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