// SwiftShader Software Renderer | |
// | |
// Copyright(c) 2005-2013 TransGaming Inc. | |
// | |
// All rights reserved. No part of this software may be copied, distributed, transmitted, | |
// transcribed, stored in a retrieval system, translated into any human or computer | |
// language by any means, or disclosed to third parties without the explicit written | |
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
// or implied, including but not limited to any patent rights, are granted to you. | |
// | |
// Context.cpp: Implements the es2::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 "Fence.h" | |
#include "Program.h" | |
#include "Shader.h" | |
#include "Texture.h" | |
#include "Display.h" | |
#include "Surface.h" | |
#include "Common/Half.hpp" | |
#include <EGL/eglext.h> | |
#undef near | |
#undef far | |
namespace es2 | |
{ | |
int VertexAttribute::typeSize() const | |
{ | |
switch (mType) | |
{ | |
case GL_BYTE: return mSize * sizeof(GLbyte); | |
case GL_UNSIGNED_BYTE: return mSize * sizeof(GLubyte); | |
case GL_SHORT: return mSize * sizeof(GLshort); | |
case GL_UNSIGNED_SHORT: return mSize * sizeof(GLushort); | |
case GL_FIXED: return mSize * sizeof(GLfixed); | |
case GL_FLOAT: return mSize * sizeof(GLfloat); | |
default: UNREACHABLE(); return mSize * sizeof(GLfloat); | |
} | |
} | |
Context::Context(const egl::Config *config, const Context *shareContext) : mConfig(config) | |
{ | |
sw::Context *context = new sw::Context(); | |
device = new es2::Device(context); | |
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; | |
mState.activeSampler = 0; | |
mState.elementArrayBuffer = 0; | |
mState.packAlignment = 4; | |
mState.unpackAlignment = 4; | |
mState.program = 0; | |
mState.colorBuffer = 0; | |
mState.depthBuffer = 0; | |
mState.stencilBuffer = 0; | |
mInvalidEnum = false; | |
mInvalidValue = false; | |
mInvalidOperation = false; | |
mOutOfMemory = false; | |
mInvalidFramebufferOperation = false; | |
mHasBeenCurrent = false; | |
markAllStateDirty(); | |
} | |
Context::~Context() | |
{ | |
} | |
void Context::makeCurrent(egl::Surface *surface) | |
{ | |
if(!mHasBeenCurrent) | |
{ | |
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; | |
} | |
markAllStateDirty(); | |
} | |
void Context::destroy() | |
{ | |
delete this; | |
} | |
int Context::getClientVersion() | |
{ | |
return 2; | |
} | |
// 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; | |
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::setCullFace(bool enabled) | |
{ | |
mState.cullFace = enabled; | |
} | |
bool Context::isCullFaceEnabled() const | |
{ | |
return mState.cullFace; | |
} | |
void Context::setCullMode(GLenum mode) | |
{ | |
mState.cullMode = mode; | |
} | |
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) | |
{ | |
mState.scissorTest = enabled; | |
} | |
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; | |
device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); | |
} | |
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) | |
{ | |
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; | |
} | |
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, sw::Resource *buffer, GLint size, GLenum type, bool normalized, | |
GLsizei stride, intptr_t offset) | |
{ | |
mState.vertexAttribute[attribNum].buffer = buffer; | |
mState.vertexAttribute[attribNum].mSize = size; | |
mState.vertexAttribute[attribNum].mType = type; | |
mState.vertexAttribute[attribNum].mNormalized = normalized; | |
mState.vertexAttribute[attribNum].mStride = stride; | |
mState.vertexAttribute[attribNum].mOffset = offset; | |
} | |
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; | |
} | |
// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle | |
bool Context::applyRenderTarget() | |
{ | |
egl::Image *renderTarget = mState.colorBuffer;//framebuffer->getRenderTarget(); | |
device->setRenderTarget(renderTarget); | |
//if(renderTarget) renderTarget->release(); | |
egl::Image *depthStencil = mState.depthBuffer;//framebuffer->getDepthStencil(); | |
device->setDepthStencilSurface(depthStencil); | |
//if(depthStencil) depthStencil->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.scissorTest) | |
{ | |
sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight}; | |
scissor.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); | |
device->setScissorRect(scissor); | |
device->setScissorEnable(true); | |
} | |
else | |
{ | |
device->setScissorEnable(false); | |
} | |
Program *program = mState.program; | |
if(program) | |
{ | |
GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; | |
program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); | |
program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); | |
program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); | |
} | |
return true; | |
} | |
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) | |
void Context::applyState(GLenum drawMode) | |
{ | |
if(mState.cullFace) | |
{ | |
device->setCullMode(rad2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); | |
} | |
else | |
{ | |
device->setCullMode(sw::CULL_NONE); | |
} | |
if(mDepthStateDirty) | |
{ | |
if(mState.depthTest) | |
{ | |
device->setDepthBufferEnable(true); | |
device->setDepthCompare(rad2sw::ConvertDepthComparison(mState.depthFunc)); | |
} | |
else | |
{ | |
device->setDepthBufferEnable(false); | |
} | |
mDepthStateDirty = false; | |
} | |
if(mBlendStateDirty) | |
{ | |
if(mState.blend) | |
{ | |
device->setAlphaBlendEnable(true); | |
device->setSeparateAlphaBlendEnable(true); | |
device->setBlendConstant(rad2sw::ConvertColor(mState.blendColor)); | |
device->setSourceBlendFactor(rad2sw::ConvertBlendFunc(mState.sourceBlendRGB)); | |
device->setDestBlendFactor(rad2sw::ConvertBlendFunc(mState.destBlendRGB)); | |
device->setBlendOperation(rad2sw::ConvertBlendOp(mState.blendEquationRGB)); | |
device->setSourceBlendFactorAlpha(rad2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); | |
device->setDestBlendFactorAlpha(rad2sw::ConvertBlendFunc(mState.destBlendAlpha)); | |
device->setBlendOperationAlpha(rad2sw::ConvertBlendOp(mState.blendEquationAlpha)); | |
} | |
else | |
{ | |
device->setAlphaBlendEnable(false); | |
} | |
mBlendStateDirty = false; | |
} | |
if(mStencilStateDirty || mFrontFaceDirty) | |
{ | |
if(mState.stencilTest && mState.stencilBuffer) | |
{ | |
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 rad::error(GL_INVALID_OPERATION); | |
} | |
// get the maximum size of the stencil ref | |
egl::Image *stencilbuffer = mState.stencilBuffer; | |
GLuint maxStencil = (1 << sw2rad::GetStencilSize(stencilbuffer->getInternalFormat())) - 1; | |
if(mState.frontFace == GL_CCW) | |
{ | |
device->setStencilWriteMask(mState.stencilWritemask); | |
device->setStencilCompare(rad2sw::ConvertStencilComparison(mState.stencilFunc)); | |
device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); | |
device->setStencilMask(mState.stencilMask); | |
device->setStencilFailOperation(rad2sw::ConvertStencilOp(mState.stencilFail)); | |
device->setStencilZFailOperation(rad2sw::ConvertStencilOp(mState.stencilPassDepthFail)); | |
device->setStencilPassOperation(rad2sw::ConvertStencilOp(mState.stencilPassDepthPass)); | |
device->setStencilWriteMaskCCW(mState.stencilBackWritemask); | |
device->setStencilCompareCCW(rad2sw::ConvertStencilComparison(mState.stencilBackFunc)); | |
device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); | |
device->setStencilMaskCCW(mState.stencilBackMask); | |
device->setStencilFailOperationCCW(rad2sw::ConvertStencilOp(mState.stencilBackFail)); | |
device->setStencilZFailOperationCCW(rad2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); | |
device->setStencilPassOperationCCW(rad2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); | |
} | |
else | |
{ | |
device->setStencilWriteMaskCCW(mState.stencilWritemask); | |
device->setStencilCompareCCW(rad2sw::ConvertStencilComparison(mState.stencilFunc)); | |
device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); | |
device->setStencilMaskCCW(mState.stencilMask); | |
device->setStencilFailOperationCCW(rad2sw::ConvertStencilOp(mState.stencilFail)); | |
device->setStencilZFailOperationCCW(rad2sw::ConvertStencilOp(mState.stencilPassDepthFail)); | |
device->setStencilPassOperationCCW(rad2sw::ConvertStencilOp(mState.stencilPassDepthPass)); | |
device->setStencilWriteMask(mState.stencilBackWritemask); | |
device->setStencilCompare(rad2sw::ConvertStencilComparison(mState.stencilBackFunc)); | |
device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); | |
device->setStencilMask(mState.stencilBackMask); | |
device->setStencilFailOperation(rad2sw::ConvertStencilOp(mState.stencilBackFail)); | |
device->setStencilZFailOperation(rad2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); | |
device->setStencilPassOperation(rad2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); | |
} | |
} | |
else | |
{ | |
device->setStencilEnable(false); | |
} | |
mStencilStateDirty = false; | |
mFrontFaceDirty = false; | |
} | |
if(mMaskStateDirty) | |
{ | |
device->setColorWriteMask(0, rad2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); | |
device->setDepthWriteEnable(mState.depthMask); | |
mMaskStateDirty = false; | |
} | |
if(mPolygonOffsetStateDirty) | |
{ | |
if(mState.polygonOffsetFill) | |
{ | |
egl::Image *depthbuffer = mState.depthBuffer; | |
if(depthbuffer) | |
{ | |
device->setSlopeDepthBias(mState.polygonOffsetFactor); | |
float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(sw2rad::GetDepthSize(depthbuffer->getInternalFormat()))); | |
device->setDepthBias(depthBias); | |
} | |
} | |
else | |
{ | |
device->setSlopeDepthBias(0); | |
device->setDepthBias(0); | |
} | |
mPolygonOffsetStateDirty = false; | |
} | |
if(mSampleStateDirty) | |
{ | |
if(mState.sampleAlphaToCoverage) | |
{ | |
device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); | |
} | |
else | |
{ | |
device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); | |
} | |
if(mState.sampleCoverage) | |
{ | |
unsigned int mask = 0; | |
if(mState.sampleCoverageValue != 0) | |
{ | |
int width = mState.colorBuffer->getWidth(); | |
int height = mState.colorBuffer->getHeight(); | |
int samples = mState.colorBuffer->getMultiSampleDepth(); | |
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; | |
} | |
} | |
struct TranslatedAttribute | |
{ | |
sw::StreamType type; | |
int count; | |
bool normalized; | |
unsigned int offset; | |
unsigned int stride; // 0 means not to advance the read pointer at all | |
sw::Resource *vertexBuffer; | |
}; | |
GLenum Context::applyVertexBuffer(GLint base, GLint first) | |
{ | |
const VertexAttributeArray &attribs = mState.vertexAttribute; | |
Program *program = mState.program; | |
device->resetInputStreams(false); | |
for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | |
{ | |
if(program->getAttributeStream(i) != -1 && attribs[i].mArrayEnabled) | |
{ | |
unsigned int offset = first * attribs[i].stride() + attribs[i].mOffset; | |
unsigned int stride = attribs[i].stride(); | |
sw::StreamType type; | |
switch(attribs[i].mType) | |
{ | |
case GL_BYTE: type = sw::STREAMTYPE_SBYTE; break; | |
case GL_UNSIGNED_BYTE: type = sw::STREAMTYPE_BYTE; break; | |
case GL_SHORT: type = sw::STREAMTYPE_SHORT; break; | |
case GL_UNSIGNED_SHORT: type = sw::STREAMTYPE_USHORT; break; | |
case GL_FIXED: type = sw::STREAMTYPE_FIXED; break; | |
case GL_FLOAT: type = sw::STREAMTYPE_FLOAT; break; | |
default: UNREACHABLE(); type = sw::STREAMTYPE_FLOAT; break; | |
} | |
sw::Resource *resource = attribs[i].buffer; | |
const void *buffer = (char*)resource->data() + offset; | |
buffer = (char*)buffer + stride * base; | |
sw::Stream attribute(resource, buffer, stride); | |
attribute.type = type; | |
attribute.count = attribs[i].mSize; | |
attribute.normalized = attribs[i].mNormalized; | |
int stream = program->getAttributeStream(i); | |
device->setInputStream(stream, attribute); | |
} | |
} | |
return GL_NO_ERROR; | |
} | |
void Context::applyIndexBuffer() | |
{ | |
device->setIndexBuffer(mState.elementArrayBuffer); | |
} | |
// Applies the shaders and shader constants | |
void Context::applyShaders() | |
{ | |
Program *programObject = mState.program; | |
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(); | |
} | |
void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) | |
{ | |
//Program *program = mState.program; | |
int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; | |
bool textureUsed = true; | |
//if(type == sw::SAMPLER_PIXEL) | |
//{ | |
// textureUsed = program->getPixelShader()->usesSampler(index); | |
//} | |
//else if(type == sw::SAMPLER_VERTEX) | |
//{ | |
// textureUsed = program->getVertexShader()->usesSampler(index); | |
//} | |
//else UNREACHABLE(); | |
// GLenum wrapS = baseTexture->getWrapS(); | |
// GLenum wrapT = baseTexture->getWrapT(); | |
// GLenum texFilter = baseTexture->getMinFilter(); | |
// GLenum magFilter = baseTexture->getMagFilter(); | |
// GLenum maxAnisotropy = baseTexture->getMaxAnisotropy(); | |
// | |
// device->setAddressingModeU(type, index, rad2sw::ConvertTextureWrap(wrapS)); | |
// device->setAddressingModeV(type, index, rad2sw::ConvertTextureWrap(wrapT)); | |
// | |
// sw::FilterType minFilter; | |
// sw::MipmapType mipFilter; | |
// rad2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter, maxAnisotropy); | |
//// ASSERT(minFilter == rad2sw::ConvertMagFilter(magFilter)); | |
device->setTextureFilter(type, index, sw::FILTER_LINEAR); | |
// device->setTextureFilter(type, index, rad2sw::ConvertMagFilter(magFilter)); | |
device->setMipmapFilter(type, index, sw::MIPMAP_NONE); | |
device->setMaxAnisotropy(type, index, 1.0f); | |
sw::Resource *resource = 0; | |
if(baseTexture && textureUsed) | |
{ | |
resource = baseTexture->getResource(); | |
} | |
device->setTextureResource(sampler, resource); | |
if(baseTexture && textureUsed) | |
{ | |
int levelCount = baseTexture->getLevelCount(); | |
if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) | |
{ | |
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; | |
} | |
egl::Image *surface = texture->getImage(surfaceLevel); | |
device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); | |
} | |
} | |
else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) | |
{ | |
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; | |
} | |
egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); | |
device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); | |
} | |
} | |
} | |
else UNIMPLEMENTED(); | |
} | |
else | |
{ | |
device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); | |
} | |
} | |
static std::size_t typeSize(GLenum type) | |
{ | |
switch(type) | |
{ | |
case GL_UNSIGNED_INT: return sizeof(GLuint); | |
case GL_UNSIGNED_SHORT: return sizeof(GLushort); | |
case GL_UNSIGNED_BYTE: return sizeof(GLubyte); | |
default: UNREACHABLE(); return sizeof(GLushort); | |
} | |
} | |
void Context::drawArrays(GLenum mode, GLint first, GLsizei count) | |
{ | |
if(!mState.program) | |
{ | |
return rad::error(GL_INVALID_OPERATION); | |
} | |
PrimitiveType primitiveType; | |
int primitiveCount; | |
if(!rad2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) | |
return rad::error(GL_INVALID_ENUM); | |
if(primitiveCount <= 0) | |
{ | |
return; | |
} | |
if(!applyRenderTarget()) | |
{ | |
return; | |
} | |
applyState(mode); | |
GLenum err = applyVertexBuffer(0, first); | |
if(err != GL_NO_ERROR) | |
{ | |
return rad::error(err); | |
} | |
applyShaders(); | |
if(!mState.program->validateSamplers(false)) | |
{ | |
return rad::error(GL_INVALID_OPERATION); | |
} | |
if(!cullSkipsDraw(mode)) | |
{ | |
device->drawPrimitive(primitiveType, primitiveCount); | |
} | |
} | |
void Context::drawElements(GLenum mode, GLsizei count, GLenum type, intptr_t offset) | |
{ | |
if(!mState.program || !mState.elementArrayBuffer) | |
{ | |
return rad::error(GL_INVALID_OPERATION); | |
} | |
PrimitiveType primitiveType; | |
int primitiveCount; | |
if(!rad2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) | |
return rad::error(GL_INVALID_ENUM); | |
if(primitiveCount <= 0) | |
{ | |
return; | |
} | |
if(!applyRenderTarget()) | |
{ | |
return; | |
} | |
applyState(mode); | |
applyIndexBuffer(); | |
GLenum err = applyVertexBuffer(0, 0); | |
if(err != GL_NO_ERROR) | |
{ | |
return rad::error(err); | |
} | |
applyShaders(); | |
//applyTextures(); | |
if(!mState.program->validateSamplers(false)) | |
{ | |
return rad::error(GL_INVALID_OPERATION); | |
} | |
if(!cullSkipsDraw(mode)) | |
{ | |
device->drawIndexedPrimitive(primitiveType, offset, primitiveCount, typeSize(type)); | |
} | |
} | |
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; | |
} | |
// 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::getSupportedMultiSampleDepth(sw::Format format, int requested) | |
{ | |
if(requested <= 1) | |
{ | |
return 1; | |
} | |
if(requested == 2) | |
{ | |
return 2; | |
} | |
return 4; | |
} | |
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; | |
} | |
Device *Context::getDevice() | |
{ | |
return device; | |
} | |
} |