|  | // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | 
|  | // | 
|  | // Licensed under the Apache License, Version 2.0 (the "License"); | 
|  | // you may not use this file except in compliance with the License. | 
|  | // You may obtain a copy of the License at | 
|  | // | 
|  | //    http://www.apache.org/licenses/LICENSE-2.0 | 
|  | // | 
|  | // Unless required by applicable law or agreed to in writing, software | 
|  | // distributed under the License is distributed on an "AS IS" BASIS, | 
|  | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
|  | // See the License for the specific language governing permissions and | 
|  | // limitations under the License. | 
|  |  | 
|  | // Context.cpp: Implements the es1::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 "Framebuffer.h" | 
|  | #include "Renderbuffer.h" | 
|  | #include "Texture.h" | 
|  | #include "VertexDataManager.h" | 
|  | #include "IndexDataManager.h" | 
|  | #include "libEGL/Display.h" | 
|  | #include "common/Surface.hpp" | 
|  | #include "Common/Half.hpp" | 
|  |  | 
|  | #include <EGL/eglext.h> | 
|  |  | 
|  | using std::abs; | 
|  |  | 
|  | namespace es1 | 
|  | { | 
|  | Context::Context(egl::Display *const display, const Context *shareContext, const egl::Config *config) | 
|  | : egl::Context(display), config(config), | 
|  | modelViewStack(MAX_MODELVIEW_STACK_DEPTH), | 
|  | projectionStack(MAX_PROJECTION_STACK_DEPTH), | 
|  | textureStack0(MAX_TEXTURE_STACK_DEPTH), | 
|  | textureStack1(MAX_TEXTURE_STACK_DEPTH) | 
|  | { | 
|  | sw::Context *context = new sw::Context(); | 
|  | device = new es1::Device(context); | 
|  |  | 
|  | mVertexDataManager = new VertexDataManager(this); | 
|  | mIndexDataManager = new IndexDataManager(); | 
|  |  | 
|  | setClearColor(0.0f, 0.0f, 0.0f, 0.0f); | 
|  |  | 
|  | mState.depthClearValue = 1.0f; | 
|  | mState.stencilClearValue = 0; | 
|  |  | 
|  | mState.cullFaceEnabled = false; | 
|  | mState.cullMode = GL_BACK; | 
|  | mState.frontFace = GL_CCW; | 
|  | mState.depthTestEnabled = false; | 
|  | mState.depthFunc = GL_LESS; | 
|  | mState.blendEnabled = false; | 
|  | mState.sourceBlendRGB = GL_ONE; | 
|  | mState.sourceBlendAlpha = GL_ONE; | 
|  | mState.destBlendRGB = GL_ZERO; | 
|  | mState.destBlendAlpha = GL_ZERO; | 
|  | mState.blendEquationRGB = GL_FUNC_ADD_OES; | 
|  | mState.blendEquationAlpha = GL_FUNC_ADD_OES; | 
|  | mState.stencilTestEnabled = false; | 
|  | mState.stencilFunc = GL_ALWAYS; | 
|  | mState.stencilRef = 0; | 
|  | mState.stencilMask = -1; | 
|  | mState.stencilWritemask = -1; | 
|  | mState.stencilFail = GL_KEEP; | 
|  | mState.stencilPassDepthFail = GL_KEEP; | 
|  | mState.stencilPassDepthPass = GL_KEEP; | 
|  | mState.polygonOffsetFillEnabled = false; | 
|  | mState.polygonOffsetFactor = 0.0f; | 
|  | mState.polygonOffsetUnits = 0.0f; | 
|  | mState.sampleAlphaToCoverageEnabled = false; | 
|  | mState.sampleCoverageEnabled = false; | 
|  | mState.sampleCoverageValue = 1.0f; | 
|  | mState.sampleCoverageInvert = false; | 
|  | mState.scissorTestEnabled = false; | 
|  | mState.ditherEnabled = true; | 
|  | mState.shadeModel = GL_SMOOTH; | 
|  | mState.generateMipmapHint = GL_DONT_CARE; | 
|  | mState.perspectiveCorrectionHint = GL_DONT_CARE; | 
|  | mState.fogHint = GL_DONT_CARE; | 
|  |  | 
|  | mState.lineWidth = 1.0f; | 
|  |  | 
|  | mState.viewportX = 0; | 
|  | mState.viewportY = 0; | 
|  | mState.viewportWidth = 0; | 
|  | mState.viewportHeight = 0; | 
|  | mState.zNear = 0.0f; | 
|  | mState.zFar = 1.0f; | 
|  |  | 
|  | mState.scissorX = 0; | 
|  | mState.scissorY = 0; | 
|  | mState.scissorWidth = 0; | 
|  | mState.scissorHeight = 0; | 
|  |  | 
|  | mState.colorMaskRed = true; | 
|  | mState.colorMaskGreen = true; | 
|  | mState.colorMaskBlue = true; | 
|  | mState.colorMaskAlpha = true; | 
|  | mState.depthMask = true; | 
|  |  | 
|  | for(int i = 0; i < MAX_TEXTURE_UNITS; i++) | 
|  | { | 
|  | mState.textureUnit[i].color = {0, 0, 0, 0}; | 
|  | mState.textureUnit[i].environmentMode = GL_MODULATE; | 
|  | mState.textureUnit[i].combineRGB = GL_MODULATE; | 
|  | mState.textureUnit[i].combineAlpha = GL_MODULATE; | 
|  | mState.textureUnit[i].src0RGB = GL_TEXTURE; | 
|  | mState.textureUnit[i].src1RGB = GL_PREVIOUS; | 
|  | mState.textureUnit[i].src2RGB = GL_CONSTANT; | 
|  | mState.textureUnit[i].src0Alpha = GL_TEXTURE; | 
|  | mState.textureUnit[i].src1Alpha = GL_PREVIOUS; | 
|  | mState.textureUnit[i].src2Alpha = GL_CONSTANT; | 
|  | mState.textureUnit[i].operand0RGB = GL_SRC_COLOR; | 
|  | mState.textureUnit[i].operand1RGB = GL_SRC_COLOR; | 
|  | mState.textureUnit[i].operand2RGB = GL_SRC_ALPHA; | 
|  | mState.textureUnit[i].operand0Alpha = GL_SRC_ALPHA; | 
|  | mState.textureUnit[i].operand1Alpha = GL_SRC_ALPHA; | 
|  | mState.textureUnit[i].operand2Alpha = GL_SRC_ALPHA; | 
|  | } | 
|  |  | 
|  | if(shareContext) | 
|  | { | 
|  | 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 = new Texture2D(0); | 
|  | mTextureExternalZero = new TextureExternal(0); | 
|  |  | 
|  | mState.activeSampler = 0; | 
|  |  | 
|  | for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) | 
|  | { | 
|  | bindTexture((TextureType)type, 0); | 
|  | } | 
|  |  | 
|  | bindArrayBuffer(0); | 
|  | bindElementArrayBuffer(0); | 
|  | bindFramebuffer(0); | 
|  | bindRenderbuffer(0); | 
|  |  | 
|  | mState.packAlignment = 4; | 
|  | mState.unpackAlignment = 4; | 
|  |  | 
|  | mInvalidEnum = false; | 
|  | mInvalidValue = false; | 
|  | mInvalidOperation = false; | 
|  | mOutOfMemory = false; | 
|  | mInvalidFramebufferOperation = false; | 
|  | mMatrixStackOverflow = false; | 
|  | mMatrixStackUnderflow = false; | 
|  |  | 
|  | lightingEnabled = false; | 
|  |  | 
|  | for(int i = 0; i < MAX_LIGHTS; i++) | 
|  | { | 
|  | light[i].enabled = false; | 
|  | light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f}; | 
|  | light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f}; | 
|  | light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f}; | 
|  | light[i].position = {0.0f, 0.0f, 1.0f, 0.0f}; | 
|  | light[i].direction = {0.0f, 0.0f, -1.0f}; | 
|  | light[i].attenuation = {1.0f, 0.0f, 0.0f}; | 
|  | light[i].spotExponent = 0.0f; | 
|  | light[i].spotCutoffAngle = 180.0f; | 
|  | } | 
|  |  | 
|  | light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f}; | 
|  | light[0].specular = {1.0f, 1.0f, 1.0f, 1.0f}; | 
|  |  | 
|  | globalAmbient = {0.2f, 0.2f, 0.2f, 1.0f}; | 
|  | materialAmbient = {0.2f, 0.2f, 0.2f, 1.0f}; | 
|  | materialDiffuse = {0.8f, 0.8f, 0.8f, 1.0f}; | 
|  | materialSpecular = {0.0f, 0.0f, 0.0f, 1.0f}; | 
|  | materialEmission = {0.0f, 0.0f, 0.0f, 1.0f}; | 
|  | materialShininess = 0.0f; | 
|  | lightModelTwoSide = false; | 
|  |  | 
|  | matrixMode = GL_MODELVIEW; | 
|  |  | 
|  | for(int i = 0; i < MAX_TEXTURE_UNITS; i++) | 
|  | { | 
|  | texture2Denabled[i] = false; | 
|  | textureExternalEnabled[i] = false; | 
|  | } | 
|  |  | 
|  | clientTexture = GL_TEXTURE0; | 
|  |  | 
|  | setVertexAttrib(sw::Color0, 1.0f, 1.0f, 1.0f, 1.0f); | 
|  |  | 
|  | for(int i = 0; i < MAX_TEXTURE_UNITS; i++) | 
|  | { | 
|  | setVertexAttrib(sw::TexCoord0 + i, 0.0f, 0.0f, 0.0f, 1.0f); | 
|  | } | 
|  |  | 
|  | setVertexAttrib(sw::Normal, 0.0f, 0.0f, 1.0f, 1.0f); | 
|  | setVertexAttrib(sw::PointSize, 1.0f, 1.0f, 1.0f, 1.0f); | 
|  |  | 
|  | clipFlags = 0; | 
|  |  | 
|  | alphaTestEnabled = false; | 
|  | alphaTestFunc = GL_ALWAYS; | 
|  | alphaTestRef = 0; | 
|  |  | 
|  | fogEnabled = false; | 
|  | fogMode = GL_EXP; | 
|  | fogDensity = 1.0f; | 
|  | fogStart = 0.0f; | 
|  | fogEnd = 1.0f; | 
|  | fogColor = {0, 0, 0, 0}; | 
|  |  | 
|  | lineSmoothEnabled = false; | 
|  | colorMaterialEnabled = false; | 
|  | normalizeEnabled = false; | 
|  | rescaleNormalEnabled = false; | 
|  | multisampleEnabled = true; | 
|  | sampleAlphaToOneEnabled = false; | 
|  |  | 
|  | colorLogicOpEnabled = false; | 
|  | logicalOperation = GL_COPY; | 
|  |  | 
|  | pointSpriteEnabled = false; | 
|  | pointSmoothEnabled = false; | 
|  | pointSizeMin = 0.0f; | 
|  | pointSizeMax = 1.0f; | 
|  | pointDistanceAttenuation = {1.0f, 0.0f, 0.0f}; | 
|  | pointFadeThresholdSize = 1.0f; | 
|  |  | 
|  | mHasBeenCurrent = false; | 
|  |  | 
|  | markAllStateDirty(); | 
|  | } | 
|  |  | 
|  | Context::~Context() | 
|  | { | 
|  | while(!mFramebufferNameSpace.empty()) | 
|  | { | 
|  | deleteFramebuffer(mFramebufferNameSpace.firstName()); | 
|  | } | 
|  |  | 
|  | for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) | 
|  | { | 
|  | for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++) | 
|  | { | 
|  | mState.samplerTexture[type][sampler] = nullptr; | 
|  | } | 
|  | } | 
|  |  | 
|  | for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | 
|  | { | 
|  | mState.vertexAttribute[i].mBoundBuffer = nullptr; | 
|  | } | 
|  |  | 
|  | mState.arrayBuffer = nullptr; | 
|  | mState.elementArrayBuffer = nullptr; | 
|  | mState.renderbuffer = nullptr; | 
|  |  | 
|  | mTexture2DZero = nullptr; | 
|  | mTextureExternalZero = nullptr; | 
|  |  | 
|  | delete mVertexDataManager; | 
|  | delete mIndexDataManager; | 
|  |  | 
|  | mResourceManager->release(); | 
|  | delete device; | 
|  | } | 
|  |  | 
|  | void Context::makeCurrent(gl::Surface *surface) | 
|  | { | 
|  | if(!mHasBeenCurrent) | 
|  | { | 
|  | mState.viewportX = 0; | 
|  | mState.viewportY = 0; | 
|  | mState.viewportWidth = surface ? surface->getWidth() : 0; | 
|  | mState.viewportHeight = surface ? surface->getHeight() : 0; | 
|  |  | 
|  | mState.scissorX = 0; | 
|  | mState.scissorY = 0; | 
|  | 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 ? surface->getRenderTarget() : nullptr; | 
|  | egl::Image *depthStencil = surface ? surface->getDepthStencil() : nullptr; | 
|  |  | 
|  | 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(); | 
|  | } | 
|  |  | 
|  | EGLint Context::getClientVersion() const | 
|  | { | 
|  | return 1; | 
|  | } | 
|  |  | 
|  | EGLint Context::getConfigID() const | 
|  | { | 
|  | return config->mConfigID; | 
|  | } | 
|  |  | 
|  | // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. | 
|  | void Context::markAllStateDirty() | 
|  | { | 
|  | mDepthStateDirty = true; | 
|  | mMaskStateDirty = true; | 
|  | mBlendStateDirty = true; | 
|  | mStencilStateDirty = true; | 
|  | mPolygonOffsetStateDirty = 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::setCullFaceEnabled(bool enabled) | 
|  | { | 
|  | mState.cullFaceEnabled = enabled; | 
|  | } | 
|  |  | 
|  | bool Context::isCullFaceEnabled() const | 
|  | { | 
|  | return mState.cullFaceEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setCullMode(GLenum mode) | 
|  | { | 
|  | mState.cullMode = mode; | 
|  | } | 
|  |  | 
|  | void Context::setFrontFace(GLenum front) | 
|  | { | 
|  | if(mState.frontFace != front) | 
|  | { | 
|  | mState.frontFace = front; | 
|  | mFrontFaceDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::setDepthTestEnabled(bool enabled) | 
|  | { | 
|  | if(mState.depthTestEnabled != enabled) | 
|  | { | 
|  | mState.depthTestEnabled = enabled; | 
|  | mDepthStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | bool Context::isDepthTestEnabled() const | 
|  | { | 
|  | return mState.depthTestEnabled; | 
|  | } | 
|  |  | 
|  | 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::setAlphaTestEnabled(bool enabled) | 
|  | { | 
|  | alphaTestEnabled = enabled; | 
|  | } | 
|  |  | 
|  | bool Context::isAlphaTestEnabled() const | 
|  | { | 
|  | return alphaTestEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference) | 
|  | { | 
|  | alphaTestFunc = alphaFunc; | 
|  | alphaTestRef = reference; | 
|  | } | 
|  |  | 
|  | void Context::setBlendEnabled(bool enabled) | 
|  | { | 
|  | if(mState.blendEnabled != enabled) | 
|  | { | 
|  | mState.blendEnabled = enabled; | 
|  | mBlendStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | bool Context::isBlendEnabled() const | 
|  | { | 
|  | return mState.blendEnabled; | 
|  | } | 
|  |  | 
|  | 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::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) | 
|  | { | 
|  | if(mState.blendEquationRGB != rgbEquation || | 
|  | mState.blendEquationAlpha != alphaEquation) | 
|  | { | 
|  | mState.blendEquationRGB = rgbEquation; | 
|  | mState.blendEquationAlpha = alphaEquation; | 
|  | mBlendStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::setStencilTestEnabled(bool enabled) | 
|  | { | 
|  | if(mState.stencilTestEnabled != enabled) | 
|  | { | 
|  | mState.stencilTestEnabled = enabled; | 
|  | mStencilStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | bool Context::isStencilTestEnabled() const | 
|  | { | 
|  | return mState.stencilTestEnabled; | 
|  | } | 
|  |  | 
|  | 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::setStencilWritemask(GLuint stencilWritemask) | 
|  | { | 
|  | if(mState.stencilWritemask != stencilWritemask) | 
|  | { | 
|  | mState.stencilWritemask = stencilWritemask; | 
|  | 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::setPolygonOffsetFillEnabled(bool enabled) | 
|  | { | 
|  | if(mState.polygonOffsetFillEnabled != enabled) | 
|  | { | 
|  | mState.polygonOffsetFillEnabled = enabled; | 
|  | mPolygonOffsetStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | bool Context::isPolygonOffsetFillEnabled() const | 
|  | { | 
|  | return mState.polygonOffsetFillEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) | 
|  | { | 
|  | if(mState.polygonOffsetFactor != factor || | 
|  | mState.polygonOffsetUnits != units) | 
|  | { | 
|  | mState.polygonOffsetFactor = factor; | 
|  | mState.polygonOffsetUnits = units; | 
|  | mPolygonOffsetStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::setSampleAlphaToCoverageEnabled(bool enabled) | 
|  | { | 
|  | if(mState.sampleAlphaToCoverageEnabled != enabled) | 
|  | { | 
|  | mState.sampleAlphaToCoverageEnabled = enabled; | 
|  | mSampleStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | bool Context::isSampleAlphaToCoverageEnabled() const | 
|  | { | 
|  | return mState.sampleAlphaToCoverageEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setSampleCoverageEnabled(bool enabled) | 
|  | { | 
|  | if(mState.sampleCoverageEnabled != enabled) | 
|  | { | 
|  | mState.sampleCoverageEnabled = enabled; | 
|  | mSampleStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | bool Context::isSampleCoverageEnabled() const | 
|  | { | 
|  | return mState.sampleCoverageEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setSampleCoverageParams(GLclampf value, bool invert) | 
|  | { | 
|  | if(mState.sampleCoverageValue != value || | 
|  | mState.sampleCoverageInvert != invert) | 
|  | { | 
|  | mState.sampleCoverageValue = value; | 
|  | mState.sampleCoverageInvert = invert; | 
|  | mSampleStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::setScissorTestEnabled(bool enabled) | 
|  | { | 
|  | mState.scissorTestEnabled = enabled; | 
|  | } | 
|  |  | 
|  | bool Context::isScissorTestEnabled() const | 
|  | { | 
|  | return mState.scissorTestEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setShadeModel(GLenum mode) | 
|  | { | 
|  | mState.shadeModel = mode; | 
|  | } | 
|  |  | 
|  | void Context::setDitherEnabled(bool enabled) | 
|  | { | 
|  | if(mState.ditherEnabled != enabled) | 
|  | { | 
|  | mState.ditherEnabled = enabled; | 
|  | mDitherStateDirty = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | bool Context::isDitherEnabled() const | 
|  | { | 
|  | return mState.ditherEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setLightingEnabled(bool enable) | 
|  | { | 
|  | lightingEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isLightingEnabled() const | 
|  | { | 
|  | return lightingEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setLightEnabled(int index, bool enable) | 
|  | { | 
|  | light[index].enabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isLightEnabled(int index) const | 
|  | { | 
|  | return light[index].enabled; | 
|  | } | 
|  |  | 
|  | void Context::setLightAmbient(int index, float r, float g, float b, float a) | 
|  | { | 
|  | light[index].ambient = {r, g, b, a}; | 
|  | } | 
|  |  | 
|  | void Context::setLightDiffuse(int index, float r, float g, float b, float a) | 
|  | { | 
|  | light[index].diffuse = {r, g, b, a}; | 
|  | } | 
|  |  | 
|  | void Context::setLightSpecular(int index, float r, float g, float b, float a) | 
|  | { | 
|  | light[index].specular = {r, g, b, a}; | 
|  | } | 
|  |  | 
|  | void Context::setLightPosition(int index, float x, float y, float z, float w) | 
|  | { | 
|  | sw::float4 v = {x, y, z, w}; | 
|  |  | 
|  | // Transform from object coordinates to eye coordinates | 
|  | v = modelViewStack.current() * v; | 
|  |  | 
|  | light[index].position = {v.x, v.y, v.z, v.w}; | 
|  | } | 
|  |  | 
|  | void Context::setLightDirection(int index, float x, float y, float z) | 
|  | { | 
|  | // FIXME: Transform by inverse of 3x3 model-view matrix | 
|  | light[index].direction = {x, y, z}; | 
|  | } | 
|  |  | 
|  | void Context::setLightAttenuationConstant(int index, float constant) | 
|  | { | 
|  | light[index].attenuation.constant = constant; | 
|  | } | 
|  |  | 
|  | void Context::setLightAttenuationLinear(int index, float linear) | 
|  | { | 
|  | light[index].attenuation.linear = linear; | 
|  | } | 
|  |  | 
|  | void Context::setLightAttenuationQuadratic(int index, float quadratic) | 
|  | { | 
|  | light[index].attenuation.quadratic = quadratic; | 
|  | } | 
|  |  | 
|  | void Context::setSpotLightExponent(int index, float exponent) | 
|  | { | 
|  | light[index].spotExponent = exponent; | 
|  | } | 
|  |  | 
|  | void Context::setSpotLightCutoff(int index, float cutoff) | 
|  | { | 
|  | light[index].spotCutoffAngle = cutoff; | 
|  | } | 
|  |  | 
|  | void Context::setGlobalAmbient(float red, float green, float blue, float alpha) | 
|  | { | 
|  | globalAmbient.red = red; | 
|  | globalAmbient.green = green; | 
|  | globalAmbient.blue = blue; | 
|  | globalAmbient.alpha = alpha; | 
|  | } | 
|  |  | 
|  | void Context::setMaterialAmbient(float red, float green, float blue, float alpha) | 
|  | { | 
|  | materialAmbient.red = red; | 
|  | materialAmbient.green = green; | 
|  | materialAmbient.blue = blue; | 
|  | materialAmbient.alpha = alpha; | 
|  | } | 
|  |  | 
|  | void Context::setMaterialDiffuse(float red, float green, float blue, float alpha) | 
|  | { | 
|  | materialDiffuse.red = red; | 
|  | materialDiffuse.green = green; | 
|  | materialDiffuse.blue = blue; | 
|  | materialDiffuse.alpha = alpha; | 
|  | } | 
|  |  | 
|  | void Context::setMaterialSpecular(float red, float green, float blue, float alpha) | 
|  | { | 
|  | materialSpecular.red = red; | 
|  | materialSpecular.green = green; | 
|  | materialSpecular.blue = blue; | 
|  | materialSpecular.alpha = alpha; | 
|  | } | 
|  |  | 
|  | void Context::setMaterialEmission(float red, float green, float blue, float alpha) | 
|  | { | 
|  | materialEmission.red = red; | 
|  | materialEmission.green = green; | 
|  | materialEmission.blue = blue; | 
|  | materialEmission.alpha = alpha; | 
|  | } | 
|  |  | 
|  | void Context::setMaterialShininess(float shininess) | 
|  | { | 
|  | materialShininess = shininess; | 
|  | } | 
|  |  | 
|  | void Context::setLightModelTwoSide(bool enable) | 
|  | { | 
|  | lightModelTwoSide = enable; | 
|  | } | 
|  |  | 
|  | void Context::setFogEnabled(bool enable) | 
|  | { | 
|  | fogEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isFogEnabled() const | 
|  | { | 
|  | return fogEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setFogMode(GLenum mode) | 
|  | { | 
|  | fogMode = mode; | 
|  | } | 
|  |  | 
|  | void Context::setFogDensity(float fogDensity) | 
|  | { | 
|  | this->fogDensity = fogDensity; | 
|  | } | 
|  |  | 
|  | void Context::setFogStart(float fogStart) | 
|  | { | 
|  | this->fogStart = fogStart; | 
|  | } | 
|  |  | 
|  | void Context::setFogEnd(float fogEnd) | 
|  | { | 
|  | this->fogEnd = fogEnd; | 
|  | } | 
|  |  | 
|  | void Context::setFogColor(float r, float g, float b, float a) | 
|  | { | 
|  | this->fogColor = {r, g, b, a}; | 
|  | } | 
|  |  | 
|  | void Context::setTexture2Denabled(bool enable) | 
|  | { | 
|  | texture2Denabled[mState.activeSampler] = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isTexture2Denabled() const | 
|  | { | 
|  | return texture2Denabled[mState.activeSampler]; | 
|  | } | 
|  |  | 
|  | void Context::setTextureExternalEnabled(bool enable) | 
|  | { | 
|  | textureExternalEnabled[mState.activeSampler] = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isTextureExternalEnabled() const | 
|  | { | 
|  | return textureExternalEnabled[mState.activeSampler]; | 
|  | } | 
|  |  | 
|  | void Context::setLineWidth(GLfloat width) | 
|  | { | 
|  | mState.lineWidth = width; | 
|  | device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); | 
|  | } | 
|  |  | 
|  | void Context::setGenerateMipmapHint(GLenum hint) | 
|  | { | 
|  | mState.generateMipmapHint = hint; | 
|  | } | 
|  |  | 
|  | void Context::setPerspectiveCorrectionHint(GLenum hint) | 
|  | { | 
|  | mState.perspectiveCorrectionHint = hint; | 
|  | } | 
|  |  | 
|  | void Context::setFogHint(GLenum hint) | 
|  | { | 
|  | mState.fogHint = 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) | 
|  | { | 
|  | mState.scissorX = x; | 
|  | mState.scissorY = y; | 
|  | mState.scissorWidth = width; | 
|  | mState.scissorHeight = height; | 
|  | } | 
|  |  | 
|  | 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::getFramebufferName() const | 
|  | { | 
|  | return mState.framebuffer; | 
|  | } | 
|  |  | 
|  | GLuint Context::getRenderbufferName() const | 
|  | { | 
|  | return mState.renderbuffer.name(); | 
|  | } | 
|  |  | 
|  | GLuint Context::getArrayBufferName() const | 
|  | { | 
|  | return mState.arrayBuffer.name(); | 
|  | } | 
|  |  | 
|  | void Context::setVertexAttribArrayEnabled(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 = 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::createTexture() | 
|  | { | 
|  | return mResourceManager->createTexture(); | 
|  | } | 
|  |  | 
|  | GLuint Context::createRenderbuffer() | 
|  | { | 
|  | return mResourceManager->createRenderbuffer(); | 
|  | } | 
|  |  | 
|  | // Returns an unused framebuffer name | 
|  | GLuint Context::createFramebuffer() | 
|  | { | 
|  | return mFramebufferNameSpace.allocate(); | 
|  | } | 
|  |  | 
|  | void Context::deleteBuffer(GLuint buffer) | 
|  | { | 
|  | detachBuffer(buffer); | 
|  |  | 
|  | mResourceManager->deleteBuffer(buffer); | 
|  | } | 
|  |  | 
|  | void Context::deleteTexture(GLuint texture) | 
|  | { | 
|  | detachTexture(texture); | 
|  |  | 
|  | mResourceManager->deleteTexture(texture); | 
|  | } | 
|  |  | 
|  | void Context::deleteRenderbuffer(GLuint renderbuffer) | 
|  | { | 
|  | detachRenderbuffer(renderbuffer); | 
|  |  | 
|  | mResourceManager->deleteRenderbuffer(renderbuffer); | 
|  | } | 
|  |  | 
|  | void Context::deleteFramebuffer(GLuint framebuffer) | 
|  | { | 
|  | detachFramebuffer(framebuffer); | 
|  |  | 
|  | Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); | 
|  |  | 
|  | if(framebufferObject) | 
|  | { | 
|  | delete framebufferObject; | 
|  | } | 
|  | } | 
|  |  | 
|  | Buffer *Context::getBuffer(GLuint handle) | 
|  | { | 
|  | return mResourceManager->getBuffer(handle); | 
|  | } | 
|  |  | 
|  | Texture *Context::getTexture(GLuint handle) | 
|  | { | 
|  | return mResourceManager->getTexture(handle); | 
|  | } | 
|  |  | 
|  | Renderbuffer *Context::getRenderbuffer(GLuint handle) | 
|  | { | 
|  | return mResourceManager->getRenderbuffer(handle); | 
|  | } | 
|  |  | 
|  | Framebuffer *Context::getFramebuffer() | 
|  | { | 
|  | return getFramebuffer(mState.framebuffer); | 
|  | } | 
|  |  | 
|  | void Context::bindArrayBuffer(unsigned int buffer) | 
|  | { | 
|  | mResourceManager->checkBufferAllocation(buffer); | 
|  |  | 
|  | mState.arrayBuffer = getBuffer(buffer); | 
|  | } | 
|  |  | 
|  | void Context::bindElementArrayBuffer(unsigned int buffer) | 
|  | { | 
|  | mResourceManager->checkBufferAllocation(buffer); | 
|  |  | 
|  | mState.elementArrayBuffer = getBuffer(buffer); | 
|  | } | 
|  |  | 
|  | void Context::bindTexture(TextureType type, GLuint texture) | 
|  | { | 
|  | mResourceManager->checkTextureAllocation(texture, type); | 
|  |  | 
|  | mState.samplerTexture[type][mState.activeSampler] = getTexture(texture); | 
|  | } | 
|  |  | 
|  | void Context::bindFramebuffer(GLuint framebuffer) | 
|  | { | 
|  | if(!getFramebuffer(framebuffer)) | 
|  | { | 
|  | mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); | 
|  | } | 
|  |  | 
|  | mState.framebuffer = framebuffer; | 
|  | } | 
|  |  | 
|  | void Context::bindRenderbuffer(GLuint renderbuffer) | 
|  | { | 
|  | mResourceManager->checkRenderbufferAllocation(renderbuffer); | 
|  |  | 
|  | mState.renderbuffer = getRenderbuffer(renderbuffer); | 
|  | } | 
|  |  | 
|  | void Context::setFramebufferZero(Framebuffer *buffer) | 
|  | { | 
|  | delete mFramebufferNameSpace.remove(0); | 
|  | mFramebufferNameSpace.insert(0, buffer); | 
|  | } | 
|  |  | 
|  | void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) | 
|  | { | 
|  | Renderbuffer *renderbufferObject = mState.renderbuffer; | 
|  | renderbufferObject->setStorage(renderbuffer); | 
|  | } | 
|  |  | 
|  | Framebuffer *Context::getFramebuffer(unsigned int handle) | 
|  | { | 
|  | return mFramebufferNameSpace.find(handle); | 
|  | } | 
|  |  | 
|  | Buffer *Context::getArrayBuffer() | 
|  | { | 
|  | return mState.arrayBuffer; | 
|  | } | 
|  |  | 
|  | Buffer *Context::getElementArrayBuffer() | 
|  | { | 
|  | return mState.elementArrayBuffer; | 
|  | } | 
|  |  | 
|  | Texture2D *Context::getTexture2D() | 
|  | { | 
|  | return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); | 
|  | } | 
|  |  | 
|  | TextureExternal *Context::getTextureExternal() | 
|  | { | 
|  | return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); | 
|  | } | 
|  |  | 
|  | Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) | 
|  | { | 
|  | GLuint texid = mState.samplerTexture[type][sampler].name(); | 
|  |  | 
|  | if(texid == 0)   // Special case: 0 refers to different initial textures based on the target | 
|  | { | 
|  | switch(type) | 
|  | { | 
|  | case TEXTURE_2D: return mTexture2DZero; | 
|  | case TEXTURE_EXTERNAL: return mTextureExternalZero; | 
|  | default: UNREACHABLE(type); | 
|  | } | 
|  | } | 
|  |  | 
|  | return mState.samplerTexture[type][sampler]; | 
|  | } | 
|  |  | 
|  | bool Context::getBooleanv(GLenum pname, GLboolean *params) | 
|  | { | 
|  | switch(pname) | 
|  | { | 
|  | 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.cullFaceEnabled;              break; | 
|  | case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;     break; | 
|  | case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; | 
|  | case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;        break; | 
|  | case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;           break; | 
|  | case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;           break; | 
|  | case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;             break; | 
|  | case GL_BLEND:                    *params = mState.blendEnabled;                 break; | 
|  | case GL_DITHER:                   *params = mState.ditherEnabled;                break; | 
|  | case GL_LIGHT_MODEL_TWO_SIDE:     *params = lightModelTwoSide;                   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_SMOOTH_LINE_WIDTH_RANGE: | 
|  | params[0] = SMOOTH_LINE_WIDTH_RANGE_MIN; | 
|  | params[1] = SMOOTH_LINE_WIDTH_RANGE_MAX; | 
|  | break; | 
|  | case GL_SMOOTH_POINT_SIZE_RANGE: | 
|  | params[0] = SMOOTH_POINT_SIZE_RANGE_MIN; | 
|  | params[1] = SMOOTH_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_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | 
|  | *params = MAX_TEXTURE_MAX_ANISOTROPY; | 
|  | break; | 
|  | case GL_MODELVIEW_MATRIX: | 
|  | for(int i = 0; i < 16; i++) | 
|  | { | 
|  | params[i] = modelViewStack.current()[i % 4][i / 4]; | 
|  | } | 
|  | break; | 
|  | case GL_PROJECTION_MATRIX: | 
|  | for(int i = 0; i < 16; i++) | 
|  | { | 
|  | params[i] = projectionStack.current()[i % 4][i / 4]; | 
|  | } | 
|  | break; | 
|  | case GL_CURRENT_COLOR: | 
|  | for(int i = 0; i < 4; i++) | 
|  | { | 
|  | params[i] = mState.vertexAttribute[sw::Color0].mCurrentValue[i]; | 
|  | } | 
|  | break; | 
|  | case GL_CURRENT_NORMAL: | 
|  | for(int i = 0; i < 3; i++) | 
|  | { | 
|  | params[i] = mState.vertexAttribute[sw::Normal].mCurrentValue[i]; | 
|  | } | 
|  | break; | 
|  | case GL_CURRENT_TEXTURE_COORDS: | 
|  | for(int i = 0; i < 4; i++) | 
|  | { | 
|  | params[i] = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[i]; | 
|  | } | 
|  | 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_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer.name();            break; | 
|  | case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer.name();     break; | 
|  | case GL_FRAMEBUFFER_BINDING_OES:          *params = mState.framebuffer;                   break; | 
|  | case GL_RENDERBUFFER_BINDING_OES:         *params = mState.renderbuffer.name();           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_PERSPECTIVE_CORRECTION_HINT:      *params = mState.perspectiveCorrectionHint;     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_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_DEPTH_FUNC:                       *params = mState.depthFunc;                     break; | 
|  | case GL_BLEND_SRC_RGB_OES:                *params = mState.sourceBlendRGB;                break; | 
|  | case GL_BLEND_SRC_ALPHA_OES:              *params = mState.sourceBlendAlpha;              break; | 
|  | case GL_BLEND_DST_RGB_OES:                *params = mState.destBlendRGB;                  break; | 
|  | case GL_BLEND_DST_ALPHA_OES:              *params = mState.destBlendAlpha;                break; | 
|  | case GL_BLEND_EQUATION_RGB_OES:           *params = mState.blendEquationRGB;              break; | 
|  | case GL_BLEND_EQUATION_ALPHA_OES:         *params = mState.blendEquationAlpha;            break; | 
|  | case GL_STENCIL_WRITEMASK:                *params = mState.stencilWritemask;              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_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;       break; | 
|  | case GL_SAMPLE_BUFFERS: | 
|  | case GL_SAMPLES: | 
|  | { | 
|  | Framebuffer *framebuffer = getFramebuffer(); | 
|  | int width, height, samples; | 
|  |  | 
|  | if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE_OES)) | 
|  | { | 
|  | switch(pname) | 
|  | { | 
|  | case GL_SAMPLE_BUFFERS: | 
|  | if(samples > 1) | 
|  | { | 
|  | *params = 1; | 
|  | } | 
|  | else | 
|  | { | 
|  | *params = 0; | 
|  | } | 
|  | break; | 
|  | case GL_SAMPLES: | 
|  | *params = samples; | 
|  | break; | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | *params = 0; | 
|  | } | 
|  | } | 
|  | break; | 
|  | case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: | 
|  | { | 
|  | Framebuffer *framebuffer = getFramebuffer(); | 
|  | if(framebuffer) | 
|  | { | 
|  | *params = framebuffer->getImplementationColorReadType(); | 
|  | } | 
|  | else | 
|  | { | 
|  | return error(GL_INVALID_OPERATION, true); | 
|  | } | 
|  | } | 
|  | break; | 
|  | case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: | 
|  | { | 
|  | Framebuffer *framebuffer = getFramebuffer(); | 
|  | if(framebuffer) | 
|  | { | 
|  | *params = framebuffer->getImplementationColorReadFormat(); | 
|  | } | 
|  | else | 
|  | { | 
|  | return error(GL_INVALID_OPERATION, true); | 
|  | } | 
|  | } | 
|  | break; | 
|  | case GL_MAX_VIEWPORT_DIMS: | 
|  | { | 
|  | int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; | 
|  | params[0] = maxDimension; | 
|  | params[1] = maxDimension; | 
|  | } | 
|  | break; | 
|  | case GL_COMPRESSED_TEXTURE_FORMATS: | 
|  | { | 
|  | for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) | 
|  | { | 
|  | params[i] = compressedTextureFormats[i]; | 
|  | } | 
|  | } | 
|  | 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 = getFramebuffer(); | 
|  | Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer() : nullptr; | 
|  |  | 
|  | 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 = getFramebuffer(); | 
|  | Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr; | 
|  |  | 
|  | if(depthbuffer) | 
|  | { | 
|  | *params = depthbuffer->getDepthSize(); | 
|  | } | 
|  | else | 
|  | { | 
|  | *params = 0; | 
|  | } | 
|  | } | 
|  | break; | 
|  | case GL_STENCIL_BITS: | 
|  | { | 
|  | Framebuffer *framebuffer = getFramebuffer(); | 
|  | Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr; | 
|  |  | 
|  | if(stencilbuffer) | 
|  | { | 
|  | *params = stencilbuffer->getStencilSize(); | 
|  | } | 
|  | else | 
|  | { | 
|  | *params = 0; | 
|  | } | 
|  | } | 
|  | break; | 
|  | case GL_TEXTURE_BINDING_2D:                  *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();                   break; | 
|  | case GL_TEXTURE_BINDING_EXTERNAL_OES:        *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();             break; | 
|  | case GL_MAX_LIGHTS:                          *params = MAX_LIGHTS;                                                                       break; | 
|  | case GL_MAX_MODELVIEW_STACK_DEPTH:           *params = MAX_MODELVIEW_STACK_DEPTH;                                                        break; | 
|  | case GL_MAX_PROJECTION_STACK_DEPTH:          *params = MAX_PROJECTION_STACK_DEPTH;                                                       break; | 
|  | case GL_MAX_TEXTURE_STACK_DEPTH:             *params = MAX_TEXTURE_STACK_DEPTH;                                                          break; | 
|  | case GL_MAX_TEXTURE_UNITS:                   *params = MAX_TEXTURE_UNITS;                                                                break; | 
|  | case GL_MAX_CLIP_PLANES:                     *params = MAX_CLIP_PLANES;                                                                  break; | 
|  | case GL_POINT_SIZE_ARRAY_TYPE_OES:           *params = mState.vertexAttribute[sw::PointSize].mType;                                      break; | 
|  | case GL_POINT_SIZE_ARRAY_STRIDE_OES:         *params = mState.vertexAttribute[sw::PointSize].mStride;                                    break; | 
|  | case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: *params = mState.vertexAttribute[sw::PointSize].mBoundBuffer.name();                        break; | 
|  | case GL_VERTEX_ARRAY_SIZE:                   *params = mState.vertexAttribute[sw::Position].mSize;                                       break; | 
|  | case GL_VERTEX_ARRAY_TYPE:                   *params = mState.vertexAttribute[sw::Position].mType;                                       break; | 
|  | case GL_VERTEX_ARRAY_STRIDE:                 *params = mState.vertexAttribute[sw::Position].mStride;                                     break; | 
|  | case GL_VERTEX_ARRAY_BUFFER_BINDING:         *params = mState.vertexAttribute[sw::Position].mBoundBuffer.name();                         break; | 
|  | case GL_NORMAL_ARRAY_TYPE:                   *params = mState.vertexAttribute[sw::Normal].mType;                                         break; | 
|  | case GL_NORMAL_ARRAY_STRIDE:                 *params = mState.vertexAttribute[sw::Normal].mStride;                                       break; | 
|  | case GL_NORMAL_ARRAY_BUFFER_BINDING:         *params = mState.vertexAttribute[sw::Normal].mBoundBuffer.name();                           break; | 
|  | case GL_COLOR_ARRAY_SIZE:                    *params = mState.vertexAttribute[sw::Color0].mSize;                                         break; | 
|  | case GL_COLOR_ARRAY_TYPE:                    *params = mState.vertexAttribute[sw::Color0].mType;                                         break; | 
|  | case GL_COLOR_ARRAY_STRIDE:                  *params = mState.vertexAttribute[sw::Color0].mStride;                                       break; | 
|  | case GL_COLOR_ARRAY_BUFFER_BINDING:          *params = mState.vertexAttribute[sw::Color0].mBoundBuffer.name();                           break; | 
|  | case GL_TEXTURE_COORD_ARRAY_SIZE:            *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mSize;               break; | 
|  | case GL_TEXTURE_COORD_ARRAY_TYPE:            *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mType;               break; | 
|  | case GL_TEXTURE_COORD_ARRAY_STRIDE:          *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mStride;             break; | 
|  | case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING:  *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mBoundBuffer.name(); break; | 
|  | default: | 
|  | return false; | 
|  | } | 
|  |  | 
|  | return true; | 
|  | } | 
|  |  | 
|  | bool Context::getPointerv(GLenum pname, const GLvoid **params) | 
|  | { | 
|  | switch(pname) | 
|  | { | 
|  | case GL_VERTEX_ARRAY_POINTER:         *params = mState.vertexAttribute[sw::Position].mPointer;                         break; | 
|  | case GL_NORMAL_ARRAY_POINTER:         *params = mState.vertexAttribute[sw::Normal].mPointer;                           break; | 
|  | case GL_COLOR_ARRAY_POINTER:          *params = mState.vertexAttribute[sw::Color0].mPointer;                           break; | 
|  | case GL_POINT_SIZE_ARRAY_POINTER_OES: *params = mState.vertexAttribute[sw::PointSize].mPointer;                        break; | 
|  | case GL_TEXTURE_COORD_ARRAY_POINTER:  *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mPointer; break; | 
|  | default: | 
|  | return false; | 
|  | } | 
|  |  | 
|  | return true; | 
|  | } | 
|  |  | 
|  | int Context::getQueryParameterNum(GLenum pname) | 
|  | { | 
|  | // 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: | 
|  | return NUM_COMPRESSED_TEXTURE_FORMATS; | 
|  | case GL_NUM_COMPRESSED_TEXTURE_FORMATS: | 
|  | case GL_ARRAY_BUFFER_BINDING: | 
|  | case GL_FRAMEBUFFER_BINDING_OES: | 
|  | case GL_RENDERBUFFER_BINDING_OES: | 
|  | case GL_PACK_ALIGNMENT: | 
|  | case GL_UNPACK_ALIGNMENT: | 
|  | case GL_GENERATE_MIPMAP_HINT: | 
|  | 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_DEPTH_FUNC: | 
|  | case GL_BLEND_SRC_RGB_OES: | 
|  | case GL_BLEND_SRC_ALPHA_OES: | 
|  | case GL_BLEND_DST_RGB_OES: | 
|  | case GL_BLEND_DST_ALPHA_OES: | 
|  | case GL_BLEND_EQUATION_RGB_OES: | 
|  | case GL_BLEND_EQUATION_ALPHA_OES: | 
|  | case GL_STENCIL_WRITEMASK: | 
|  | case GL_STENCIL_CLEAR_VALUE: | 
|  | case GL_SUBPIXEL_BITS: | 
|  | case GL_MAX_TEXTURE_SIZE: | 
|  | case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES: | 
|  | case GL_SAMPLE_BUFFERS: | 
|  | case GL_SAMPLES: | 
|  | case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: | 
|  | case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: | 
|  | case GL_TEXTURE_BINDING_2D: | 
|  | case GL_TEXTURE_BINDING_CUBE_MAP_OES: | 
|  | case GL_TEXTURE_BINDING_EXTERNAL_OES: | 
|  | return 1; | 
|  | case GL_MAX_VIEWPORT_DIMS: | 
|  | return 2; | 
|  | case GL_VIEWPORT: | 
|  | case GL_SCISSOR_BOX: | 
|  | return 4; | 
|  | 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: | 
|  | return 1; | 
|  | case GL_COLOR_WRITEMASK: | 
|  | return 4; | 
|  | case GL_POLYGON_OFFSET_FACTOR: | 
|  | case GL_POLYGON_OFFSET_UNITS: | 
|  | case GL_SAMPLE_COVERAGE_VALUE: | 
|  | case GL_DEPTH_CLEAR_VALUE: | 
|  | case GL_LINE_WIDTH: | 
|  | return 1; | 
|  | case GL_ALIASED_LINE_WIDTH_RANGE: | 
|  | case GL_ALIASED_POINT_SIZE_RANGE: | 
|  | case GL_DEPTH_RANGE: | 
|  | return 2; | 
|  | case GL_COLOR_CLEAR_VALUE: | 
|  | return 4; | 
|  | case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | 
|  | case GL_MAX_LIGHTS: | 
|  | case GL_MAX_MODELVIEW_STACK_DEPTH: | 
|  | case GL_MAX_PROJECTION_STACK_DEPTH: | 
|  | case GL_MAX_TEXTURE_STACK_DEPTH: | 
|  | case GL_MAX_TEXTURE_UNITS: | 
|  | case GL_MAX_CLIP_PLANES: | 
|  | case GL_POINT_SIZE_ARRAY_TYPE_OES: | 
|  | case GL_POINT_SIZE_ARRAY_STRIDE_OES: | 
|  | case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: | 
|  | return 1; | 
|  | case GL_CURRENT_COLOR: | 
|  | return 4; | 
|  | case GL_CURRENT_NORMAL: | 
|  | return 3; | 
|  | case GL_CURRENT_TEXTURE_COORDS: | 
|  | return 4; | 
|  | case GL_POINT_SIZE: | 
|  | case GL_POINT_SIZE_MIN: | 
|  | case GL_POINT_SIZE_MAX: | 
|  | case GL_POINT_FADE_THRESHOLD_SIZE: | 
|  | return 1; | 
|  | case GL_POINT_DISTANCE_ATTENUATION: | 
|  | return 3; | 
|  | case GL_SMOOTH_POINT_SIZE_RANGE: | 
|  | case GL_SMOOTH_LINE_WIDTH_RANGE: | 
|  | return 2; | 
|  | case GL_SHADE_MODEL: | 
|  | case GL_MATRIX_MODE: | 
|  | case GL_MODELVIEW_STACK_DEPTH: | 
|  | case GL_PROJECTION_STACK_DEPTH: | 
|  | case GL_TEXTURE_STACK_DEPTH: | 
|  | return 1; | 
|  | case GL_MODELVIEW_MATRIX: | 
|  | case GL_PROJECTION_MATRIX: | 
|  | case GL_TEXTURE_MATRIX: | 
|  | return 16; | 
|  | case GL_ALPHA_TEST_FUNC: | 
|  | case GL_ALPHA_TEST_REF: | 
|  | case GL_BLEND_DST: | 
|  | case GL_BLEND_SRC: | 
|  | case GL_LOGIC_OP_MODE: | 
|  | case GL_VERTEX_ARRAY_SIZE: | 
|  | case GL_VERTEX_ARRAY_TYPE: | 
|  | case GL_VERTEX_ARRAY_STRIDE: | 
|  | case GL_NORMAL_ARRAY_TYPE: | 
|  | case GL_NORMAL_ARRAY_STRIDE: | 
|  | case GL_COLOR_ARRAY_SIZE: | 
|  | case GL_COLOR_ARRAY_TYPE: | 
|  | case GL_COLOR_ARRAY_STRIDE: | 
|  | case GL_TEXTURE_COORD_ARRAY_SIZE: | 
|  | case GL_TEXTURE_COORD_ARRAY_TYPE: | 
|  | case GL_TEXTURE_COORD_ARRAY_STRIDE: | 
|  | case GL_VERTEX_ARRAY_POINTER: | 
|  | case GL_NORMAL_ARRAY_POINTER: | 
|  | case GL_COLOR_ARRAY_POINTER: | 
|  | case GL_TEXTURE_COORD_ARRAY_POINTER: | 
|  | case GL_LIGHT_MODEL_TWO_SIDE: | 
|  | return 1; | 
|  | default: | 
|  | UNREACHABLE(pname); | 
|  | } | 
|  |  | 
|  | return -1; | 
|  | } | 
|  |  | 
|  | bool Context::isQueryParameterInt(GLenum pname) | 
|  | { | 
|  | // 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: | 
|  | case GL_NUM_COMPRESSED_TEXTURE_FORMATS: | 
|  | case GL_ARRAY_BUFFER_BINDING: | 
|  | case GL_FRAMEBUFFER_BINDING_OES: | 
|  | case GL_RENDERBUFFER_BINDING_OES: | 
|  | case GL_PACK_ALIGNMENT: | 
|  | case GL_UNPACK_ALIGNMENT: | 
|  | case GL_GENERATE_MIPMAP_HINT: | 
|  | 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_DEPTH_FUNC: | 
|  | case GL_BLEND_SRC_RGB_OES: | 
|  | case GL_BLEND_SRC_ALPHA_OES: | 
|  | case GL_BLEND_DST_RGB_OES: | 
|  | case GL_BLEND_DST_ALPHA_OES: | 
|  | case GL_BLEND_EQUATION_RGB_OES: | 
|  | case GL_BLEND_EQUATION_ALPHA_OES: | 
|  | case GL_STENCIL_WRITEMASK: | 
|  | case GL_STENCIL_CLEAR_VALUE: | 
|  | case GL_SUBPIXEL_BITS: | 
|  | case GL_MAX_TEXTURE_SIZE: | 
|  | case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES: | 
|  | case GL_SAMPLE_BUFFERS: | 
|  | case GL_SAMPLES: | 
|  | case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: | 
|  | case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: | 
|  | case GL_TEXTURE_BINDING_2D: | 
|  | case GL_TEXTURE_BINDING_CUBE_MAP_OES: | 
|  | case GL_TEXTURE_BINDING_EXTERNAL_OES: | 
|  | case GL_MAX_VIEWPORT_DIMS: | 
|  | case GL_VIEWPORT: | 
|  | case GL_SCISSOR_BOX: | 
|  | case GL_MAX_LIGHTS: | 
|  | case GL_MAX_MODELVIEW_STACK_DEPTH: | 
|  | case GL_MAX_PROJECTION_STACK_DEPTH: | 
|  | case GL_MAX_TEXTURE_STACK_DEPTH: | 
|  | case GL_MAX_TEXTURE_UNITS: | 
|  | case GL_MAX_CLIP_PLANES: | 
|  | case GL_POINT_SIZE_ARRAY_TYPE_OES: | 
|  | case GL_POINT_SIZE_ARRAY_STRIDE_OES: | 
|  | case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: | 
|  | return true; | 
|  | } | 
|  |  | 
|  | return false; | 
|  | } | 
|  |  | 
|  | bool Context::isQueryParameterFloat(GLenum pname) | 
|  | { | 
|  | // 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_POLYGON_OFFSET_FACTOR: | 
|  | case GL_POLYGON_OFFSET_UNITS: | 
|  | case GL_SAMPLE_COVERAGE_VALUE: | 
|  | case GL_DEPTH_CLEAR_VALUE: | 
|  | case GL_LINE_WIDTH: | 
|  | case GL_ALIASED_LINE_WIDTH_RANGE: | 
|  | case GL_ALIASED_POINT_SIZE_RANGE: | 
|  | case GL_SMOOTH_LINE_WIDTH_RANGE: | 
|  | case GL_SMOOTH_POINT_SIZE_RANGE: | 
|  | case GL_DEPTH_RANGE: | 
|  | case GL_COLOR_CLEAR_VALUE: | 
|  | case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: | 
|  | case GL_LIGHT_MODEL_AMBIENT: | 
|  | case GL_POINT_SIZE_MIN: | 
|  | case GL_POINT_SIZE_MAX: | 
|  | case GL_POINT_DISTANCE_ATTENUATION: | 
|  | case GL_POINT_FADE_THRESHOLD_SIZE: | 
|  | return true; | 
|  | } | 
|  |  | 
|  | return false; | 
|  | } | 
|  |  | 
|  | bool Context::isQueryParameterBool(GLenum pname) | 
|  | { | 
|  | switch(pname) | 
|  | { | 
|  | 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: | 
|  | case GL_COLOR_WRITEMASK: | 
|  | case GL_LIGHT_MODEL_TWO_SIDE: | 
|  | return true; | 
|  | } | 
|  |  | 
|  | return false; | 
|  | } | 
|  |  | 
|  | bool Context::isQueryParameterPointer(GLenum pname) | 
|  | { | 
|  | switch(pname) | 
|  | { | 
|  | case GL_VERTEX_ARRAY_POINTER: | 
|  | case GL_NORMAL_ARRAY_POINTER: | 
|  | case GL_COLOR_ARRAY_POINTER: | 
|  | case GL_TEXTURE_COORD_ARRAY_POINTER: | 
|  | case GL_POINT_SIZE_ARRAY_POINTER_OES: | 
|  | return true; | 
|  | } | 
|  |  | 
|  | return false; | 
|  | } | 
|  |  | 
|  | // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle | 
|  | bool Context::applyRenderTarget() | 
|  | { | 
|  | Framebuffer *framebuffer = getFramebuffer(); | 
|  | int width, height, samples; | 
|  |  | 
|  | if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE_OES) | 
|  | { | 
|  | return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES, false); | 
|  | } | 
|  |  | 
|  | egl::Image *renderTarget = framebuffer->getRenderTarget(); | 
|  | device->setRenderTarget(0, renderTarget); | 
|  | if(renderTarget) renderTarget->release(); | 
|  |  | 
|  | egl::Image *depthBuffer = framebuffer->getDepthBuffer(); | 
|  | device->setDepthBuffer(depthBuffer); | 
|  | if(depthBuffer) depthBuffer->release(); | 
|  |  | 
|  | egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); | 
|  | device->setStencilBuffer(stencilBuffer); | 
|  | if(stencilBuffer) stencilBuffer->release(); | 
|  |  | 
|  | Viewport viewport; | 
|  | float zNear = clamp01(mState.zNear); | 
|  | float zFar = clamp01(mState.zFar); | 
|  |  | 
|  | viewport.x0 = mState.viewportX; | 
|  | viewport.y0 = mState.viewportY; | 
|  | viewport.width = mState.viewportWidth; | 
|  | viewport.height = mState.viewportHeight; | 
|  | viewport.minZ = zNear; | 
|  | viewport.maxZ = zFar; | 
|  |  | 
|  | device->setViewport(viewport); | 
|  |  | 
|  | if(mState.scissorTestEnabled) | 
|  | { | 
|  | sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight}; | 
|  | scissor.clip(0, 0, width, height); | 
|  |  | 
|  | device->setScissorRect(scissor); | 
|  | device->setScissorEnable(true); | 
|  | } | 
|  | else | 
|  | { | 
|  | device->setScissorEnable(false); | 
|  | } | 
|  |  | 
|  | return true; | 
|  | } | 
|  |  | 
|  | // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) | 
|  | void Context::applyState(GLenum drawMode) | 
|  | { | 
|  | Framebuffer *framebuffer = getFramebuffer(); | 
|  | bool frontFaceCCW = (mState.frontFace == GL_CCW); | 
|  |  | 
|  | if(mState.cullFaceEnabled) | 
|  | { | 
|  | device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace), frontFaceCCW); | 
|  | } | 
|  | else | 
|  | { | 
|  | device->setCullMode(sw::CULL_NONE, frontFaceCCW); | 
|  | } | 
|  |  | 
|  | if(mDepthStateDirty) | 
|  | { | 
|  | if(mState.depthTestEnabled) | 
|  | { | 
|  | device->setDepthBufferEnable(true); | 
|  | device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); | 
|  | } | 
|  | else | 
|  | { | 
|  | device->setDepthBufferEnable(false); | 
|  | } | 
|  |  | 
|  | mDepthStateDirty = false; | 
|  | } | 
|  |  | 
|  | if(mBlendStateDirty) | 
|  | { | 
|  | if(mState.blendEnabled) | 
|  | { | 
|  | device->setAlphaBlendEnable(true); | 
|  | device->setSeparateAlphaBlendEnable(true); | 
|  |  | 
|  | 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.stencilTestEnabled && framebuffer->hasStencil()) | 
|  | { | 
|  | device->setStencilEnable(true); | 
|  | device->setTwoSidedStencil(true); | 
|  |  | 
|  | // get the maximum size of the stencil ref | 
|  | Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); | 
|  | GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; | 
|  |  | 
|  | 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.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)); | 
|  | } | 
|  | 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.polygonOffsetFillEnabled) | 
|  | { | 
|  | Renderbuffer *depthbuffer = framebuffer->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.sampleAlphaToCoverageEnabled) | 
|  | { | 
|  | device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); | 
|  | } | 
|  | else | 
|  | { | 
|  | device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); | 
|  | } | 
|  |  | 
|  | if(mState.sampleCoverageEnabled) | 
|  | { | 
|  | unsigned int mask = 0; | 
|  | if(mState.sampleCoverageValue != 0) | 
|  | { | 
|  | int width, height, samples; | 
|  | framebuffer->completeness(width, height, samples); | 
|  |  | 
|  | float threshold = 0.5f; | 
|  |  | 
|  | for(int i = 0; i < samples; 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; | 
|  | } | 
|  |  | 
|  | switch(mState.shadeModel) | 
|  | { | 
|  | default: UNREACHABLE(mState.shadeModel); | 
|  | case GL_SMOOTH: device->setShadingMode(sw::SHADING_GOURAUD); break; | 
|  | case GL_FLAT:   device->setShadingMode(sw::SHADING_FLAT);    break; | 
|  | } | 
|  |  | 
|  | device->setLightingEnable(lightingEnabled); | 
|  | device->setGlobalAmbient(sw::Color<float>(globalAmbient.red, globalAmbient.green, globalAmbient.blue, globalAmbient.alpha)); | 
|  |  | 
|  | for(int i = 0; i < MAX_LIGHTS; i++) | 
|  | { | 
|  | device->setLightEnable(i, light[i].enabled); | 
|  | device->setLightAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, light[i].ambient.alpha)); | 
|  | device->setLightDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, light[i].diffuse.alpha)); | 
|  | device->setLightSpecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue, light[i].specular.alpha)); | 
|  | device->setLightAttenuation(i, light[i].attenuation.constant, light[i].attenuation.linear, light[i].attenuation.quadratic); | 
|  |  | 
|  | if(light[i].position.w != 0.0f) | 
|  | { | 
|  | device->setLightPosition(i, sw::Point(light[i].position.x / light[i].position.w, light[i].position.y / light[i].position.w, light[i].position.z / light[i].position.w)); | 
|  | } | 
|  | else   // Directional light | 
|  | { | 
|  | // Hack: set the position far way | 
|  | float max = sw::max(abs(light[i].position.x), abs(light[i].position.y), abs(light[i].position.z)); | 
|  | device->setLightPosition(i, sw::Point(1e10f * (light[i].position.x / max), 1e10f * (light[i].position.y / max), 1e10f * (light[i].position.z / max))); | 
|  | } | 
|  | } | 
|  |  | 
|  | device->setMaterialAmbient(sw::Color<float>(materialAmbient.red, materialAmbient.green, materialAmbient.blue, materialAmbient.alpha)); | 
|  | device->setMaterialDiffuse(sw::Color<float>(materialDiffuse.red, materialDiffuse.green, materialDiffuse.blue, materialDiffuse.alpha)); | 
|  | device->setMaterialSpecular(sw::Color<float>(materialSpecular.red, materialSpecular.green, materialSpecular.blue, materialSpecular.alpha)); | 
|  | device->setMaterialEmission(sw::Color<float>(materialEmission.red, materialEmission.green, materialEmission.blue, materialEmission.alpha)); | 
|  | device->setMaterialShininess(materialShininess); | 
|  |  | 
|  | device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL); | 
|  | device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); | 
|  | device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL); | 
|  | device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); | 
|  |  | 
|  | device->setProjectionMatrix(projectionStack.current()); | 
|  | device->setModelMatrix(modelViewStack.current()); | 
|  | device->setTextureMatrix(0, textureStack0.current()); | 
|  | device->setTextureMatrix(1, textureStack1.current()); | 
|  | device->setTextureTransform(0, textureStack0.isIdentity() ? 0 : 4, false); | 
|  | device->setTextureTransform(1, textureStack1.isIdentity() ? 0 : 4, false); | 
|  | device->setTexGen(0, sw::TEXGEN_NONE); | 
|  | device->setTexGen(1, sw::TEXGEN_NONE); | 
|  |  | 
|  | device->setAlphaTestEnable(alphaTestEnabled); | 
|  | device->setAlphaCompare(es2sw::ConvertAlphaComparison(alphaTestFunc)); | 
|  | device->setAlphaReference(alphaTestRef * 0xFF); | 
|  |  | 
|  | device->setFogEnable(fogEnabled); | 
|  | device->setFogColor(sw::Color<float>(fogColor.red, fogColor.green, fogColor.blue, fogColor.alpha)); | 
|  | device->setFogDensity(fogDensity); | 
|  | device->setFogStart(fogStart); | 
|  | device->setFogEnd(fogEnd); | 
|  |  | 
|  | switch(fogMode) | 
|  | { | 
|  | case GL_LINEAR: device->setVertexFogMode(sw::FOG_LINEAR); break; | 
|  | case GL_EXP:    device->setVertexFogMode(sw::FOG_EXP);    break; | 
|  | case GL_EXP2:   device->setVertexFogMode(sw::FOG_EXP2);   break; | 
|  | default: UNREACHABLE(fogMode); | 
|  | } | 
|  |  | 
|  | device->setColorLogicOpEnabled(colorLogicOpEnabled); | 
|  | device->setLogicalOperation(es2sw::ConvertLogicalOperation(logicalOperation)); | 
|  |  | 
|  | device->setNormalizeNormals(normalizeEnabled || rescaleNormalEnabled); | 
|  | } | 
|  |  | 
|  | 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->resetInputStreams(false); | 
|  |  | 
|  | for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | 
|  | { | 
|  | sw::Resource *resource = attributes[i].vertexBuffer; | 
|  | const void *buffer = (char*)resource->data() + 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; | 
|  |  | 
|  | device->setInputStream(i, attribute); | 
|  | } | 
|  |  | 
|  | 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) | 
|  | { | 
|  | GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer, indices, indexInfo); | 
|  |  | 
|  | if(err == GL_NO_ERROR) | 
|  | { | 
|  | device->setIndexBuffer(indexInfo->indexBuffer); | 
|  | } | 
|  |  | 
|  | return err; | 
|  | } | 
|  |  | 
|  | void Context::applyTextures() | 
|  | { | 
|  | for(int unit = 0; unit < MAX_TEXTURE_UNITS; unit++) | 
|  | { | 
|  | Texture *texture = nullptr; | 
|  |  | 
|  | if(textureExternalEnabled[unit]) | 
|  | { | 
|  | texture = getSamplerTexture(unit, TEXTURE_EXTERNAL); | 
|  | } | 
|  | else if(texture2Denabled[unit]) | 
|  | { | 
|  | texture = getSamplerTexture(unit, TEXTURE_2D); | 
|  | } | 
|  |  | 
|  | if(texture && texture->isSamplerComplete()) | 
|  | { | 
|  | texture->autoGenerateMipmaps(); | 
|  |  | 
|  | GLenum wrapS = texture->getWrapS(); | 
|  | GLenum wrapT = texture->getWrapT(); | 
|  | GLenum minFilter = texture->getMinFilter(); | 
|  | GLenum magFilter = texture->getMagFilter(); | 
|  | GLfloat maxAnisotropy = texture->getMaxAnisotropy(); | 
|  |  | 
|  | device->setAddressingModeU(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapS)); | 
|  | device->setAddressingModeV(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapT)); | 
|  |  | 
|  | device->setTextureFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); | 
|  | device->setMipmapFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertMipMapFilter(minFilter)); | 
|  | device->setMaxAnisotropy(sw::SAMPLER_PIXEL, unit, maxAnisotropy); | 
|  |  | 
|  | applyTexture(unit, texture); | 
|  |  | 
|  | device->setConstantColor(unit, sw::Color<float>(mState.textureUnit[unit].color.red, mState.textureUnit[unit].color.green, mState.textureUnit[unit].color.blue, mState.textureUnit[unit].color.alpha)); | 
|  |  | 
|  | if(mState.textureUnit[unit].environmentMode != GL_COMBINE) | 
|  | { | 
|  | device->setFirstArgument(unit, sw::TextureStage::SOURCE_TEXTURE);    // Cs | 
|  | device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR); | 
|  | device->setSecondArgument(unit, sw::TextureStage::SOURCE_CURRENT);   // Cp | 
|  | device->setSecondModifier(unit, sw::TextureStage::MODIFIER_COLOR); | 
|  | device->setThirdArgument(unit, sw::TextureStage::SOURCE_CONSTANT);   // Cc | 
|  | device->setThirdModifier(unit, sw::TextureStage::MODIFIER_COLOR); | 
|  |  | 
|  | device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_TEXTURE);    // As | 
|  | device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); | 
|  | device->setSecondArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT);   // Ap | 
|  | device->setSecondModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); | 
|  | device->setThirdArgumentAlpha(unit, sw::TextureStage::SOURCE_CONSTANT);   // Ac | 
|  | device->setThirdModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); | 
|  |  | 
|  | GLenum texFormat = texture->getFormat(GL_TEXTURE_2D, 0); | 
|  |  | 
|  | switch(mState.textureUnit[unit].environmentMode) | 
|  | { | 
|  | case GL_REPLACE: | 
|  | if(IsAlpha(texFormat))   // GL_ALPHA | 
|  | { | 
|  | // Cv = Cp, Av = As | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); | 
|  | } | 
|  | else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3) | 
|  | { | 
|  | // Cv = Cs, Av = Ap | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | } | 
|  | else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) | 
|  | { | 
|  | // Cv = Cs, Av = As | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); | 
|  | } | 
|  | else UNREACHABLE(texFormat); | 
|  | break; | 
|  | case GL_MODULATE: | 
|  | if(IsAlpha(texFormat))   // GL_ALPHA | 
|  | { | 
|  | // Cv = Cp, Av = ApAs | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); | 
|  | } | 
|  | else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3) | 
|  | { | 
|  | // Cv = CpCs, Av = Ap | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | } | 
|  | else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) | 
|  | { | 
|  | // Cv = CpCs, Av = ApAs | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); | 
|  | } | 
|  | else UNREACHABLE(texFormat); | 
|  | break; | 
|  | case GL_DECAL: | 
|  | if(texFormat == GL_ALPHA || | 
|  | texFormat == GL_LUMINANCE || | 
|  | texFormat == GL_LUMINANCE_ALPHA) | 
|  | { | 
|  | // undefined   // FIXME: Log | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | } | 
|  | else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3) | 
|  | { | 
|  | // Cv = Cs, Av = Ap | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | } | 
|  | else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) | 
|  | { | 
|  | // Cv = Cp(1 - As) + CsAs, Av = Ap | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_BLENDTEXTUREALPHA);   // Alpha * (Arg1 - Arg2) + Arg2 | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | } | 
|  | else UNREACHABLE(texFormat); | 
|  | break; | 
|  | case GL_BLEND: | 
|  | if(IsAlpha(texFormat))   // GL_ALPHA | 
|  | { | 
|  | // Cv = Cp, Av = ApAs | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); | 
|  | } | 
|  | else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3) | 
|  | { | 
|  | // Cv = Cp(1 - Cs) + CcCs, Av = Ap | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_LERP);   // Arg3 * (Arg1 - Arg2) + Arg2 | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | } | 
|  | else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) | 
|  | { | 
|  | // Cv = Cp(1 - Cs) + CcCs, Av = ApAs | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_LERP);   // Arg3 * (Arg1 - Arg2) + Arg2 | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); | 
|  | } | 
|  | else UNREACHABLE(texFormat); | 
|  | break; | 
|  | case GL_ADD: | 
|  | if(IsAlpha(texFormat))   // GL_ALPHA | 
|  | { | 
|  | // Cv = Cp, Av = ApAs | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); | 
|  | } | 
|  | else if(IsRGB(texFormat))   // GL_LUMINANCE (or 1) / GL_RGB (or 3) | 
|  | { | 
|  | // Cv = Cp + Cs, Av = Ap | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_ADD); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); | 
|  | } | 
|  | else if(IsRGBA(texFormat))   // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) | 
|  | { | 
|  | // Cv = Cp + Cs, Av = ApAs | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_ADD); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); | 
|  | } | 
|  | else UNREACHABLE(texFormat); | 
|  | break; | 
|  | default: | 
|  | UNREACHABLE(mState.textureUnit[unit].environmentMode); | 
|  | } | 
|  | } | 
|  | else   // GL_COMBINE | 
|  | { | 
|  | device->setFirstArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0RGB)); | 
|  | device->setFirstModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0RGB)); | 
|  | device->setSecondArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1RGB)); | 
|  | device->setSecondModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1RGB)); | 
|  | device->setThirdArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2RGB)); | 
|  | device->setThirdModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2RGB)); | 
|  |  | 
|  | device->setStageOperation(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineRGB)); | 
|  |  | 
|  | device->setFirstArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0Alpha)); | 
|  | device->setFirstModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0Alpha)); | 
|  | device->setSecondArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1Alpha)); | 
|  | device->setSecondModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1Alpha)); | 
|  | device->setThirdArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2Alpha)); | 
|  | device->setThirdModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2Alpha)); | 
|  |  | 
|  | device->setStageOperationAlpha(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineAlpha)); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | applyTexture(unit, nullptr); | 
|  |  | 
|  | device->setFirstArgument(unit, sw::TextureStage::SOURCE_CURRENT); | 
|  | device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR); | 
|  | device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); | 
|  |  | 
|  | device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT); | 
|  | device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); | 
|  | device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::setTextureEnvMode(GLenum texEnvMode) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].environmentMode = texEnvMode; | 
|  | } | 
|  |  | 
|  | void Context::setTextureEnvColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].color = {red, green, blue, alpha}; | 
|  | } | 
|  |  | 
|  | void Context::setCombineRGB(GLenum combineRGB) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].combineRGB = combineRGB; | 
|  | } | 
|  |  | 
|  | void Context::setCombineAlpha(GLenum combineAlpha) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].combineAlpha = combineAlpha; | 
|  | } | 
|  |  | 
|  | void Context::setOperand0RGB(GLenum operand) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].operand0RGB = operand; | 
|  | } | 
|  |  | 
|  | void Context::setOperand1RGB(GLenum operand) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].operand1RGB = operand; | 
|  | } | 
|  |  | 
|  | void Context::setOperand2RGB(GLenum operand) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].operand2RGB = operand; | 
|  | } | 
|  |  | 
|  | void Context::setOperand0Alpha(GLenum operand) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].operand0Alpha = operand; | 
|  | } | 
|  |  | 
|  | void Context::setOperand1Alpha(GLenum operand) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].operand1Alpha = operand; | 
|  | } | 
|  |  | 
|  | void Context::setOperand2Alpha(GLenum operand) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].operand2Alpha = operand; | 
|  | } | 
|  |  | 
|  | void Context::setSrc0RGB(GLenum src) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].src0RGB = src; | 
|  | } | 
|  |  | 
|  | void Context::setSrc1RGB(GLenum src) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].src1RGB = src; | 
|  | } | 
|  |  | 
|  | void Context::setSrc2RGB(GLenum src) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].src2RGB = src; | 
|  | } | 
|  |  | 
|  | void Context::setSrc0Alpha(GLenum src) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].src0Alpha = src; | 
|  | } | 
|  |  | 
|  | void Context::setSrc1Alpha(GLenum src) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].src1Alpha = src; | 
|  | } | 
|  |  | 
|  | void Context::setSrc2Alpha(GLenum src) | 
|  | { | 
|  | mState.textureUnit[mState.activeSampler].src2Alpha = src; | 
|  | } | 
|  |  | 
|  | void Context::applyTexture(int index, Texture *baseTexture) | 
|  | { | 
|  | sw::Resource *resource = 0; | 
|  |  | 
|  | if(baseTexture) | 
|  | { | 
|  | resource = baseTexture->getResource(); | 
|  | } | 
|  |  | 
|  | device->setTextureResource(index, resource); | 
|  |  | 
|  | if(baseTexture) | 
|  | { | 
|  | int topLevel = baseTexture->getTopLevel(); | 
|  |  | 
|  | if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) | 
|  | { | 
|  | Texture2D *texture = static_cast<Texture2D*>(baseTexture); | 
|  |  | 
|  | for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) | 
|  | { | 
|  | int surfaceLevel = mipmapLevel; | 
|  |  | 
|  | if(surfaceLevel < 0) | 
|  | { | 
|  | surfaceLevel = 0; | 
|  | } | 
|  | else if(surfaceLevel > topLevel) | 
|  | { | 
|  | surfaceLevel = topLevel; | 
|  | } | 
|  |  | 
|  | egl::Image *surface = texture->getImage(surfaceLevel); | 
|  | device->setTextureLevel(index, 0, mipmapLevel, surface, sw::TEXTURE_2D); | 
|  | } | 
|  | } | 
|  | else UNIMPLEMENTED(); | 
|  | } | 
|  | else | 
|  | { | 
|  | device->setTextureLevel(index, 0, 0, 0, sw::TEXTURE_NULL); | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, | 
|  | GLenum format, GLenum type, GLsizei *bufSize, void* pixels) | 
|  | { | 
|  | Framebuffer *framebuffer = getFramebuffer(); | 
|  | int framebufferWidth, framebufferHeight, framebufferSamples; | 
|  |  | 
|  | if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE_OES)) | 
|  | { | 
|  | return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES); | 
|  | } | 
|  |  | 
|  | if(getFramebufferName() != 0 && framebufferSamples != 0) | 
|  | { | 
|  | return error(GL_INVALID_OPERATION); | 
|  | } | 
|  |  | 
|  | if(format != GL_RGBA || type != GL_UNSIGNED_BYTE) | 
|  | { | 
|  | if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType()) | 
|  | { | 
|  | return error(GL_INVALID_OPERATION); | 
|  | } | 
|  | } | 
|  |  | 
|  | GLsizei outputPitch = gl::ComputePitch(width, format, type, mState.packAlignment); | 
|  |  | 
|  | // Sized query sanity check | 
|  | if(bufSize) | 
|  | { | 
|  | int requiredSize = outputPitch * height; | 
|  | if(requiredSize > *bufSize) | 
|  | { | 
|  | return error(GL_INVALID_OPERATION); | 
|  | } | 
|  | } | 
|  |  | 
|  | egl::Image *renderTarget = framebuffer->getRenderTarget(); | 
|  |  | 
|  | if(!renderTarget) | 
|  | { | 
|  | return error(GL_OUT_OF_MEMORY); | 
|  | } | 
|  |  | 
|  | sw::Rect rect = {x, y, x + width, y + height}; | 
|  | rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); | 
|  |  | 
|  | unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, 0, sw::LOCK_READONLY); | 
|  | unsigned char *dest = (unsigned char*)pixels; | 
|  | int inputPitch = (int)renderTarget->getPitch(); | 
|  |  | 
|  | for(int j = 0; j < rect.y1 - rect.y0; j++) | 
|  | { | 
|  | unsigned short *dest16 = (unsigned short*)dest; | 
|  | unsigned int *dest32 = (unsigned int*)dest; | 
|  |  | 
|  | if(renderTarget->getExternalFormat() == sw::FORMAT_A8B8G8R8 && | 
|  | format == GL_RGBA && type == GL_UNSIGNED_BYTE) | 
|  | { | 
|  | memcpy(dest, source, (rect.x1 - rect.x0) * 4); | 
|  | } | 
|  | else if(renderTarget->getExternalFormat() == sw::FORMAT_A8R8G8B8 && | 
|  | format == GL_RGBA && type == GL_UNSIGNED_BYTE) | 
|  | { | 
|  | for(int i = 0; i < rect.x1 - rect.x0; i++) | 
|  | { | 
|  | unsigned int argb = *(unsigned int*)(source + 4 * i); | 
|  |  | 
|  | dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16); | 
|  | } | 
|  | } | 
|  | else if(renderTarget->getExternalFormat() == sw::FORMAT_X8R8G8B8 && | 
|  | format == GL_RGBA && type == GL_UNSIGNED_BYTE) | 
|  | { | 
|  | for(int i = 0; i < rect.x1 - rect.x0; i++) | 
|  | { | 
|  | unsigned int xrgb = *(unsigned int*)(source + 4 * i); | 
|  |  | 
|  | dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000; | 
|  | } | 
|  | } | 
|  | else if(renderTarget->getExternalFormat() == sw::FORMAT_X8R8G8B8 && | 
|  | format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) | 
|  | { | 
|  | for(int i = 0; i < rect.x1 - rect.x0; i++) | 
|  | { | 
|  | unsigned int xrgb = *(unsigned int*)(source + 4 * i); | 
|  |  | 
|  | dest32[i] = xrgb | 0xFF000000; | 
|  | } | 
|  | } | 
|  | else if(renderTarget->getExternalFormat() == sw::FORMAT_A8R8G8B8 && | 
|  | format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) | 
|  | { | 
|  | memcpy(dest, source, (rect.x1 - rect.x0) * 4); | 
|  | } | 
|  | else if(renderTarget->getExternalFormat() == sw::FORMAT_A1R5G5B5 && | 
|  | format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT) | 
|  | { | 
|  | memcpy(dest, source, (rect.x1 - rect.x0) * 2); | 
|  | } | 
|  | else if(renderTarget->getExternalFormat() == sw::FORMAT_R5G6B5 && | 
|  | format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5)   // GL_BGR_EXT | 
|  | { | 
|  | memcpy(dest, source, (rect.x1 - rect.x0) * 2); | 
|  | } | 
|  | else | 
|  | { | 
|  | for(int i = 0; i < rect.x1 - rect.x0; i++) | 
|  | { | 
|  | float r = 0.f; | 
|  | float g = 0.f; | 
|  | float b = 0.f; | 
|  | float a = 0.f; | 
|  |  | 
|  | switch(renderTarget->getExternalFormat()) | 
|  | { | 
|  | case sw::FORMAT_R5G6B5: | 
|  | { | 
|  | unsigned short rgb = *(unsigned short*)(source + 2 * i); | 
|  |  | 
|  | 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); | 
|  |  | 
|  | 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); | 
|  |  | 
|  | 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_A8B8G8R8: | 
|  | { | 
|  | unsigned int abgr = *(unsigned int*)(source + 4 * i); | 
|  |  | 
|  | a = (abgr & 0xFF000000) * (1.0f / 0xFF000000); | 
|  | b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000); | 
|  | g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00); | 
|  | r = (abgr & 0x000000FF) * (1.0f / 0x000000FF); | 
|  | } | 
|  | break; | 
|  | case sw::FORMAT_X8R8G8B8: | 
|  | { | 
|  | unsigned int xrgb = *(unsigned int*)(source + 4 * i); | 
|  |  | 
|  | 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_X8B8G8R8: | 
|  | { | 
|  | unsigned int xbgr = *(unsigned int*)(source + 4 * i); | 
|  |  | 
|  | a = 1.0f; | 
|  | b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000); | 
|  | g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00); | 
|  | r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF); | 
|  | } | 
|  | break; | 
|  | case sw::FORMAT_A2R10G10B10: | 
|  | { | 
|  | unsigned int argb = *(unsigned int*)(source + 4 * i); | 
|  |  | 
|  | 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; | 
|  | default: | 
|  | UNIMPLEMENTED();   // FIXME | 
|  | UNREACHABLE(renderTarget->getExternalFormat()); | 
|  | } | 
|  |  | 
|  | switch(format) | 
|  | { | 
|  | case GL_RGBA: | 
|  | switch(type) | 
|  | { | 
|  | case GL_UNSIGNED_BYTE: | 
|  | dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f); | 
|  | dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); | 
|  | dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f); | 
|  | dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); | 
|  | break; | 
|  | default: UNREACHABLE(type); | 
|  | } | 
|  | break; | 
|  | case GL_BGRA_EXT: | 
|  | switch(type) | 
|  | { | 
|  | case GL_UNSIGNED_BYTE: | 
|  | dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f); | 
|  | dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); | 
|  | dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f); | 
|  | dest[4 * i + 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] = | 
|  | ((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] = | 
|  | ((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(type); | 
|  | } | 
|  | break; | 
|  | case GL_RGB: | 
|  | switch(type) | 
|  | { | 
|  | case GL_UNSIGNED_SHORT_5_6_5: | 
|  | dest16[i] = | 
|  | ((unsigned short)(31 * b + 0.5f) << 0) | | 
|  | ((unsigned short)(63 * g + 0.5f) << 5) | | 
|  | ((unsigned short)(31 * r + 0.5f) << 11); | 
|  | break; | 
|  | default: UNREACHABLE(type); | 
|  | } | 
|  | break; | 
|  | default: UNREACHABLE(format); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | source += inputPitch; | 
|  | dest += outputPitch; | 
|  | } | 
|  |  | 
|  | renderTarget->unlock(); | 
|  | renderTarget->release(); | 
|  | } | 
|  |  | 
|  | void Context::clear(GLbitfield mask) | 
|  | { | 
|  | Framebuffer *framebuffer = getFramebuffer(); | 
|  |  | 
|  | if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE_OES) | 
|  | { | 
|  | return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES); | 
|  | } | 
|  |  | 
|  | if(!applyRenderTarget()) | 
|  | { | 
|  | return; | 
|  | } | 
|  |  | 
|  | 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); | 
|  |  | 
|  | if(rgbaMask != 0) | 
|  | { | 
|  | device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); | 
|  | } | 
|  | } | 
|  |  | 
|  | if(mask & GL_DEPTH_BUFFER_BIT) | 
|  | { | 
|  | if(mState.depthMask != 0) | 
|  | { | 
|  | device->clearDepth(depth); | 
|  | } | 
|  | } | 
|  |  | 
|  | if(mask & GL_STENCIL_BUFFER_BIT) | 
|  | { | 
|  | if(mState.stencilWritemask != 0) | 
|  | { | 
|  | device->clearStencil(stencil, mState.stencilWritemask); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::drawArrays(GLenum mode, GLint first, GLsizei count) | 
|  | { | 
|  | sw::DrawType primitiveType; | 
|  | int primitiveCount; | 
|  |  | 
|  | if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) | 
|  | return error(GL_INVALID_ENUM); | 
|  |  | 
|  | if(primitiveCount <= 0) | 
|  | { | 
|  | return; | 
|  | } | 
|  |  | 
|  | if(!applyRenderTarget()) | 
|  | { | 
|  | return; | 
|  | } | 
|  |  | 
|  | applyState(mode); | 
|  |  | 
|  | GLenum err = applyVertexBuffer(0, first, count); | 
|  | if(err != GL_NO_ERROR) | 
|  | { | 
|  | return error(err); | 
|  | } | 
|  |  | 
|  | applyTextures(); | 
|  |  | 
|  | if(!cullSkipsDraw(mode)) | 
|  | { | 
|  | device->drawPrimitive(primitiveType, primitiveCount); | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) | 
|  | { | 
|  | if(!indices && !mState.elementArrayBuffer) | 
|  | { | 
|  | return error(GL_INVALID_OPERATION); | 
|  | } | 
|  |  | 
|  | sw::DrawType primitiveType; | 
|  | int primitiveCount; | 
|  |  | 
|  | if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) | 
|  | return error(GL_INVALID_ENUM); | 
|  |  | 
|  | if(primitiveCount <= 0) | 
|  | { | 
|  | return; | 
|  | } | 
|  |  | 
|  | if(!applyRenderTarget()) | 
|  | { | 
|  | 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); | 
|  | } | 
|  |  | 
|  | applyTextures(); | 
|  |  | 
|  | if(!cullSkipsDraw(mode)) | 
|  | { | 
|  | device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::drawTexture(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height) | 
|  | { | 
|  | es1::Framebuffer *framebuffer = getFramebuffer(); | 
|  | 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; | 
|  | float y0 = 2.0f * y / targetHeight - 1.0f; | 
|  | float x1 = 2.0f * (x + width) / targetWidth - 1.0f; | 
|  | float y1 = 2.0f * (y + height) / targetHeight - 1.0f; | 
|  | float Zw = sw::clamp(mState.zNear + z * (mState.zFar - mState.zNear), mState.zNear, mState.zFar); | 
|  |  | 
|  | float vertices[][3] = {{x0, y0, Zw}, | 
|  | {x0, y1, Zw}, | 
|  | {x1, y0, Zw}, | 
|  | {x1, y1, Zw}}; | 
|  |  | 
|  | ASSERT(mState.samplerTexture[TEXTURE_2D][1].name() == 0);   // Multi-texturing unimplemented | 
|  | es1::Texture *texture = getSamplerTexture(0, TEXTURE_2D); | 
|  | float textureWidth = (float)texture->getWidth(GL_TEXTURE_2D, 0); | 
|  | float textureHeight = (float)texture->getHeight(GL_TEXTURE_2D, 0); | 
|  | int Ucr = texture->getCropRectU(); | 
|  | int Vcr = texture->getCropRectV(); | 
|  | int Wcr = texture->getCropRectW(); | 
|  | int Hcr = texture->getCropRectH(); | 
|  |  | 
|  | float texCoords[][2] = {{Ucr / textureWidth, Vcr / textureHeight}, | 
|  | {Ucr / textureWidth, (Vcr + Hcr) / textureHeight}, | 
|  | {(Ucr + Wcr) / textureWidth, Vcr / textureHeight}, | 
|  | {(Ucr + Wcr) / textureWidth, (Vcr + Hcr) / textureHeight}}; | 
|  |  | 
|  | VertexAttribute oldPositionAttribute = mState.vertexAttribute[sw::Position]; | 
|  | VertexAttribute oldTexCoord0Attribute = mState.vertexAttribute[sw::TexCoord0]; | 
|  | gl::BindingPointer<Buffer> oldArrayBuffer = mState.arrayBuffer; | 
|  | mState.arrayBuffer = nullptr; | 
|  |  | 
|  | glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), vertices); | 
|  | glEnableClientState(GL_VERTEX_ARRAY); | 
|  | glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(float), texCoords); | 
|  | glEnableClientState(GL_TEXTURE_COORD_ARRAY); | 
|  |  | 
|  | sw::Matrix P = projectionStack.current(); | 
|  | sw::Matrix M = modelViewStack.current(); | 
|  | sw::Matrix T = textureStack0.current(); | 
|  |  | 
|  | projectionStack.identity(); | 
|  | modelViewStack.identity(); | 
|  | textureStack0.identity(); | 
|  |  | 
|  | drawArrays(GL_TRIANGLE_STRIP, 0, 4); | 
|  |  | 
|  | // Restore state | 
|  | mState.vertexAttribute[sw::Position] = oldPositionAttribute; | 
|  | mState.vertexAttribute[sw::TexCoord0] = oldTexCoord0Attribute; | 
|  | mState.arrayBuffer = oldArrayBuffer; | 
|  | oldArrayBuffer = nullptr; | 
|  | oldPositionAttribute.mBoundBuffer = nullptr; | 
|  | oldTexCoord0Attribute.mBoundBuffer = nullptr; | 
|  | textureStack0.load(T); | 
|  | modelViewStack.load(M); | 
|  | projectionStack.load(P); | 
|  | } | 
|  |  | 
|  | void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) | 
|  | { | 
|  | sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice); | 
|  | device->blit(source, sRectF, dest, dRect, false); | 
|  | } | 
|  |  | 
|  | void Context::finish() | 
|  | { | 
|  | 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; | 
|  | } | 
|  |  | 
|  | void Context::recordMatrixStackOverflow() | 
|  | { | 
|  | mMatrixStackOverflow = true; | 
|  | } | 
|  |  | 
|  | void Context::recordMatrixStackUnderflow() | 
|  | { | 
|  | mMatrixStackUnderflow = 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_OES; | 
|  | } | 
|  |  | 
|  | if(mMatrixStackOverflow) | 
|  | { | 
|  | mMatrixStackOverflow = false; | 
|  |  | 
|  | return GL_INVALID_FRAMEBUFFER_OPERATION_OES; | 
|  | } | 
|  |  | 
|  | if(mMatrixStackUnderflow) | 
|  | { | 
|  | mMatrixStackUnderflow = false; | 
|  |  | 
|  | return GL_INVALID_FRAMEBUFFER_OPERATION_OES; | 
|  | } | 
|  |  | 
|  | return GL_NO_ERROR; | 
|  | } | 
|  |  | 
|  | int Context::getSupportedMultisampleCount(int requested) | 
|  | { | 
|  | int supported = 0; | 
|  |  | 
|  | for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) | 
|  | { | 
|  | if(supported >= requested) | 
|  | { | 
|  | return supported; | 
|  | } | 
|  |  | 
|  | supported = multisampleCount[i]; | 
|  | } | 
|  |  | 
|  | return supported; | 
|  | } | 
|  |  | 
|  | 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.name() == buffer) | 
|  | { | 
|  | mState.arrayBuffer = nullptr; | 
|  | } | 
|  |  | 
|  | if(mState.elementArrayBuffer.name() == buffer) | 
|  | { | 
|  | mState.elementArrayBuffer = nullptr; | 
|  | } | 
|  |  | 
|  | for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) | 
|  | { | 
|  | if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) | 
|  | { | 
|  | mState.vertexAttribute[attribute].mBoundBuffer = nullptr; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | 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_TEXTURE_UNITS; sampler++) | 
|  | { | 
|  | if(mState.samplerTexture[type][sampler].name() == texture) | 
|  | { | 
|  | mState.samplerTexture[type][sampler] = nullptr; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | // [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 *framebuffer = getFramebuffer(); | 
|  |  | 
|  | if(framebuffer) | 
|  | { | 
|  | framebuffer->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.framebuffer == framebuffer) | 
|  | { | 
|  | bindFramebuffer(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.name() == 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 *framebuffer = getFramebuffer(); | 
|  |  | 
|  | if(framebuffer) | 
|  | { | 
|  | framebuffer->detachRenderbuffer(renderbuffer); | 
|  | } | 
|  | } | 
|  |  | 
|  | bool Context::cullSkipsDraw(GLenum drawMode) | 
|  | { | 
|  | return mState.cullFaceEnabled && 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(drawMode); | 
|  | } | 
|  |  | 
|  | return false; | 
|  | } | 
|  |  | 
|  | void Context::setVertexAttrib(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | 
|  | { | 
|  | ASSERT(index < MAX_VERTEX_ATTRIBS); | 
|  |  | 
|  | mState.vertexAttribute[index].mCurrentValue[0] = x; | 
|  | mState.vertexAttribute[index].mCurrentValue[1] = y; | 
|  | mState.vertexAttribute[index].mCurrentValue[2] = z; | 
|  | mState.vertexAttribute[index].mCurrentValue[3] = w; | 
|  |  | 
|  | mVertexDataManager->dirtyCurrentValue(index); | 
|  | } | 
|  |  | 
|  | void Context::bindTexImage(gl::Surface *surface) | 
|  | { | 
|  | es1::Texture2D *textureObject = getTexture2D(); | 
|  |  | 
|  | if(textureObject) | 
|  | { | 
|  | textureObject->bindTexImage(surface); | 
|  | } | 
|  | } | 
|  |  | 
|  | EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) | 
|  | { | 
|  | switch(target) | 
|  | { | 
|  | case EGL_GL_TEXTURE_2D_KHR: | 
|  | break; | 
|  | case EGL_GL_RENDERBUFFER_KHR: | 
|  | break; | 
|  | default: | 
|  | return EGL_BAD_PARAMETER; | 
|  | } | 
|  |  | 
|  | if(textureLevel >= IMPLEMENTATION_MAX_TEXTURE_LEVELS) | 
|  | { | 
|  | return EGL_BAD_MATCH; | 
|  | } | 
|  |  | 
|  | if(target == EGL_GL_TEXTURE_2D_KHR) | 
|  | { | 
|  | Texture *texture = getTexture(name); | 
|  |  | 
|  | if(!texture || texture->getTarget() != GL_TEXTURE_2D) | 
|  | { | 
|  | return EGL_BAD_PARAMETER; | 
|  | } | 
|  |  | 
|  | if(texture->isShared(GL_TEXTURE_2D, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling | 
|  | { | 
|  | return EGL_BAD_ACCESS; | 
|  | } | 
|  |  | 
|  | if(textureLevel != 0 && !texture->isSamplerComplete()) | 
|  | { | 
|  | return EGL_BAD_PARAMETER; | 
|  | } | 
|  |  | 
|  | if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0)) | 
|  | { | 
|  | return EGL_BAD_PARAMETER; | 
|  | } | 
|  | } | 
|  | else if(target == EGL_GL_RENDERBUFFER_KHR) | 
|  | { | 
|  | Renderbuffer *renderbuffer = getRenderbuffer(name); | 
|  |  | 
|  | if(!renderbuffer) | 
|  | { | 
|  | return EGL_BAD_PARAMETER; | 
|  | } | 
|  |  | 
|  | if(renderbuffer->isShared())   // Already an EGLImage sibling | 
|  | { | 
|  | return EGL_BAD_ACCESS; | 
|  | } | 
|  | } | 
|  | else UNREACHABLE(target); | 
|  |  | 
|  | return EGL_SUCCESS; | 
|  | } | 
|  |  | 
|  | egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) | 
|  | { | 
|  | if(target == EGL_GL_TEXTURE_2D_KHR) | 
|  | { | 
|  | es1::Texture *texture = getTexture(name); | 
|  |  | 
|  | return texture->createSharedImage(GL_TEXTURE_2D, textureLevel); | 
|  | } | 
|  | else if(target == EGL_GL_RENDERBUFFER_KHR) | 
|  | { | 
|  | es1::Renderbuffer *renderbuffer = getRenderbuffer(name); | 
|  |  | 
|  | return renderbuffer->createSharedImage(); | 
|  | } | 
|  | else UNREACHABLE(target); | 
|  |  | 
|  | return nullptr; | 
|  | } | 
|  |  | 
|  | egl::Image *Context::getSharedImage(GLeglImageOES image) | 
|  | { | 
|  | return display->getSharedImage(image); | 
|  | } | 
|  |  | 
|  | Device *Context::getDevice() | 
|  | { | 
|  | return device; | 
|  | } | 
|  |  | 
|  | void Context::setMatrixMode(GLenum mode) | 
|  | { | 
|  | matrixMode = mode; | 
|  | } | 
|  |  | 
|  | sw::MatrixStack &Context::currentMatrixStack() | 
|  | { | 
|  | switch(matrixMode) | 
|  | { | 
|  | case GL_MODELVIEW: | 
|  | return modelViewStack; | 
|  | case GL_PROJECTION: | 
|  | return projectionStack; | 
|  | case GL_TEXTURE: | 
|  | switch(mState.activeSampler) | 
|  | { | 
|  | case 0: return textureStack0; | 
|  | case 1: return textureStack1; | 
|  | } | 
|  | break; | 
|  | } | 
|  |  | 
|  | UNREACHABLE(matrixMode); | 
|  | return textureStack0; | 
|  | } | 
|  |  | 
|  | void Context::loadIdentity() | 
|  | { | 
|  | currentMatrixStack().identity(); | 
|  | } | 
|  |  | 
|  | void Context::load(const GLfloat *m) | 
|  | { | 
|  | currentMatrixStack().load(m); | 
|  | } | 
|  |  | 
|  | void Context::pushMatrix() | 
|  | { | 
|  | if(!currentMatrixStack().push()) | 
|  | { | 
|  | return error(GL_STACK_OVERFLOW); | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::popMatrix() | 
|  | { | 
|  | if(!currentMatrixStack().pop()) | 
|  | { | 
|  | return error(GL_STACK_OVERFLOW); | 
|  | } | 
|  | } | 
|  |  | 
|  | void Context::rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) | 
|  | { | 
|  | currentMatrixStack().rotate(angle, x, y, z); | 
|  | } | 
|  |  | 
|  | void Context::translate(GLfloat x, GLfloat y, GLfloat z) | 
|  | { | 
|  | currentMatrixStack().translate(x, y, z); | 
|  | } | 
|  |  | 
|  | void Context::scale(GLfloat x, GLfloat y, GLfloat z) | 
|  | { | 
|  | currentMatrixStack().scale(x, y, z); | 
|  | } | 
|  |  | 
|  | void Context::multiply(const GLfloat *m) | 
|  | { | 
|  | currentMatrixStack().multiply(m); | 
|  | } | 
|  |  | 
|  | void Context::frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) | 
|  | { | 
|  | currentMatrixStack().frustum(left, right, bottom, top, zNear, zFar); | 
|  | } | 
|  |  | 
|  | void Context::ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) | 
|  | { | 
|  | currentMatrixStack().ortho(left, right, bottom, top, zNear, zFar); | 
|  | } | 
|  |  | 
|  | void Context::setClipPlane(int index, const float plane[4]) | 
|  | { | 
|  | sw::Plane clipPlane = modelViewStack.current() * sw::Plane(plane); | 
|  | device->setClipPlane(index, &clipPlane.A); | 
|  | } | 
|  |  | 
|  | void Context::setClipPlaneEnabled(int index, bool enable) | 
|  | { | 
|  | clipFlags = (clipFlags & ~((int)!enable << index)) | ((int)enable << index); | 
|  | device->setClipFlags(clipFlags); | 
|  | } | 
|  |  | 
|  | bool Context::isClipPlaneEnabled(int index) const | 
|  | { | 
|  | return (clipFlags & (1 << index)) != 0; | 
|  | } | 
|  |  | 
|  | void Context::setColorLogicOpEnabled(bool enable) | 
|  | { | 
|  | colorLogicOpEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isColorLogicOpEnabled() const | 
|  | { | 
|  | return colorLogicOpEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setLogicalOperation(GLenum logicOp) | 
|  | { | 
|  | logicalOperation = logicOp; | 
|  | } | 
|  |  | 
|  | void Context::setLineSmoothEnabled(bool enable) | 
|  | { | 
|  | lineSmoothEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isLineSmoothEnabled() const | 
|  | { | 
|  | return lineSmoothEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setColorMaterialEnabled(bool enable) | 
|  | { | 
|  | colorMaterialEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isColorMaterialEnabled() const | 
|  | { | 
|  | return colorMaterialEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setNormalizeEnabled(bool enable) | 
|  | { | 
|  | normalizeEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isNormalizeEnabled() const | 
|  | { | 
|  | return normalizeEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setRescaleNormalEnabled(bool enable) | 
|  | { | 
|  | rescaleNormalEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isRescaleNormalEnabled() const | 
|  | { | 
|  | return rescaleNormalEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setVertexArrayEnabled(bool enable) | 
|  | { | 
|  | mState.vertexAttribute[sw::Position].mArrayEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isVertexArrayEnabled() const | 
|  | { | 
|  | return mState.vertexAttribute[sw::Position].mArrayEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setNormalArrayEnabled(bool enable) | 
|  | { | 
|  | mState.vertexAttribute[sw::Normal].mArrayEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isNormalArrayEnabled() const | 
|  | { | 
|  | return mState.vertexAttribute[sw::Normal].mArrayEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setColorArrayEnabled(bool enable) | 
|  | { | 
|  | mState.vertexAttribute[sw::Color0].mArrayEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isColorArrayEnabled() const | 
|  | { | 
|  | return mState.vertexAttribute[sw::Color0].mArrayEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setPointSizeArrayEnabled(bool enable) | 
|  | { | 
|  | mState.vertexAttribute[sw::PointSize].mArrayEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isPointSizeArrayEnabled() const | 
|  | { | 
|  | return mState.vertexAttribute[sw::PointSize].mArrayEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setTextureCoordArrayEnabled(bool enable) | 
|  | { | 
|  | mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isTextureCoordArrayEnabled() const | 
|  | { | 
|  | return mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setMultisampleEnabled(bool enable) | 
|  | { | 
|  | multisampleEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isMultisampleEnabled() const | 
|  | { | 
|  | return multisampleEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setSampleAlphaToOneEnabled(bool enable) | 
|  | { | 
|  | sampleAlphaToOneEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isSampleAlphaToOneEnabled() const | 
|  | { | 
|  | return sampleAlphaToOneEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setPointSpriteEnabled(bool enable) | 
|  | { | 
|  | pointSpriteEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isPointSpriteEnabled() const | 
|  | { | 
|  | return pointSpriteEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setPointSmoothEnabled(bool enable) | 
|  | { | 
|  | pointSmoothEnabled = enable; | 
|  | } | 
|  |  | 
|  | bool Context::isPointSmoothEnabled() const | 
|  | { | 
|  | return pointSmoothEnabled; | 
|  | } | 
|  |  | 
|  | void Context::setPointSizeMin(float min) | 
|  | { | 
|  | pointSizeMin = min; | 
|  | } | 
|  |  | 
|  | void Context::setPointSizeMax(float max) | 
|  | { | 
|  | pointSizeMax = max; | 
|  | } | 
|  |  | 
|  | void Context::setPointDistanceAttenuation(float a, float b, float c) | 
|  | { | 
|  | pointDistanceAttenuation = {a, b, c}; | 
|  | } | 
|  |  | 
|  | void Context::setPointFadeThresholdSize(float threshold) | 
|  | { | 
|  | pointFadeThresholdSize = threshold; | 
|  | } | 
|  |  | 
|  | void Context::clientActiveTexture(GLenum texture) | 
|  | { | 
|  | clientTexture = texture; | 
|  | } | 
|  |  | 
|  | GLenum Context::getClientActiveTexture() const | 
|  | { | 
|  | return clientTexture; | 
|  | } | 
|  |  | 
|  | unsigned int Context::getActiveTexture() const | 
|  | { | 
|  | return mState.activeSampler; | 
|  | } | 
|  |  | 
|  | } | 
|  |  | 
|  | egl::Context *es1CreateContext(egl::Display *display, const egl::Context *shareContext, const egl::Config *config) | 
|  | { | 
|  | ASSERT(!shareContext || shareContext->getClientVersion() == 1);   // Should be checked by eglCreateContext | 
|  | return new es1::Context(display, static_cast<const es1::Context*>(shareContext), config); | 
|  | } |