+ device->setDepthBias(0);
+ }
+
+ mPolygonOffsetStateDirty = false;
+ }
+
+ if(mSampleStateDirty)
+ {
+ if(mState.sampleAlphaToCoverage)
+ {
+ FIXME("Sample alpha to coverage is unimplemented.");
+ }
+
+ if(mState.sampleCoverage)
+ {
+ unsigned int mask = 0;
+ if(mState.sampleCoverageValue != 0)
+ {
+ float threshold = 0.5f;
+
+ for(int i = 0; i < framebufferObject->getSamples(); ++i)
+ {
+ mask <<= 1;
+
+ if((i + 1) * mState.sampleCoverageValue >= threshold)
+ {
+ threshold += 1.0f;
+ mask |= 1;
+ }
+ }
+ }
+
+ if(mState.sampleCoverageInvert)
+ {
+ mask = ~mask;
+ }
+
+ device->setMultiSampleMask(mask);
+ }
+ else
+ {
+ device->setMultiSampleMask(0xFFFFFFFF);
+ }
+
+ mSampleStateDirty = false;
+ }
+
+ if(mDitherStateDirty)
+ {
+ // UNIMPLEMENTED(); // FIXME
+
+ mDitherStateDirty = false;
+ }
+}
+
+GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count)
+{
+ TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
+
+ GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes);
+ if(err != GL_NO_ERROR)
+ {
+ return err;
+ }
+
+ Device *device = getDevice();
+ Program *program = getCurrentProgram();
+
+ device->resetInputStreams(false);
+
+ for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ if(!attributes[i].active)
+ {
+ continue;
+ }
+
+ sw::Resource *resource = attributes[i].vertexBuffer;
+ const void *buffer = (char*)resource->getBuffer() + attributes[i].offset;
+
+ int stride = attributes[i].stride;
+
+ buffer = (char*)buffer + stride * base;
+
+ sw::Stream attribute(resource, buffer, stride);
+
+ attribute.type = attributes[i].type;
+ attribute.count = attributes[i].count;
+ attribute.normalized = attributes[i].normalized;
+
+ for(int stream = 0; stream < 16; stream++)
+ {
+ if(program->getVertexShader()->input[stream].usage == sw::ShaderOperation::USAGE_TEXCOORD &&
+ program->getVertexShader()->input[stream].index == program->getSemanticIndex(i))
+ {
+ device->setInputStream(stream, attribute);
+
+ break;
+ }
+ }
+ }
+
+ return GL_NO_ERROR;
+}
+
+// Applies the indices and element array bindings
+GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ Device *device = getDevice();
+ GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
+
+ if(err == GL_NO_ERROR)
+ {
+ device->setIndexBuffer(indexInfo->indexBuffer);
+ }
+
+ return err;
+}
+
+// Applies the shaders and shader constants
+void Context::applyShaders()
+{
+ Device *device = getDevice();
+ Program *programObject = getCurrentProgram();
+ sw::VertexShader *vertexShader = programObject->getVertexShader();
+ sw::PixelShader *pixelShader = programObject->getPixelShader();
+
+ device->setVertexShader(vertexShader);
+ device->setPixelShader(pixelShader);
+
+ if(programObject->getSerial() != mAppliedProgramSerial)
+ {
+ programObject->dirtyAllUniforms();
+ mAppliedProgramSerial = programObject->getSerial();
+ }
+
+ programObject->applyUniforms();
+}
+
+// Applies the textures and sampler states
+void Context::applyTextures()
+{
+ applyTextures(sw::SAMPLER_PIXEL);
+ applyTextures(sw::SAMPLER_VERTEX);
+}
+
+// For each Direct3D 9 sampler of either the pixel or vertex stage,
+// looks up the corresponding OpenGL texture image unit and texture type,
+// and sets the texture and its addressing/filtering state (or NULL when inactive).
+void Context::applyTextures(sw::SamplerType samplerType)
+{
+ Device *device = getDevice();
+ Program *programObject = getCurrentProgram();
+
+ int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type
+
+ for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
+ {
+ int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index
+
+ if(textureUnit != -1)
+ {
+ TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
+
+ Texture *texture = getSamplerTexture(textureUnit, textureType);
+
+ if(texture->isComplete())
+ {
+ GLenum wrapS = texture->getWrapS();
+ GLenum wrapT = texture->getWrapT();
+ GLenum texFilter = texture->getMinFilter();
+ GLenum magFilter = texture->getMagFilter();
+
+ device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
+ device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
+
+ sw::FilterType minFilter;
+ sw::MipmapType mipFilter;
+ es2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter);
+ // ASSERT(minFilter == es2sw::ConvertMagFilter(magFilter));
+
+ device->setTextureFilter(samplerType, samplerIndex, minFilter);
+ // device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertMagFilter(magFilter));
+ device->setMipmapFilter(samplerType, samplerIndex, mipFilter);
+
+ applyTexture(samplerType, samplerIndex, texture);
+ }
+ else
+ {
+ applyTexture(samplerType, samplerIndex, 0);
+ }
+ }
+ else
+ {
+ applyTexture(samplerType, samplerIndex, NULL);
+ }
+ }
+}
+
+void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
+{
+ Device *device = getDevice();
+ Program *program = getCurrentProgram();
+ int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
+ bool textureUsed = false;
+
+ if(type == sw::SAMPLER_PIXEL)
+ {
+ textureUsed = program->getPixelShader()->usesSampler(index);
+ }
+ else if(type == sw::SAMPLER_VERTEX)
+ {
+ textureUsed = program->getPixelShader()->usesSampler(index);
+ }
+ else
+ {
+ textureUsed = true; // FIXME: Check fixed-function use?
+ }
+
+ sw::Resource *resource = 0;
+
+ if(baseTexture && textureUsed)
+ {
+ resource = baseTexture->getResource();
+ }
+
+ device->setTextureResource(sampler, resource);
+
+ if(baseTexture && textureUsed)
+ {
+ int levelCount = baseTexture->getLevelCount();
+
+ if(baseTexture->isTexture2D())
+ {
+ Texture2D *texture = static_cast<Texture2D*>(baseTexture);
+
+ for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++)
+ {
+ int surfaceLevel = mipmapLevel;
+
+ if(surfaceLevel < 0)
+ {
+ surfaceLevel = 0;
+ }
+ else if(surfaceLevel >= levelCount)
+ {
+ surfaceLevel = levelCount - 1;
+ }
+
+ Image *surface = texture->getImage(surfaceLevel);
+ device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
+ }
+ }
+ else if(baseTexture->isTextureCubeMap())
+ {
+ for(int face = 0; face < 6; face++)
+ {
+ TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
+
+ for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++)
+ {
+ int surfaceLevel = mipmapLevel;
+
+ if(surfaceLevel < 0)
+ {
+ surfaceLevel = 0;
+ }
+ else if(surfaceLevel >= levelCount)
+ {
+ surfaceLevel = levelCount - 1;
+ }
+
+ Image *surface = cubeTexture->getImage((CubeFace)face, surfaceLevel);
+ device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
+ }
+ }
+ }
+ else UNIMPLEMENTED();
+ }
+ else
+ {
+ device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
+ }
+}
+
+void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
+{
+ Framebuffer *framebuffer = getReadFramebuffer();
+
+ if(framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ {
+ return error(GL_INVALID_FRAMEBUFFER_OPERATION);
+ }
+
+ if(getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ Image *renderTarget = framebuffer->getRenderTarget();
+
+ if(!renderTarget)
+ {
+ return; // Context must be lost, return silently
+ }
+
+ Device *device = getDevice();
+
+ Image *systemSurface = device->createOffscreenPlainSurface(renderTarget->getWidth(), renderTarget->getHeight(), renderTarget->getInternalFormat());
+
+ if(!systemSurface)
+ {
+ return error(GL_OUT_OF_MEMORY);
+ }
+
+ if(renderTarget->getMultiSampleDepth() > 1)
+ {
+ UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
+ }
+
+ bool success = device->getRenderTargetData(renderTarget, systemSurface);
+
+ if(!success)
+ {
+ UNREACHABLE();
+ systemSurface->release();
+
+ return; // No sensible error to generate
+ }
+
+ sw::Rect rect = transformPixelRect(x, y, width, height, renderTarget->getHeight());
+ rect.left = clamp(rect.left, 0L, static_cast<LONG>(renderTarget->getWidth()));
+ rect.top = clamp(rect.top, 0L, static_cast<LONG>(renderTarget->getHeight()));
+ rect.right = clamp(rect.right, 0L, static_cast<LONG>(renderTarget->getWidth()));
+ rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(renderTarget->getHeight()));
+
+ void *buffer = systemSurface->lock(rect.left, rect.top, sw::LOCK_READONLY);
+
+ if(!buffer)
+ {
+ UNREACHABLE();
+ systemSurface->release();
+
+ return; // No sensible error to generate
+ }
+
+ unsigned char *source = ((unsigned char*)buffer) + systemSurface->getPitch() * (rect.bottom - rect.top - 1);
+ unsigned char *dest = (unsigned char*)pixels;
+ unsigned short *dest16 = (unsigned short*)pixels;
+ int inputPitch = -(int)systemSurface->getPitch();
+ GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
+
+ for(int j = 0; j < rect.bottom - rect.top; j++)
+ {
+ if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 &&
+ format == GL_BGRA_EXT &&
+ type == GL_UNSIGNED_BYTE)
+ {
+ // Fast path for EXT_read_format_bgra, given
+ // an RGBA source buffer. Note that buffers with no
+ // alpha go through the slow path below.
+ memcpy(dest + j * outputPitch,
+ source + j * inputPitch,
+ (rect.right - rect.left) * 4);
+ }
+ else
+ {
+ for(int i = 0; i < rect.right - rect.left; i++)
+ {
+ float r;
+ float g;
+ float b;
+ float a;
+
+ switch(renderTarget->getInternalFormat())
+ {
+ case sw::FORMAT_R5G6B5:
+ {
+ unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
+
+ a = 1.0f;
+ b = (rgb & 0x001F) * (1.0f / 0x001F);
+ g = (rgb & 0x07E0) * (1.0f / 0x07E0);
+ r = (rgb & 0xF800) * (1.0f / 0xF800);
+ }
+ break;
+ case sw::FORMAT_A1R5G5B5:
+ {
+ unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
+
+ a = (argb & 0x8000) ? 1.0f : 0.0f;
+ b = (argb & 0x001F) * (1.0f / 0x001F);
+ g = (argb & 0x03E0) * (1.0f / 0x03E0);
+ r = (argb & 0x7C00) * (1.0f / 0x7C00);
+ }
+ break;
+ case sw::FORMAT_A8R8G8B8:
+ {
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+ a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
+ b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
+ g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
+ r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
+ }
+ break;
+ case sw::FORMAT_X8R8G8B8:
+ {
+ unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+ a = 1.0f;
+ b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
+ g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
+ r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
+ }
+ break;
+ case sw::FORMAT_A2R10G10B10:
+ {
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+ a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
+ b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
+ g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
+ r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
+ }
+ break;
+ case sw::FORMAT_A32B32G32R32F:
+ {
+ r = *((float*)(source + 16 * i + j * inputPitch) + 0);
+ g = *((float*)(source + 16 * i + j * inputPitch) + 1);
+ b = *((float*)(source + 16 * i + j * inputPitch) + 2);
+ a = *((float*)(source + 16 * i + j * inputPitch) + 3);
+ }
+ break;
+ case sw::FORMAT_A16B16G16R16F:
+ {
+ r = (float)*((sw::half*)(source + 8 * i + j * inputPitch) + 0);
+ g = (float)*((sw::half*)(source + 8 * i + j * inputPitch) + 1);
+ b = (float)*((sw::half*)(source + 8 * i + j * inputPitch) + 2);
+ a = (float)*((sw::half*)(source + 8 * i + j * inputPitch) + 3);
+ }
+ break;
+ default:
+ UNIMPLEMENTED(); // FIXME
+ UNREACHABLE();
+ }
+
+ switch (format)
+ {
+ case GL_RGBA:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
+ dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
+ dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
+ dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
+ break;
+ default: UNREACHABLE();
+ }
+ break;
+ case GL_BGRA_EXT:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
+ dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
+ dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
+ dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
+ break;
+ case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
+ // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
+ // this type is packed as follows:
+ // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
+ // --------------------------------------------------------------------------------
+ // | 4th | 3rd | 2nd | 1st component |
+ // --------------------------------------------------------------------------------
+ // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
+ dest16[i + j * outputPitch / sizeof(unsigned short)] =
+ ((unsigned short)(15 * a + 0.5f) << 12)|
+ ((unsigned short)(15 * r + 0.5f) << 8) |
+ ((unsigned short)(15 * g + 0.5f) << 4) |
+ ((unsigned short)(15 * b + 0.5f) << 0);
+ break;
+ case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
+ // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
+ // this type is packed as follows:
+ // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
+ // --------------------------------------------------------------------------------
+ // | 4th | 3rd | 2nd | 1st component |
+ // --------------------------------------------------------------------------------
+ // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
+ dest16[i + j * outputPitch / sizeof(unsigned short)] =
+ ((unsigned short)( a + 0.5f) << 15) |
+ ((unsigned short)(31 * r + 0.5f) << 10) |
+ ((unsigned short)(31 * g + 0.5f) << 5) |
+ ((unsigned short)(31 * b + 0.5f) << 0);
+ break;
+ default: UNREACHABLE();
+ }
+ break;
+ case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT
+ switch (type)
+ {
+ case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE
+ dest16[i + j * outputPitch / sizeof(unsigned short)] =
+ ((unsigned short)(31 * b + 0.5f) << 0) |
+ ((unsigned short)(63 * g + 0.5f) << 5) |
+ ((unsigned short)(31 * r + 0.5f) << 11);
+ break;
+ default: UNREACHABLE();
+ }
+ break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+ }
+
+ systemSurface->unlock();
+
+ systemSurface->release();
+}
+
+void Context::clear(GLbitfield mask)
+{
+ Framebuffer *framebufferObject = getDrawFramebuffer();
+
+ if(!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ {
+ return error(GL_INVALID_FRAMEBUFFER_OPERATION);
+ }
+
+ egl::Display *display = getDisplay();
+ Device *device = getDevice();
+
+ if(!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
+ {
+ return;
+ }
+
+ unsigned int color = (unorm<8>(mState.colorClearValue.alpha) << 24) |
+ (unorm<8>(mState.colorClearValue.red) << 16) |
+ (unorm<8>(mState.colorClearValue.green) << 8) |
+ (unorm<8>(mState.colorClearValue.blue) << 0);
+ float depth = clamp01(mState.depthClearValue);
+ int stencil = mState.stencilClearValue & 0x000000FF;
+
+ if(mask & GL_COLOR_BUFFER_BIT)
+ {
+ unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) |
+ (mState.colorMaskGreen ? 0x2 : 0) |
+ (mState.colorMaskBlue ? 0x4 : 0) |
+ (mState.colorMaskAlpha ? 0x8 : 0);
+ device->clearColor(color, rgbaMask);
+ }
+
+ if(mask & GL_DEPTH_BUFFER_BIT)
+ {
+ if(mState.depthMask)
+ {
+ device->clearDepth(depth);
+ }
+ }
+
+ if(mask & GL_STENCIL_BUFFER_BIT)
+ {
+ device->clearStencil(stencil, mState.stencilWritemask);
+ }
+}
+
+void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ if(!mState.currentProgram)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ egl::Display *display = getDisplay();
+ Device *device = getDevice();
+ PrimitiveType primitiveType;
+ int primitiveCount;
+
+ if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount))
+ return error(GL_INVALID_ENUM);
+
+ if(primitiveCount <= 0)
+ {
+ return;
+ }
+
+ if(!applyRenderTarget(false))
+ {
+ return;
+ }
+
+ applyState(mode);
+
+ GLenum err = applyVertexBuffer(0, first, count);
+ if(err != GL_NO_ERROR)
+ {
+ return error(err);
+ }
+
+ applyShaders();
+ applyTextures();
+
+ if(!getCurrentProgram()->validateSamplers(false))
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ if(!cullSkipsDraw(mode))
+ {
+ device->drawPrimitive(primitiveType, primitiveCount);
+ }
+}
+
+void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
+{
+ if(!mState.currentProgram)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ if(!indices && !mState.elementArrayBuffer)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ egl::Display *display = getDisplay();
+ Device *device = getDevice();
+ PrimitiveType primitiveType;
+ int primitiveCount;
+
+ if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount))
+ return error(GL_INVALID_ENUM);
+
+ if(primitiveCount <= 0)
+ {
+ return;
+ }
+
+ if(!applyRenderTarget(false))
+ {
+ return;
+ }
+
+ applyState(mode);
+
+ TranslatedIndexData indexInfo;
+ GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
+ if(err != GL_NO_ERROR)
+ {
+ return error(err);
+ }
+
+ GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
+ err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount);
+ if(err != GL_NO_ERROR)
+ {
+ return error(err);
+ }
+
+ applyShaders();
+ applyTextures();
+
+ if(!getCurrentProgram()->validateSamplers(false))
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ if(!cullSkipsDraw(mode))
+ {
+ device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount, IndexDataManager::typeSize(type));
+ }
+}
+
+void Context::finish()
+{
+ Device *device = getDevice();
+
+ device->finish();
+}
+
+void Context::flush()
+{
+ // We don't queue anything without processing it as fast as possible
+}
+
+void Context::recordInvalidEnum()
+{
+ mInvalidEnum = true;
+}
+
+void Context::recordInvalidValue()
+{
+ mInvalidValue = true;
+}
+
+void Context::recordInvalidOperation()
+{
+ mInvalidOperation = true;
+}
+
+void Context::recordOutOfMemory()
+{
+ mOutOfMemory = true;
+}
+
+void Context::recordInvalidFramebufferOperation()
+{
+ mInvalidFramebufferOperation = true;
+}
+
+// Get one of the recorded errors and clear its flag, if any.
+// [OpenGL ES 2.0.24] section 2.5 page 13.
+GLenum Context::getError()
+{
+ if(mInvalidEnum)
+ {
+ mInvalidEnum = false;
+
+ return GL_INVALID_ENUM;
+ }
+
+ if(mInvalidValue)
+ {
+ mInvalidValue = false;
+
+ return GL_INVALID_VALUE;
+ }
+
+ if(mInvalidOperation)
+ {
+ mInvalidOperation = false;
+
+ return GL_INVALID_OPERATION;
+ }
+
+ if(mOutOfMemory)
+ {
+ mOutOfMemory = false;
+
+ return GL_OUT_OF_MEMORY;
+ }
+
+ if(mInvalidFramebufferOperation)
+ {
+ mInvalidFramebufferOperation = false;
+
+ return GL_INVALID_FRAMEBUFFER_OPERATION;
+ }
+
+ return GL_NO_ERROR;
+}
+
+int Context::getNearestSupportedSamples(sw::Format format, int requested) const
+{
+ if(requested <= 1)
+ {
+ return requested;
+ }
+
+ if(requested <= 2)
+ {
+ return 2;
+ }
+
+ return 4;
+}
+
+void Context::detachBuffer(GLuint buffer)
+{
+ // [OpenGL ES 2.0.24] section 2.9 page 22:
+ // If a buffer object is deleted while it is bound, all bindings to that object in the current context
+ // (i.e. in the thread that called Delete-Buffers) are reset to zero.
+
+ if(mState.arrayBuffer.id() == buffer)
+ {
+ mState.arrayBuffer.set(NULL);
+ }
+
+ if(mState.elementArrayBuffer.id() == buffer)
+ {
+ mState.elementArrayBuffer.set(NULL);
+ }
+
+ for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
+ {
+ if(mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
+ {
+ mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
+ }
+ }
+}
+
+void Context::detachTexture(GLuint texture)
+{
+ // [OpenGL ES 2.0.24] section 3.8 page 84:
+ // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
+ // rebound to texture object zero
+
+ for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+ {
+ for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
+ {
+ if(mState.samplerTexture[type][sampler].id() == texture)
+ {
+ mState.samplerTexture[type][sampler].set(NULL);
+ }
+ }
+ }
+
+ // [OpenGL ES 2.0.24] section 4.4 page 112:
+ // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
+ // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
+ // image was attached in the currently bound framebuffer.
+
+ Framebuffer *readFramebuffer = getReadFramebuffer();
+ Framebuffer *drawFramebuffer = getDrawFramebuffer();
+
+ if(readFramebuffer)
+ {
+ readFramebuffer->detachTexture(texture);
+ }
+
+ if(drawFramebuffer && drawFramebuffer != readFramebuffer)
+ {
+ drawFramebuffer->detachTexture(texture);
+ }
+}
+
+void Context::detachFramebuffer(GLuint framebuffer)
+{
+ // [OpenGL ES 2.0.24] section 4.4 page 107:
+ // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
+ // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
+
+ if(mState.readFramebuffer == framebuffer)
+ {
+ bindReadFramebuffer(0);
+ }
+
+ if(mState.drawFramebuffer == framebuffer)
+ {
+ bindDrawFramebuffer(0);
+ }
+}
+
+void Context::detachRenderbuffer(GLuint renderbuffer)
+{
+ // [OpenGL ES 2.0.24] section 4.4 page 109:
+ // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
+ // had been executed with the target RENDERBUFFER and name of zero.
+
+ if(mState.renderbuffer.id() == renderbuffer)
+ {
+ bindRenderbuffer(0);
+ }
+
+ // [OpenGL ES 2.0.24] section 4.4 page 111:
+ // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
+ // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
+ // point to which this image was attached in the currently bound framebuffer.
+
+ Framebuffer *readFramebuffer = getReadFramebuffer();
+ Framebuffer *drawFramebuffer = getDrawFramebuffer();
+
+ if(readFramebuffer)
+ {
+ readFramebuffer->detachRenderbuffer(renderbuffer);
+ }
+
+ if(drawFramebuffer && drawFramebuffer != readFramebuffer)
+ {
+ drawFramebuffer->detachRenderbuffer(renderbuffer);
+ }
+}
+
+bool Context::cullSkipsDraw(GLenum drawMode)
+{
+ return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
+}
+
+bool Context::isTriangleMode(GLenum drawMode)
+{
+ switch (drawMode)
+ {
+ case GL_TRIANGLES:
+ case GL_TRIANGLE_FAN:
+ case GL_TRIANGLE_STRIP:
+ return true;
+ case GL_POINTS:
+ case GL_LINES:
+ case GL_LINE_LOOP:
+ case GL_LINE_STRIP:
+ return false;
+ default: UNREACHABLE();
+ }
+
+ return false;
+}
+
+void Context::setVertexAttrib(GLuint index, const GLfloat *values)
+{
+ ASSERT(index < MAX_VERTEX_ATTRIBS);
+
+ mState.vertexAttribute[index].mCurrentValue[0] = values[0];
+ mState.vertexAttribute[index].mCurrentValue[1] = values[1];
+ mState.vertexAttribute[index].mCurrentValue[2] = values[2];
+ mState.vertexAttribute[index].mCurrentValue[3] = values[3];
+
+ mVertexDataManager->dirtyCurrentValue(index);
+}
+
+void Context::initExtensionString()
+{
+ mExtensionString += "GL_OES_packed_depth_stencil ";
+ mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
+ mExtensionString += "GL_EXT_read_format_bgra ";
+ mExtensionString += "GL_ANGLE_framebuffer_blit ";
+ mExtensionString += "GL_OES_rgb8_rgba8 ";
+ mExtensionString += "GL_OES_standard_derivatives ";
+ mExtensionString += "GL_NV_fence ";
+
+ if(S3TC_SUPPORT)
+ {
+ mExtensionString += "GL_EXT_texture_compression_dxt1 ";
+ }
+
+ mExtensionString += "GL_OES_texture_float ";
+ mExtensionString += "GL_OES_texture_half_float ";
+ mExtensionString += "GL_OES_texture_float_linear ";
+ mExtensionString += "GL_OES_texture_half_float_linear ";
+ mExtensionString += "GL_ANGLE_framebuffer_multisample ";
+ mExtensionString += "GL_OES_element_index_uint ";
+ mExtensionString += "GL_OES_texture_npot ";
+
+ std::string::size_type end = mExtensionString.find_last_not_of(' ');
+ if(end != std::string::npos)
+ {
+ mExtensionString.resize(end+1);
+ }
+}
+
+const char *Context::getExtensionString() const
+{
+ return mExtensionString.c_str();
+}
+
+void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+ GLbitfield mask)
+{
+ Device *device = getDevice();
+
+ Framebuffer *readFramebuffer = getReadFramebuffer();
+ Framebuffer *drawFramebuffer = getDrawFramebuffer();
+
+ if(!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
+ !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ {
+ return error(GL_INVALID_FRAMEBUFFER_OPERATION);
+ }
+
+ if(drawFramebuffer->getSamples() != 0)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
+ int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
+ int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
+ int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
+
+ sw::Rect sourceRect;
+ sw::Rect destRect;
+
+ if(srcX0 < srcX1)
+ {
+ sourceRect.left = srcX0;
+ sourceRect.right = srcX1;
+ destRect.left = dstX0;
+ destRect.right = dstX1;
+ }
+ else
+ {
+ sourceRect.left = srcX1;
+ destRect.left = dstX1;
+ sourceRect.right = srcX0;
+ destRect.right = dstX0;
+ }
+
+ if(srcY0 < srcY1)
+ {
+ sourceRect.top = readBufferHeight - srcY1;
+ destRect.top = drawBufferHeight - dstY1;
+ sourceRect.bottom = readBufferHeight - srcY0;
+ destRect.bottom = drawBufferHeight - dstY0;
+ }
+ else
+ {
+ sourceRect.top = readBufferHeight - srcY0;
+ destRect.top = drawBufferHeight - dstY0;
+ sourceRect.bottom = readBufferHeight - srcY1;
+ destRect.bottom = drawBufferHeight - dstY1;
+ }
+
+ sw::Rect sourceScissoredRect = sourceRect;
+ sw::Rect destScissoredRect = destRect;
+
+ if(mState.scissorTest)
+ {
+ // Only write to parts of the destination framebuffer which pass the scissor test
+ // Please note: the destRect is now in Y-down coordinates, so the *top* of the
+ // rect will be checked against scissorY, rather than the bottom.
+ if(destRect.left < mState.scissorX)
+ {
+ int xDiff = mState.scissorX - destRect.left;
+ destScissoredRect.left = mState.scissorX;
+ sourceScissoredRect.left += xDiff;
+ }
+
+ if(destRect.right > mState.scissorX + mState.scissorWidth)
+ {
+ int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
+ destScissoredRect.right = mState.scissorX + mState.scissorWidth;
+ sourceScissoredRect.right -= xDiff;
+ }
+
+ if(destRect.top < mState.scissorY)
+ {
+ int yDiff = mState.scissorY - destRect.top;
+ destScissoredRect.top = mState.scissorY;
+ sourceScissoredRect.top += yDiff;
+ }
+
+ if(destRect.bottom > mState.scissorY + mState.scissorHeight)
+ {
+ int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
+ destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
+ sourceScissoredRect.bottom -= yDiff;
+ }
+ }
+
+ bool blitRenderTarget = false;
+ bool blitDepthStencil = false;
+
+ sw::Rect sourceTrimmedRect = sourceScissoredRect;
+ sw::Rect destTrimmedRect = destScissoredRect;
+
+ // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
+ // the actual draw and read surfaces.
+ if(sourceTrimmedRect.left < 0)
+ {
+ int xDiff = 0 - sourceTrimmedRect.left;
+ sourceTrimmedRect.left = 0;
+ destTrimmedRect.left += xDiff;
+ }
+
+ if(sourceTrimmedRect.right > readBufferWidth)
+ {
+ int xDiff = sourceTrimmedRect.right - readBufferWidth;
+ sourceTrimmedRect.right = readBufferWidth;
+ destTrimmedRect.right -= xDiff;
+ }
+
+ if(sourceTrimmedRect.top < 0)
+ {
+ int yDiff = 0 - sourceTrimmedRect.top;
+ sourceTrimmedRect.top = 0;
+ destTrimmedRect.top += yDiff;
+ }
+
+ if(sourceTrimmedRect.bottom > readBufferHeight)
+ {
+ int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
+ sourceTrimmedRect.bottom = readBufferHeight;
+ destTrimmedRect.bottom -= yDiff;
+ }
+
+ if(destTrimmedRect.left < 0)
+ {
+ int xDiff = 0 - destTrimmedRect.left;
+ destTrimmedRect.left = 0;
+ sourceTrimmedRect.left += xDiff;
+ }
+
+ if(destTrimmedRect.right > drawBufferWidth)
+ {
+ int xDiff = destTrimmedRect.right - drawBufferWidth;
+ destTrimmedRect.right = drawBufferWidth;
+ sourceTrimmedRect.right -= xDiff;
+ }
+
+ if(destTrimmedRect.top < 0)
+ {
+ int yDiff = 0 - destTrimmedRect.top;
+ destTrimmedRect.top = 0;
+ sourceTrimmedRect.top += yDiff;
+ }
+
+ if(destTrimmedRect.bottom > drawBufferHeight)
+ {
+ int yDiff = destTrimmedRect.bottom - drawBufferHeight;
+ destTrimmedRect.bottom = drawBufferHeight;
+ sourceTrimmedRect.bottom -= yDiff;
+ }
+
+ bool partialBufferCopy = false;
+ if(sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
+ sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth ||
+ destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
+ destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
+ sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
+ {
+ partialBufferCopy = true;
+ }
+
+ if(mask & GL_COLOR_BUFFER_BIT)
+ {
+ const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
+ readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
+ const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
+ drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
+ if(!validReadType || !validDrawType ||
+ readFramebuffer->getColorbuffer()->getInternalFormat() != drawFramebuffer->getColorbuffer()->getInternalFormat())
+ {
+ ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
+ return error(GL_INVALID_OPERATION);
+ }
+
+ if(partialBufferCopy && readFramebuffer->getSamples() != 0)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ blitRenderTarget = true;
+
+ }
+
+ if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
+ {
+ DepthStencilbuffer *readDSBuffer = NULL;
+ DepthStencilbuffer *drawDSBuffer = NULL;
+
+ // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
+ // both a depth and stencil buffer, it will be the same buffer.
+
+ if(mask & GL_DEPTH_BUFFER_BIT)
+ {
+ if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
+ {
+ if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
+ readFramebuffer->getDepthbuffer()->getInternalFormat() != drawFramebuffer->getDepthbuffer()->getInternalFormat())
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ blitDepthStencil = true;
+ readDSBuffer = readFramebuffer->getDepthbuffer();
+ drawDSBuffer = drawFramebuffer->getDepthbuffer();
+ }
+ }
+
+ if(mask & GL_STENCIL_BUFFER_BIT)
+ {
+ if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
+ {
+ if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
+ readFramebuffer->getStencilbuffer()->getInternalFormat() != drawFramebuffer->getStencilbuffer()->getInternalFormat())
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ blitDepthStencil = true;
+ readDSBuffer = readFramebuffer->getStencilbuffer();
+ drawDSBuffer = drawFramebuffer->getStencilbuffer();
+ }
+ }
+
+ if(partialBufferCopy)
+ {
+ ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
+ return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
+ }
+
+ if((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
+ (readDSBuffer && readDSBuffer->getSamples() != 0))
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+ }
+
+ if(blitRenderTarget || blitDepthStencil)
+ {
+ egl::Display *display = getDisplay();
+
+ if(blitRenderTarget)
+ {
+ bool success = device->stretchRect(readFramebuffer->getRenderTarget(), &sourceTrimmedRect,
+ drawFramebuffer->getRenderTarget(), &destTrimmedRect, false);
+
+ if(!success)
+ {
+ ERR("BlitFramebufferANGLE failed.");
+ return;
+ }
+ }
+
+ if(blitDepthStencil)
+ {
+ bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false);
+
+ if(!success)
+ {
+ ERR("BlitFramebufferANGLE failed.");
+ return;
+ }
+ }
+ }
+}
+
+}
+
+extern "C"
+{
+ gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext)
+ {
+ return new gl::Context(config, shareContext);
+ }
+
+ void glDestroyContext(gl::Context *context)
+ {
+ delete context;
+
+ if(context == gl::getContext())
+ {
+ gl::makeCurrent(NULL, NULL, NULL);
+ }
+ }
+
+ void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
+ {
+ gl::makeCurrent(context, display, surface);
+ }
+
+ gl::Context *glGetCurrentContext()
+ {
+ return gl::getContext();
+ }
+}