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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Context.cpp: Implements the es1::Context class, managing all GL state and performing
// rendering operations. It is the GLES2 specific implementation of EGLContext.
#include "Context.h"
#include "main.h"
#include "mathutil.h"
#include "utilities.h"
#include "ResourceManager.h"
#include "Buffer.h"
#include "Framebuffer.h"
#include "Renderbuffer.h"
#include "Texture.h"
#include "VertexDataManager.h"
#include "IndexDataManager.h"
#include "libEGL/Display.h"
#include "common/Surface.hpp"
#include "Common/Half.hpp"
#include <EGL/eglext.h>
using std::abs;
namespace es1
{
Context::Context(egl::Display *const display, const Context *shareContext, const egl::Config *config)
: egl::Context(display), config(config),
modelViewStack(MAX_MODELVIEW_STACK_DEPTH),
projectionStack(MAX_PROJECTION_STACK_DEPTH),
textureStack0(MAX_TEXTURE_STACK_DEPTH),
textureStack1(MAX_TEXTURE_STACK_DEPTH)
{
sw::Context *context = new sw::Context();
device = new es1::Device(context);
mVertexDataManager = new VertexDataManager(this);
mIndexDataManager = new IndexDataManager();
setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mState.depthClearValue = 1.0f;
mState.stencilClearValue = 0;
mState.cullFaceEnabled = false;
mState.cullMode = GL_BACK;
mState.frontFace = GL_CCW;
mState.depthTestEnabled = false;
mState.depthFunc = GL_LESS;
mState.blendEnabled = false;
mState.sourceBlendRGB = GL_ONE;
mState.sourceBlendAlpha = GL_ONE;
mState.destBlendRGB = GL_ZERO;
mState.destBlendAlpha = GL_ZERO;
mState.blendEquationRGB = GL_FUNC_ADD_OES;
mState.blendEquationAlpha = GL_FUNC_ADD_OES;
mState.stencilTestEnabled = false;
mState.stencilFunc = GL_ALWAYS;
mState.stencilRef = 0;
mState.stencilMask = -1;
mState.stencilWritemask = -1;
mState.stencilFail = GL_KEEP;
mState.stencilPassDepthFail = GL_KEEP;
mState.stencilPassDepthPass = GL_KEEP;
mState.polygonOffsetFillEnabled = false;
mState.polygonOffsetFactor = 0.0f;
mState.polygonOffsetUnits = 0.0f;
mState.sampleAlphaToCoverageEnabled = false;
mState.sampleCoverageEnabled = false;
mState.sampleCoverageValue = 1.0f;
mState.sampleCoverageInvert = false;
mState.scissorTestEnabled = false;
mState.ditherEnabled = true;
mState.shadeModel = GL_SMOOTH;
mState.generateMipmapHint = GL_DONT_CARE;
mState.perspectiveCorrectionHint = GL_DONT_CARE;
mState.fogHint = GL_DONT_CARE;
mState.lineWidth = 1.0f;
mState.viewportX = 0;
mState.viewportY = 0;
mState.viewportWidth = 0;
mState.viewportHeight = 0;
mState.zNear = 0.0f;
mState.zFar = 1.0f;
mState.scissorX = 0;
mState.scissorY = 0;
mState.scissorWidth = 0;
mState.scissorHeight = 0;
mState.colorMaskRed = true;
mState.colorMaskGreen = true;
mState.colorMaskBlue = true;
mState.colorMaskAlpha = true;
mState.depthMask = true;
for(int i = 0; i < MAX_TEXTURE_UNITS; i++)
{
mState.textureUnit[i].color = {0, 0, 0, 0};
mState.textureUnit[i].environmentMode = GL_MODULATE;
mState.textureUnit[i].combineRGB = GL_MODULATE;
mState.textureUnit[i].combineAlpha = GL_MODULATE;
mState.textureUnit[i].src0RGB = GL_TEXTURE;
mState.textureUnit[i].src1RGB = GL_PREVIOUS;
mState.textureUnit[i].src2RGB = GL_CONSTANT;
mState.textureUnit[i].src0Alpha = GL_TEXTURE;
mState.textureUnit[i].src1Alpha = GL_PREVIOUS;
mState.textureUnit[i].src2Alpha = GL_CONSTANT;
mState.textureUnit[i].operand0RGB = GL_SRC_COLOR;
mState.textureUnit[i].operand1RGB = GL_SRC_COLOR;
mState.textureUnit[i].operand2RGB = GL_SRC_ALPHA;
mState.textureUnit[i].operand0Alpha = GL_SRC_ALPHA;
mState.textureUnit[i].operand1Alpha = GL_SRC_ALPHA;
mState.textureUnit[i].operand2Alpha = GL_SRC_ALPHA;
}
if(shareContext)
{
mResourceManager = shareContext->mResourceManager;
mResourceManager->addRef();
}
else
{
mResourceManager = new ResourceManager();
}
// [OpenGL ES 2.0.24] section 3.7 page 83:
// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
// and cube map texture state vectors respectively associated with them.
// In order that access to these initial textures not be lost, they are treated as texture
// objects all of whose names are 0.
mTexture2DZero = new Texture2D(0);
mTextureExternalZero = new TextureExternal(0);
mState.activeSampler = 0;
for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
bindTexture((TextureType)type, 0);
}
bindArrayBuffer(0);
bindElementArrayBuffer(0);
bindFramebuffer(0);
bindRenderbuffer(0);
mState.packAlignment = 4;
mState.unpackAlignment = 4;
mInvalidEnum = false;
mInvalidValue = false;
mInvalidOperation = false;
mOutOfMemory = false;
mInvalidFramebufferOperation = false;
mMatrixStackOverflow = false;
mMatrixStackUnderflow = false;
lightingEnabled = false;
for(int i = 0; i < MAX_LIGHTS; i++)
{
light[i].enabled = false;
light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f};
light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f};
light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f};
light[i].position = {0.0f, 0.0f, 1.0f, 0.0f};
light[i].direction = {0.0f, 0.0f, -1.0f};
light[i].attenuation = {1.0f, 0.0f, 0.0f};
light[i].spotExponent = 0.0f;
light[i].spotCutoffAngle = 180.0f;
}
light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f};
light[0].specular = {1.0f, 1.0f, 1.0f, 1.0f};
globalAmbient = {0.2f, 0.2f, 0.2f, 1.0f};
materialAmbient = {0.2f, 0.2f, 0.2f, 1.0f};
materialDiffuse = {0.8f, 0.8f, 0.8f, 1.0f};
materialSpecular = {0.0f, 0.0f, 0.0f, 1.0f};
materialEmission = {0.0f, 0.0f, 0.0f, 1.0f};
materialShininess = 0.0f;
lightModelTwoSide = false;
matrixMode = GL_MODELVIEW;
for(int i = 0; i < MAX_TEXTURE_UNITS; i++)
{
texture2Denabled[i] = false;
textureExternalEnabled[i] = false;
}
clientTexture = GL_TEXTURE0;
setVertexAttrib(sw::Color0, 1.0f, 1.0f, 1.0f, 1.0f);
for(int i = 0; i < MAX_TEXTURE_UNITS; i++)
{
setVertexAttrib(sw::TexCoord0 + i, 0.0f, 0.0f, 0.0f, 1.0f);
}
setVertexAttrib(sw::Normal, 0.0f, 0.0f, 1.0f, 1.0f);
setVertexAttrib(sw::PointSize, 1.0f, 1.0f, 1.0f, 1.0f);
clipFlags = 0;
alphaTestEnabled = false;
alphaTestFunc = GL_ALWAYS;
alphaTestRef = 0;
fogEnabled = false;
fogMode = GL_EXP;
fogDensity = 1.0f;
fogStart = 0.0f;
fogEnd = 1.0f;
fogColor = {0, 0, 0, 0};
lineSmoothEnabled = false;
colorMaterialEnabled = false;
normalizeEnabled = false;
rescaleNormalEnabled = false;
multisampleEnabled = true;
sampleAlphaToOneEnabled = false;
colorLogicOpEnabled = false;
logicalOperation = GL_COPY;
pointSpriteEnabled = false;
pointSmoothEnabled = false;
pointSizeMin = 0.0f;
pointSizeMax = 1.0f;
pointDistanceAttenuation = {1.0f, 0.0f, 0.0f};
pointFadeThresholdSize = 1.0f;
mHasBeenCurrent = false;
markAllStateDirty();
}
Context::~Context()
{
while(!mFramebufferNameSpace.empty())
{
deleteFramebuffer(mFramebufferNameSpace.firstName());
}
for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++)
{
mState.samplerTexture[type][sampler] = nullptr;
}
}
for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
mState.vertexAttribute[i].mBoundBuffer = nullptr;
}
mState.arrayBuffer = nullptr;
mState.elementArrayBuffer = nullptr;
mState.renderbuffer = nullptr;
mTexture2DZero = nullptr;
mTextureExternalZero = nullptr;
delete mVertexDataManager;
delete mIndexDataManager;
mResourceManager->release();
delete device;
}
void Context::makeCurrent(gl::Surface *surface)
{
if(!mHasBeenCurrent)
{
mState.viewportX = 0;
mState.viewportY = 0;
mState.viewportWidth = surface ? surface->getWidth() : 0;
mState.viewportHeight = surface ? surface->getHeight() : 0;
mState.scissorX = 0;
mState.scissorY = 0;
mState.scissorWidth = surface ? surface->getWidth() : 0;
mState.scissorHeight = surface ? surface->getHeight() : 0;
mHasBeenCurrent = true;
}
// Wrap the existing resources into GL objects and assign them to the '0' names
egl::Image *defaultRenderTarget = surface ? surface->getRenderTarget() : nullptr;
egl::Image *depthStencil = surface ? surface->getDepthStencil() : nullptr;
Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
setFramebufferZero(framebufferZero);
if(defaultRenderTarget)
{
defaultRenderTarget->release();
}
if(depthStencil)
{
depthStencil->release();
}
markAllStateDirty();
}
EGLint Context::getClientVersion() const
{
return 1;
}
EGLint Context::getConfigID() const
{
return config->mConfigID;
}
// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
void Context::markAllStateDirty()
{
mDepthStateDirty = true;
mMaskStateDirty = true;
mBlendStateDirty = true;
mStencilStateDirty = true;
mPolygonOffsetStateDirty = true;
mSampleStateDirty = true;
mDitherStateDirty = true;
mFrontFaceDirty = true;
}
void Context::setClearColor(float red, float green, float blue, float alpha)
{
mState.colorClearValue.red = red;
mState.colorClearValue.green = green;
mState.colorClearValue.blue = blue;
mState.colorClearValue.alpha = alpha;
}
void Context::setClearDepth(float depth)
{
mState.depthClearValue = depth;
}
void Context::setClearStencil(int stencil)
{
mState.stencilClearValue = stencil;
}
void Context::setCullFaceEnabled(bool enabled)
{
mState.cullFaceEnabled = enabled;
}
bool Context::isCullFaceEnabled() const
{
return mState.cullFaceEnabled;
}
void Context::setCullMode(GLenum mode)
{
mState.cullMode = mode;
}
void Context::setFrontFace(GLenum front)
{
if(mState.frontFace != front)
{
mState.frontFace = front;
mFrontFaceDirty = true;
}
}
void Context::setDepthTestEnabled(bool enabled)
{
if(mState.depthTestEnabled != enabled)
{
mState.depthTestEnabled = enabled;
mDepthStateDirty = true;
}
}
bool Context::isDepthTestEnabled() const
{
return mState.depthTestEnabled;
}
void Context::setDepthFunc(GLenum depthFunc)
{
if(mState.depthFunc != depthFunc)
{
mState.depthFunc = depthFunc;
mDepthStateDirty = true;
}
}
void Context::setDepthRange(float zNear, float zFar)
{
mState.zNear = zNear;
mState.zFar = zFar;
}
void Context::setAlphaTestEnabled(bool enabled)
{
alphaTestEnabled = enabled;
}
bool Context::isAlphaTestEnabled() const
{
return alphaTestEnabled;
}
void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference)
{
alphaTestFunc = alphaFunc;
alphaTestRef = reference;
}
void Context::setBlendEnabled(bool enabled)
{
if(mState.blendEnabled != enabled)
{
mState.blendEnabled = enabled;
mBlendStateDirty = true;
}
}
bool Context::isBlendEnabled() const
{
return mState.blendEnabled;
}
void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
{
if(mState.sourceBlendRGB != sourceRGB ||
mState.sourceBlendAlpha != sourceAlpha ||
mState.destBlendRGB != destRGB ||
mState.destBlendAlpha != destAlpha)
{
mState.sourceBlendRGB = sourceRGB;
mState.destBlendRGB = destRGB;
mState.sourceBlendAlpha = sourceAlpha;
mState.destBlendAlpha = destAlpha;
mBlendStateDirty = true;
}
}
void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
{
if(mState.blendEquationRGB != rgbEquation ||
mState.blendEquationAlpha != alphaEquation)
{
mState.blendEquationRGB = rgbEquation;
mState.blendEquationAlpha = alphaEquation;
mBlendStateDirty = true;
}
}
void Context::setStencilTestEnabled(bool enabled)
{
if(mState.stencilTestEnabled != enabled)
{
mState.stencilTestEnabled = enabled;
mStencilStateDirty = true;
}
}
bool Context::isStencilTestEnabled() const
{
return mState.stencilTestEnabled;
}
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
{
if(mState.stencilFunc != stencilFunc ||
mState.stencilRef != stencilRef ||
mState.stencilMask != stencilMask)
{
mState.stencilFunc = stencilFunc;
mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
mState.stencilMask = stencilMask;
mStencilStateDirty = true;
}
}
void Context::setStencilWritemask(GLuint stencilWritemask)
{
if(mState.stencilWritemask != stencilWritemask)
{
mState.stencilWritemask = stencilWritemask;
mStencilStateDirty = true;
}
}
void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
{
if(mState.stencilFail != stencilFail ||
mState.stencilPassDepthFail != stencilPassDepthFail ||
mState.stencilPassDepthPass != stencilPassDepthPass)
{
mState.stencilFail = stencilFail;
mState.stencilPassDepthFail = stencilPassDepthFail;
mState.stencilPassDepthPass = stencilPassDepthPass;
mStencilStateDirty = true;
}
}
void Context::setPolygonOffsetFillEnabled(bool enabled)
{
if(mState.polygonOffsetFillEnabled != enabled)
{
mState.polygonOffsetFillEnabled = enabled;
mPolygonOffsetStateDirty = true;
}
}
bool Context::isPolygonOffsetFillEnabled() const
{
return mState.polygonOffsetFillEnabled;
}
void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
{
if(mState.polygonOffsetFactor != factor ||
mState.polygonOffsetUnits != units)
{
mState.polygonOffsetFactor = factor;
mState.polygonOffsetUnits = units;
mPolygonOffsetStateDirty = true;
}
}
void Context::setSampleAlphaToCoverageEnabled(bool enabled)
{
if(mState.sampleAlphaToCoverageEnabled != enabled)
{
mState.sampleAlphaToCoverageEnabled = enabled;
mSampleStateDirty = true;
}
}
bool Context::isSampleAlphaToCoverageEnabled() const
{
return mState.sampleAlphaToCoverageEnabled;
}
void Context::setSampleCoverageEnabled(bool enabled)
{
if(mState.sampleCoverageEnabled != enabled)
{
mState.sampleCoverageEnabled = enabled;
mSampleStateDirty = true;
}
}
bool Context::isSampleCoverageEnabled() const
{
return mState.sampleCoverageEnabled;
}
void Context::setSampleCoverageParams(GLclampf value, bool invert)
{
if(mState.sampleCoverageValue != value ||
mState.sampleCoverageInvert != invert)
{
mState.sampleCoverageValue = value;
mState.sampleCoverageInvert = invert;
mSampleStateDirty = true;
}
}
void Context::setScissorTestEnabled(bool enabled)
{
mState.scissorTestEnabled = enabled;
}
bool Context::isScissorTestEnabled() const
{
return mState.scissorTestEnabled;
}
void Context::setShadeModel(GLenum mode)
{
mState.shadeModel = mode;
}
void Context::setDitherEnabled(bool enabled)
{
if(mState.ditherEnabled != enabled)
{
mState.ditherEnabled = enabled;
mDitherStateDirty = true;
}
}
bool Context::isDitherEnabled() const
{
return mState.ditherEnabled;
}
void Context::setLightingEnabled(bool enable)
{
lightingEnabled = enable;
}
bool Context::isLightingEnabled() const
{
return lightingEnabled;
}
void Context::setLightEnabled(int index, bool enable)
{
light[index].enabled = enable;
}
bool Context::isLightEnabled(int index) const
{
return light[index].enabled;
}
void Context::setLightAmbient(int index, float r, float g, float b, float a)
{
light[index].ambient = {r, g, b, a};
}
void Context::setLightDiffuse(int index, float r, float g, float b, float a)
{
light[index].diffuse = {r, g, b, a};
}
void Context::setLightSpecular(int index, float r, float g, float b, float a)
{
light[index].specular = {r, g, b, a};
}
void Context::setLightPosition(int index, float x, float y, float z, float w)
{
sw::float4 v = {x, y, z, w};
// Transform from object coordinates to eye coordinates
v = modelViewStack.current() * v;
light[index].position = {v.x, v.y, v.z, v.w};
}
void Context::setLightDirection(int index, float x, float y, float z)
{
// FIXME: Transform by inverse of 3x3 model-view matrix
light[index].direction = {x, y, z};
}
void Context::setLightAttenuationConstant(int index, float constant)
{
light[index].attenuation.constant = constant;
}
void Context::setLightAttenuationLinear(int index, float linear)
{
light[index].attenuation.linear = linear;
}
void Context::setLightAttenuationQuadratic(int index, float quadratic)
{
light[index].attenuation.quadratic = quadratic;
}
void Context::setSpotLightExponent(int index, float exponent)
{
light[index].spotExponent = exponent;
}
void Context::setSpotLightCutoff(int index, float cutoff)
{
light[index].spotCutoffAngle = cutoff;
}
void Context::setGlobalAmbient(float red, float green, float blue, float alpha)
{
globalAmbient.red = red;
globalAmbient.green = green;
globalAmbient.blue = blue;
globalAmbient.alpha = alpha;
}
void Context::setMaterialAmbient(float red, float green, float blue, float alpha)
{
materialAmbient.red = red;
materialAmbient.green = green;
materialAmbient.blue = blue;
materialAmbient.alpha = alpha;
}
void Context::setMaterialDiffuse(float red, float green, float blue, float alpha)
{
materialDiffuse.red = red;
materialDiffuse.green = green;
materialDiffuse.blue = blue;
materialDiffuse.alpha = alpha;
}
void Context::setMaterialSpecular(float red, float green, float blue, float alpha)
{
materialSpecular.red = red;
materialSpecular.green = green;
materialSpecular.blue = blue;
materialSpecular.alpha = alpha;
}
void Context::setMaterialEmission(float red, float green, float blue, float alpha)
{
materialEmission.red = red;
materialEmission.green = green;
materialEmission.blue = blue;
materialEmission.alpha = alpha;
}
void Context::setMaterialShininess(float shininess)
{
materialShininess = shininess;
}
void Context::setLightModelTwoSide(bool enable)
{
lightModelTwoSide = enable;
}
void Context::setFogEnabled(bool enable)
{
fogEnabled = enable;
}
bool Context::isFogEnabled() const
{
return fogEnabled;
}
void Context::setFogMode(GLenum mode)
{
fogMode = mode;
}
void Context::setFogDensity(float fogDensity)
{
this->fogDensity = fogDensity;
}
void Context::setFogStart(float fogStart)
{
this->fogStart = fogStart;
}
void Context::setFogEnd(float fogEnd)
{
this->fogEnd = fogEnd;
}
void Context::setFogColor(float r, float g, float b, float a)
{
this->fogColor = {r, g, b, a};
}
void Context::setTexture2Denabled(bool enable)
{
texture2Denabled[mState.activeSampler] = enable;
}
bool Context::isTexture2Denabled() const
{
return texture2Denabled[mState.activeSampler];
}
void Context::setTextureExternalEnabled(bool enable)
{
textureExternalEnabled[mState.activeSampler] = enable;
}
bool Context::isTextureExternalEnabled() const
{
return textureExternalEnabled[mState.activeSampler];
}
void Context::setLineWidth(GLfloat width)
{
mState.lineWidth = width;
device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
}
void Context::setGenerateMipmapHint(GLenum hint)
{
mState.generateMipmapHint = hint;
}
void Context::setPerspectiveCorrectionHint(GLenum hint)
{
mState.perspectiveCorrectionHint = hint;
}
void Context::setFogHint(GLenum hint)
{
mState.fogHint = hint;
}
void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
{
mState.viewportX = x;
mState.viewportY = y;
mState.viewportWidth = width;
mState.viewportHeight = height;
}
void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
{
mState.scissorX = x;
mState.scissorY = y;
mState.scissorWidth = width;
mState.scissorHeight = height;
}
void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
{
if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
{
mState.colorMaskRed = red;
mState.colorMaskGreen = green;
mState.colorMaskBlue = blue;
mState.colorMaskAlpha = alpha;
mMaskStateDirty = true;
}
}
void Context::setDepthMask(bool mask)
{
if(mState.depthMask != mask)
{
mState.depthMask = mask;
mMaskStateDirty = true;
}
}
void Context::setActiveSampler(unsigned int active)
{
mState.activeSampler = active;
}
GLuint Context::getFramebufferName() const
{
return mState.framebuffer;
}
GLuint Context::getRenderbufferName() const
{
return mState.renderbuffer.name();
}
GLuint Context::getArrayBufferName() const
{
return mState.arrayBuffer.name();
}
void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
{
mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
}
const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
{
return mState.vertexAttribute[attribNum];
}
void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
GLsizei stride, const void *pointer)
{
mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer;
mState.vertexAttribute[attribNum].mSize = size;
mState.vertexAttribute[attribNum].mType = type;
mState.vertexAttribute[attribNum].mNormalized = normalized;
mState.vertexAttribute[attribNum].mStride = stride;
mState.vertexAttribute[attribNum].mPointer = pointer;
}
const void *Context::getVertexAttribPointer(unsigned int attribNum) const
{
return mState.vertexAttribute[attribNum].mPointer;
}
const VertexAttributeArray &Context::getVertexAttributes()
{
return mState.vertexAttribute;
}
void Context::setPackAlignment(GLint alignment)
{
mState.packAlignment = alignment;
}
GLint Context::getPackAlignment() const
{
return mState.packAlignment;
}
void Context::setUnpackAlignment(GLint alignment)
{
mState.unpackAlignment = alignment;
}
GLint Context::getUnpackAlignment() const
{
return mState.unpackAlignment;
}
GLuint Context::createBuffer()
{
return mResourceManager->createBuffer();
}
GLuint Context::createTexture()
{
return mResourceManager->createTexture();
}
GLuint Context::createRenderbuffer()
{
return mResourceManager->createRenderbuffer();
}
// Returns an unused framebuffer name
GLuint Context::createFramebuffer()
{
return mFramebufferNameSpace.allocate();
}
void Context::deleteBuffer(GLuint buffer)
{
detachBuffer(buffer);
mResourceManager->deleteBuffer(buffer);
}
void Context::deleteTexture(GLuint texture)
{
detachTexture(texture);
mResourceManager->deleteTexture(texture);
}
void Context::deleteRenderbuffer(GLuint renderbuffer)
{
detachRenderbuffer(renderbuffer);
mResourceManager->deleteRenderbuffer(renderbuffer);
}
void Context::deleteFramebuffer(GLuint framebuffer)
{
detachFramebuffer(framebuffer);
Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
if(framebufferObject)
{
delete framebufferObject;
}
}
Buffer *Context::getBuffer(GLuint handle)
{
return mResourceManager->getBuffer(handle);
}
Texture *Context::getTexture(GLuint handle)
{
return mResourceManager->getTexture(handle);
}
Renderbuffer *Context::getRenderbuffer(GLuint handle)
{
return mResourceManager->getRenderbuffer(handle);
}
Framebuffer *Context::getFramebuffer()
{
return getFramebuffer(mState.framebuffer);
}
void Context::bindArrayBuffer(unsigned int buffer)
{
mResourceManager->checkBufferAllocation(buffer);
mState.arrayBuffer = getBuffer(buffer);
}
void Context::bindElementArrayBuffer(unsigned int buffer)
{
mResourceManager->checkBufferAllocation(buffer);
mState.elementArrayBuffer = getBuffer(buffer);
}
void Context::bindTexture(TextureType type, GLuint texture)
{
mResourceManager->checkTextureAllocation(texture, type);
mState.samplerTexture[type][mState.activeSampler] = getTexture(texture);
}
void Context::bindFramebuffer(GLuint framebuffer)
{
if(!getFramebuffer(framebuffer))
{
mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
}
mState.framebuffer = framebuffer;
}
void Context::bindRenderbuffer(GLuint renderbuffer)
{
mResourceManager->checkRenderbufferAllocation(renderbuffer);
mState.renderbuffer = getRenderbuffer(renderbuffer);
}
void Context::setFramebufferZero(Framebuffer *buffer)
{
delete mFramebufferNameSpace.remove(0);
mFramebufferNameSpace.insert(0, buffer);
}
void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
{
Renderbuffer *renderbufferObject = mState.renderbuffer;
renderbufferObject->setStorage(renderbuffer);
}
Framebuffer *Context::getFramebuffer(unsigned int handle)
{
return mFramebufferNameSpace.find(handle);
}
Buffer *Context::getArrayBuffer()
{
return mState.arrayBuffer;
}
Buffer *Context::getElementArrayBuffer()
{
return mState.elementArrayBuffer;
}
Texture2D *Context::getTexture2D()
{
return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
}
TextureExternal *Context::getTextureExternal()
{
return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
}
Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
{
GLuint texid = mState.samplerTexture[type][sampler].name();
if(texid == 0) // Special case: 0 refers to different initial textures based on the target
{
switch(type)
{
case TEXTURE_2D: return mTexture2DZero;
case TEXTURE_EXTERNAL: return mTextureExternalZero;
default: UNREACHABLE(type);
}
}
return mState.samplerTexture[type][sampler];
}
bool Context::getBooleanv(GLenum pname, GLboolean *params)
{
switch(pname)
{
case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
case GL_COLOR_WRITEMASK:
params[0] = mState.colorMaskRed;
params[1] = mState.colorMaskGreen;
params[2] = mState.colorMaskBlue;
params[3] = mState.colorMaskAlpha;
break;
case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;
case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;
case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;
case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;
case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;
case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;
case GL_BLEND: *params = mState.blendEnabled; break;
case GL_DITHER: *params = mState.ditherEnabled; break;
case GL_LIGHT_MODEL_TWO_SIDE: *params = lightModelTwoSide; break;
default:
return false;
}
return true;
}
bool Context::getFloatv(GLenum pname, GLfloat *params)
{
// Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
// GetIntegerv as its native query function. As it would require conversion in any
// case, this should make no difference to the calling application.
switch(pname)
{
case GL_LINE_WIDTH: *params = mState.lineWidth; break;
case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
break;
case GL_ALIASED_POINT_SIZE_RANGE:
params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
break;
case GL_SMOOTH_LINE_WIDTH_RANGE:
params[0] = SMOOTH_LINE_WIDTH_RANGE_MIN;
params[1] = SMOOTH_LINE_WIDTH_RANGE_MAX;
break;
case GL_SMOOTH_POINT_SIZE_RANGE:
params[0] = SMOOTH_POINT_SIZE_RANGE_MIN;
params[1] = SMOOTH_POINT_SIZE_RANGE_MAX;
break;
case GL_DEPTH_RANGE:
params[0] = mState.zNear;
params[1] = mState.zFar;
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = mState.colorClearValue.red;
params[1] = mState.colorClearValue.green;
params[2] = mState.colorClearValue.blue;
params[3] = mState.colorClearValue.alpha;
break;
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
*params = MAX_TEXTURE_MAX_ANISOTROPY;
break;
case GL_MODELVIEW_MATRIX:
for(int i = 0; i < 16; i++)
{
params[i] = modelViewStack.current()[i % 4][i / 4];
}
break;
case GL_PROJECTION_MATRIX:
for(int i = 0; i < 16; i++)
{
params[i] = projectionStack.current()[i % 4][i / 4];
}
break;
case GL_CURRENT_COLOR:
for(int i = 0; i < 4; i++)
{
params[i] = mState.vertexAttribute[sw::Color0].mCurrentValue[i];
}
break;
case GL_CURRENT_NORMAL:
for(int i = 0; i < 3; i++)
{
params[i] = mState.vertexAttribute[sw::Normal].mCurrentValue[i];
}
break;
case GL_CURRENT_TEXTURE_COORDS:
for(int i = 0; i < 4; i++)
{
params[i] = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[i];
}
break;
default:
return false;
}
return true;
}
bool Context::getIntegerv(GLenum pname, GLint *params)
{
// Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
// because it is stored as a float, despite the fact that the GL ES 2.0 spec names
// GetIntegerv as its native query function. As it would require conversion in any
// case, this should make no difference to the calling application. You may find it in
// Context::getFloatv.
switch(pname)
{
case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.name(); break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.name(); break;
case GL_FRAMEBUFFER_BINDING_OES: *params = mState.framebuffer; break;
case GL_RENDERBUFFER_BINDING_OES: *params = mState.renderbuffer.name(); break;
case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
case GL_PERSPECTIVE_CORRECTION_HINT: *params = mState.perspectiveCorrectionHint; break;
case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
case GL_STENCIL_REF: *params = mState.stencilRef; break;
case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
case GL_BLEND_SRC_RGB_OES: *params = mState.sourceBlendRGB; break;
case GL_BLEND_SRC_ALPHA_OES: *params = mState.sourceBlendAlpha; break;
case GL_BLEND_DST_RGB_OES: *params = mState.destBlendRGB; break;
case GL_BLEND_DST_ALPHA_OES: *params = mState.destBlendAlpha; break;
case GL_BLEND_EQUATION_RGB_OES: *params = mState.blendEquationRGB; break;
case GL_BLEND_EQUATION_ALPHA_OES: *params = mState.blendEquationAlpha; break;
case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
case GL_SUBPIXEL_BITS: *params = 4; break;
case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break;
case GL_SAMPLE_BUFFERS:
case GL_SAMPLES:
{
Framebuffer *framebuffer = getFramebuffer();
int width, height, samples;
if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE_OES))
{
switch(pname)
{
case GL_SAMPLE_BUFFERS:
if(samples > 1)
{
*params = 1;
}
else
{
*params = 0;
}
break;
case GL_SAMPLES:
*params = samples;
break;
}
}
else
{
*params = 0;
}
}
break;
case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
{
Framebuffer *framebuffer = getFramebuffer();
if(framebuffer)
{
*params = framebuffer->getImplementationColorReadType();
}
else
{
return error(GL_INVALID_OPERATION, true);
}
}
break;
case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
{
Framebuffer *framebuffer = getFramebuffer();
if(framebuffer)
{
*params = framebuffer->getImplementationColorReadFormat();
}
else
{
return error(GL_INVALID_OPERATION, true);
}
}
break;
case GL_MAX_VIEWPORT_DIMS:
{
int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
params[0] = maxDimension;
params[1] = maxDimension;
}
break;
case GL_COMPRESSED_TEXTURE_FORMATS:
{
for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
{
params[i] = compressedTextureFormats[i];
}
}
break;
case GL_VIEWPORT:
params[0] = mState.viewportX;
params[1] = mState.viewportY;
params[2] = mState.viewportWidth;
params[3] = mState.viewportHeight;
break;
case GL_SCISSOR_BOX:
params[0] = mState.scissorX;
params[1] = mState.scissorY;
params[2] = mState.scissorWidth;
params[3] = mState.scissorHeight;
break;
case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
case GL_FRONT_FACE: *params = mState.frontFace; break;
case GL_RED_BITS:
case GL_GREEN_BITS:
case GL_BLUE_BITS:
case GL_ALPHA_BITS:
{
Framebuffer *framebuffer = getFramebuffer();
Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer() : nullptr;
if(colorbuffer)
{
switch(pname)
{
case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
}
}
else
{
*params = 0;
}
}
break;
case GL_DEPTH_BITS:
{
Framebuffer *framebuffer = getFramebuffer();
Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr;
if(depthbuffer)
{
*params = depthbuffer->getDepthSize();
}
else
{
*params = 0;
}
}
break;
case GL_STENCIL_BITS:
{
Framebuffer *framebuffer = getFramebuffer();
Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr;
if(stencilbuffer)
{
*params = stencilbuffer->getStencilSize();
}
else
{
*params = 0;
}
}
break;
case GL_TEXTURE_BINDING_2D: *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); break;
case GL_TEXTURE_BINDING_EXTERNAL_OES: *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); break;
case GL_MAX_LIGHTS: *params = MAX_LIGHTS; break;
case GL_MAX_MODELVIEW_STACK_DEPTH: *params = MAX_MODELVIEW_STACK_DEPTH; break;
case GL_MAX_PROJECTION_STACK_DEPTH: *params = MAX_PROJECTION_STACK_DEPTH; break;
case GL_MAX_TEXTURE_STACK_DEPTH: *params = MAX_TEXTURE_STACK_DEPTH; break;
case GL_MAX_TEXTURE_UNITS: *params = MAX_TEXTURE_UNITS; break;
case GL_MAX_CLIP_PLANES: *params = MAX_CLIP_PLANES; break;
case GL_POINT_SIZE_ARRAY_TYPE_OES: *params = mState.vertexAttribute[sw::PointSize].mType; break;
case GL_POINT_SIZE_ARRAY_STRIDE_OES: *params = mState.vertexAttribute[sw::PointSize].mStride; break;
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: *params = mState.vertexAttribute[sw::PointSize].mBoundBuffer.name(); break;
case GL_VERTEX_ARRAY_SIZE: *params = mState.vertexAttribute[sw::Position].mSize; break;
case GL_VERTEX_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Position].mType; break;
case GL_VERTEX_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Position].mStride; break;
case GL_VERTEX_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Position].mBoundBuffer.name(); break;
case GL_NORMAL_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Normal].mType; break;
case GL_NORMAL_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Normal].mStride; break;
case GL_NORMAL_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Normal].mBoundBuffer.name(); break;
case GL_COLOR_ARRAY_SIZE: *params = mState.vertexAttribute[sw::Color0].mSize; break;
case GL_COLOR_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Color0].mType; break;
case GL_COLOR_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Color0].mStride; break;
case GL_COLOR_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Color0].mBoundBuffer.name(); break;
case GL_TEXTURE_COORD_ARRAY_SIZE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mSize; break;
case GL_TEXTURE_COORD_ARRAY_TYPE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mType; break;
case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mStride; break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mBoundBuffer.name(); break;
default:
return false;
}
return true;
}
bool Context::getPointerv(GLenum pname, const GLvoid **params)
{
switch(pname)
{
case GL_VERTEX_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Position].mPointer; break;
case GL_NORMAL_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Normal].mPointer; break;
case GL_COLOR_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Color0].mPointer; break;
case GL_POINT_SIZE_ARRAY_POINTER_OES: *params = mState.vertexAttribute[sw::PointSize].mPointer; break;
case GL_TEXTURE_COORD_ARRAY_POINTER: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mPointer; break;
default:
return false;
}
return true;
}
int Context::getQueryParameterNum(GLenum pname)
{
// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
// to the fact that it is stored internally as a float, and so would require conversion
// if returned from Context::getIntegerv. Since this conversion is already implemented
// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
// application.
switch(pname)
{
case GL_COMPRESSED_TEXTURE_FORMATS:
return NUM_COMPRESSED_TEXTURE_FORMATS;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
case GL_ARRAY_BUFFER_BINDING:
case GL_FRAMEBUFFER_BINDING_OES:
case GL_RENDERBUFFER_BINDING_OES:
case GL_PACK_ALIGNMENT:
case GL_UNPACK_ALIGNMENT:
case GL_GENERATE_MIPMAP_HINT:
case GL_RED_BITS:
case GL_GREEN_BITS:
case GL_BLUE_BITS:
case GL_ALPHA_BITS:
case GL_DEPTH_BITS:
case GL_STENCIL_BITS:
case GL_ELEMENT_ARRAY_BUFFER_BINDING:
case GL_CULL_FACE_MODE:
case GL_FRONT_FACE:
case GL_ACTIVE_TEXTURE:
case GL_STENCIL_FUNC:
case GL_STENCIL_VALUE_MASK:
case GL_STENCIL_REF:
case GL_STENCIL_FAIL:
case GL_STENCIL_PASS_DEPTH_FAIL:
case GL_STENCIL_PASS_DEPTH_PASS:
case GL_DEPTH_FUNC:
case GL_BLEND_SRC_RGB_OES:
case GL_BLEND_SRC_ALPHA_OES:
case GL_BLEND_DST_RGB_OES:
case GL_BLEND_DST_ALPHA_OES:
case GL_BLEND_EQUATION_RGB_OES:
case GL_BLEND_EQUATION_ALPHA_OES:
case GL_STENCIL_WRITEMASK:
case GL_STENCIL_CLEAR_VALUE:
case GL_SUBPIXEL_BITS:
case GL_MAX_TEXTURE_SIZE:
case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES:
case GL_SAMPLE_BUFFERS:
case GL_SAMPLES:
case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
case GL_TEXTURE_BINDING_2D:
case GL_TEXTURE_BINDING_CUBE_MAP_OES:
case GL_TEXTURE_BINDING_EXTERNAL_OES:
return 1;
case GL_MAX_VIEWPORT_DIMS:
return 2;
case GL_VIEWPORT:
case GL_SCISSOR_BOX:
return 4;
case GL_SAMPLE_COVERAGE_INVERT:
case GL_DEPTH_WRITEMASK:
case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
case GL_SAMPLE_COVERAGE:
case GL_SCISSOR_TEST:
case GL_STENCIL_TEST:
case GL_DEPTH_TEST:
case GL_BLEND:
case GL_DITHER:
return 1;
case GL_COLOR_WRITEMASK:
return 4;
case GL_POLYGON_OFFSET_FACTOR:
case GL_POLYGON_OFFSET_UNITS:
case GL_SAMPLE_COVERAGE_VALUE:
case GL_DEPTH_CLEAR_VALUE:
case GL_LINE_WIDTH:
return 1;
case GL_ALIASED_LINE_WIDTH_RANGE:
case GL_ALIASED_POINT_SIZE_RANGE:
case GL_DEPTH_RANGE:
return 2;
case GL_COLOR_CLEAR_VALUE:
return 4;
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
case GL_MAX_LIGHTS:
case GL_MAX_MODELVIEW_STACK_DEPTH:
case GL_MAX_PROJECTION_STACK_DEPTH:
case GL_MAX_TEXTURE_STACK_DEPTH:
case GL_MAX_TEXTURE_UNITS:
case GL_MAX_CLIP_PLANES:
case GL_POINT_SIZE_ARRAY_TYPE_OES:
case GL_POINT_SIZE_ARRAY_STRIDE_OES:
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
return 1;
case GL_CURRENT_COLOR:
return 4;
case GL_CURRENT_NORMAL:
return 3;
case GL_CURRENT_TEXTURE_COORDS:
return 4;
case GL_POINT_SIZE:
case GL_POINT_SIZE_MIN:
case GL_POINT_SIZE_MAX:
case GL_POINT_FADE_THRESHOLD_SIZE:
return 1;
case GL_POINT_DISTANCE_ATTENUATION:
return 3;
case GL_SMOOTH_POINT_SIZE_RANGE:
case GL_SMOOTH_LINE_WIDTH_RANGE:
return 2;
case GL_SHADE_MODEL:
case GL_MATRIX_MODE:
case GL_MODELVIEW_STACK_DEPTH:
case GL_PROJECTION_STACK_DEPTH:
case GL_TEXTURE_STACK_DEPTH:
return 1;
case GL_MODELVIEW_MATRIX:
case GL_PROJECTION_MATRIX:
case GL_TEXTURE_MATRIX:
return 16;
case GL_ALPHA_TEST_FUNC:
case GL_ALPHA_TEST_REF:
case GL_BLEND_DST:
case GL_BLEND_SRC:
case GL_LOGIC_OP_MODE:
case GL_VERTEX_ARRAY_SIZE:
case GL_VERTEX_ARRAY_TYPE:
case GL_VERTEX_ARRAY_STRIDE:
case GL_NORMAL_ARRAY_TYPE:
case GL_NORMAL_ARRAY_STRIDE:
case GL_COLOR_ARRAY_SIZE:
case GL_COLOR_ARRAY_TYPE:
case GL_COLOR_ARRAY_STRIDE:
case GL_TEXTURE_COORD_ARRAY_SIZE:
case GL_TEXTURE_COORD_ARRAY_TYPE:
case GL_TEXTURE_COORD_ARRAY_STRIDE:
case GL_VERTEX_ARRAY_POINTER:
case GL_NORMAL_ARRAY_POINTER:
case GL_COLOR_ARRAY_POINTER:
case GL_TEXTURE_COORD_ARRAY_POINTER:
case GL_LIGHT_MODEL_TWO_SIDE:
return 1;
default:
UNREACHABLE(pname);
}
return -1;
}
bool Context::isQueryParameterInt(GLenum pname)
{
// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
// to the fact that it is stored internally as a float, and so would require conversion
// if returned from Context::getIntegerv. Since this conversion is already implemented
// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
// application.
switch(pname)
{
case GL_COMPRESSED_TEXTURE_FORMATS:
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
case GL_ARRAY_BUFFER_BINDING:
case GL_FRAMEBUFFER_BINDING_OES:
case GL_RENDERBUFFER_BINDING_OES:
case GL_PACK_ALIGNMENT:
case GL_UNPACK_ALIGNMENT:
case GL_GENERATE_MIPMAP_HINT:
case GL_RED_BITS:
case GL_GREEN_BITS:
case GL_BLUE_BITS:
case GL_ALPHA_BITS:
case GL_DEPTH_BITS:
case GL_STENCIL_BITS:
case GL_ELEMENT_ARRAY_BUFFER_BINDING:
case GL_CULL_FACE_MODE:
case GL_FRONT_FACE:
case GL_ACTIVE_TEXTURE:
case GL_STENCIL_FUNC:
case GL_STENCIL_VALUE_MASK:
case GL_STENCIL_REF:
case GL_STENCIL_FAIL:
case GL_STENCIL_PASS_DEPTH_FAIL:
case GL_STENCIL_PASS_DEPTH_PASS:
case GL_DEPTH_FUNC:
case GL_BLEND_SRC_RGB_OES:
case GL_BLEND_SRC_ALPHA_OES:
case GL_BLEND_DST_RGB_OES:
case GL_BLEND_DST_ALPHA_OES:
case GL_BLEND_EQUATION_RGB_OES:
case GL_BLEND_EQUATION_ALPHA_OES:
case GL_STENCIL_WRITEMASK:
case GL_STENCIL_CLEAR_VALUE:
case GL_SUBPIXEL_BITS:
case GL_MAX_TEXTURE_SIZE:
case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES:
case GL_SAMPLE_BUFFERS:
case GL_SAMPLES:
case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
case GL_TEXTURE_BINDING_2D:
case GL_TEXTURE_BINDING_CUBE_MAP_OES:
case GL_TEXTURE_BINDING_EXTERNAL_OES:
case GL_MAX_VIEWPORT_DIMS:
case GL_VIEWPORT:
case GL_SCISSOR_BOX:
case GL_MAX_LIGHTS:
case GL_MAX_MODELVIEW_STACK_DEPTH:
case GL_MAX_PROJECTION_STACK_DEPTH:
case GL_MAX_TEXTURE_STACK_DEPTH:
case GL_MAX_TEXTURE_UNITS:
case GL_MAX_CLIP_PLANES:
case GL_POINT_SIZE_ARRAY_TYPE_OES:
case GL_POINT_SIZE_ARRAY_STRIDE_OES:
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
return true;
}
return false;
}
bool Context::isQueryParameterFloat(GLenum pname)
{
// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
// to the fact that it is stored internally as a float, and so would require conversion
// if returned from Context::getIntegerv. Since this conversion is already implemented
// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
// application.
switch(pname)
{
case GL_POLYGON_OFFSET_FACTOR:
case GL_POLYGON_OFFSET_UNITS:
case GL_SAMPLE_COVERAGE_VALUE:
case GL_DEPTH_CLEAR_VALUE:
case GL_LINE_WIDTH:
case GL_ALIASED_LINE_WIDTH_RANGE:
case GL_ALIASED_POINT_SIZE_RANGE:
case GL_SMOOTH_LINE_WIDTH_RANGE:
case GL_SMOOTH_POINT_SIZE_RANGE:
case GL_DEPTH_RANGE:
case GL_COLOR_CLEAR_VALUE:
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
case GL_LIGHT_MODEL_AMBIENT:
case GL_POINT_SIZE_MIN:
case GL_POINT_SIZE_MAX:
case GL_POINT_DISTANCE_ATTENUATION:
case GL_POINT_FADE_THRESHOLD_SIZE:
return true;
}
return false;
}
bool Context::isQueryParameterBool(GLenum pname)
{
switch(pname)
{
case GL_SAMPLE_COVERAGE_INVERT:
case GL_DEPTH_WRITEMASK:
case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
case GL_SAMPLE_COVERAGE:
case GL_SCISSOR_TEST:
case GL_STENCIL_TEST:
case GL_DEPTH_TEST:
case GL_BLEND:
case GL_DITHER:
case GL_COLOR_WRITEMASK:
case GL_LIGHT_MODEL_TWO_SIDE:
return true;
}
return false;
}
bool Context::isQueryParameterPointer(GLenum pname)
{
switch(pname)
{
case GL_VERTEX_ARRAY_POINTER:
case GL_NORMAL_ARRAY_POINTER:
case GL_COLOR_ARRAY_POINTER:
case GL_TEXTURE_COORD_ARRAY_POINTER:
case GL_POINT_SIZE_ARRAY_POINTER_OES:
return true;
}
return false;
}
// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
bool Context::applyRenderTarget()
{
Framebuffer *framebuffer = getFramebuffer();
int width, height, samples;
if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE_OES)
{
return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES, false);
}
egl::Image *renderTarget = framebuffer->getRenderTarget();
device->setRenderTarget(0, renderTarget);
if(renderTarget) renderTarget->release();
egl::Image *depthBuffer = framebuffer->getDepthBuffer();
device->setDepthBuffer(depthBuffer);
if(depthBuffer) depthBuffer->release();
egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
device->setStencilBuffer(stencilBuffer);
if(stencilBuffer) stencilBuffer->release();
Viewport viewport;
float zNear = clamp01(mState.zNear);
float zFar = clamp01(mState.zFar);
viewport.x0 = mState.viewportX;
viewport.y0 = mState.viewportY;
viewport.width = mState.viewportWidth;
viewport.height = mState.viewportHeight;
viewport.minZ = zNear;
viewport.maxZ = zFar;
device->setViewport(viewport);
if(mState.scissorTestEnabled)
{
sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight};
scissor.clip(0, 0, width, height);
device->setScissorRect(scissor);
device->setScissorEnable(true);
}
else
{
device->setScissorEnable(false);
}
return true;
}
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
void Context::applyState(GLenum drawMode)
{
Framebuffer *framebuffer = getFramebuffer();
bool frontFaceCCW = (mState.frontFace == GL_CCW);
if(mState.cullFaceEnabled)
{
device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace), frontFaceCCW);
}
else
{
device->setCullMode(sw::CULL_NONE, frontFaceCCW);
}
if(mDepthStateDirty)
{
if(mState.depthTestEnabled)
{
device->setDepthBufferEnable(true);
device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
}
else
{
device->setDepthBufferEnable(false);
}
mDepthStateDirty = false;
}
if(mBlendStateDirty)
{
if(mState.blendEnabled)
{
device->setAlphaBlendEnable(true);
device->setSeparateAlphaBlendEnable(true);
device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
}
else
{
device->setAlphaBlendEnable(false);
}
mBlendStateDirty = false;
}
if(mStencilStateDirty || mFrontFaceDirty)
{
if(mState.stencilTestEnabled && framebuffer->hasStencil())
{
device->setStencilEnable(true);
device->setTwoSidedStencil(true);
// get the maximum size of the stencil ref
Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
device->setStencilWriteMask(mState.stencilWritemask);
device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
device->setStencilMask(mState.stencilMask);
device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
device->setStencilWriteMaskCCW(mState.stencilWritemask);
device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
device->setStencilMaskCCW(mState.stencilMask);
device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
}
else
{
device->setStencilEnable(false);
}
mStencilStateDirty = false;
mFrontFaceDirty = false;
}
if(mMaskStateDirty)
{
device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
device->setDepthWriteEnable(mState.depthMask);
mMaskStateDirty = false;
}
if(mPolygonOffsetStateDirty)
{
if(mState.polygonOffsetFillEnabled)
{
Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
if(depthbuffer)
{
device->setSlopeDepthBias(mState.polygonOffsetFactor);
float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
device->setDepthBias(depthBias);
}
}
else
{
device->setSlopeDepthBias(0);
device->setDepthBias(0);
}
mPolygonOffsetStateDirty = false;
}
if(mSampleStateDirty)
{
if(mState.sampleAlphaToCoverageEnabled)
{
device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
}
else
{
device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
}
if(mState.sampleCoverageEnabled)
{
unsigned int mask = 0;
if(mState.sampleCoverageValue != 0)
{
int width, height, samples;
framebuffer->completeness(width, height, samples);
float threshold = 0.5f;
for(int i = 0; i < samples; i++)
{
mask <<= 1;
if((i + 1) * mState.sampleCoverageValue >= threshold)
{
threshold += 1.0f;
mask |= 1;
}
}
}
if(mState.sampleCoverageInvert)
{
mask = ~mask;
}
device->setMultiSampleMask(mask);
}
else
{
device->setMultiSampleMask(0xFFFFFFFF);
}
mSampleStateDirty = false;
}
if(mDitherStateDirty)
{
// UNIMPLEMENTED(); // FIXME
mDitherStateDirty = false;
}
switch(mState.shadeModel)
{
default: UNREACHABLE(mState.shadeModel);
case GL_SMOOTH: device->setShadingMode(sw::SHADING_GOURAUD); break;
case GL_FLAT: device->setShadingMode(sw::SHADING_FLAT); break;
}
device->setLightingEnable(lightingEnabled);
device->setGlobalAmbient(sw::Color<float>(globalAmbient.red, globalAmbient.green, globalAmbient.blue, globalAmbient.alpha));
for(int i = 0; i < MAX_LIGHTS; i++)
{
device->setLightEnable(i, light[i].enabled);
device->setLightAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, light[i].ambient.alpha));
device->setLightDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, light[i].diffuse.alpha));
device->setLightSpecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue, light[i].specular.alpha));
device->setLightAttenuation(i, light[i].attenuation.constant, light[i].attenuation.linear, light[i].attenuation.quadratic);
if(light[i].position.w != 0.0f)
{
device->setLightPosition(i, sw::Point(light[i].position.x / light[i].position.w, light[i].position.y / light[i].position.w, light[i].position.z / light[i].position.w));
}
else // Directional light
{
// Hack: set the position far way
float max = sw::max(abs(light[i].position.x), abs(light[i].position.y), abs(light[i].position.z));
device->setLightPosition(i, sw::Point(1e10f * (light[i].position.x / max), 1e10f * (light[i].position.y / max), 1e10f * (light[i].position.z / max)));
}
}
device->setMaterialAmbient(sw::Color<float>(materialAmbient.red, materialAmbient.green, materialAmbient.blue, materialAmbient.alpha));
device->setMaterialDiffuse(sw::Color<float>(materialDiffuse.red, materialDiffuse.green, materialDiffuse.blue, materialDiffuse.alpha));
device->setMaterialSpecular(sw::Color<float>(materialSpecular.red, materialSpecular.green, materialSpecular.blue, materialSpecular.alpha));
device->setMaterialEmission(sw::Color<float>(materialEmission.red, materialEmission.green, materialEmission.blue, materialEmission.alpha));
device->setMaterialShininess(materialShininess);
device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL);
device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL);
device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL);
device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL);
device->setProjectionMatrix(projectionStack.current());
device->setModelMatrix(modelViewStack.current());
device->setTextureMatrix(0, textureStack0.current());
device->setTextureMatrix(1, textureStack1.current());
device->setTextureTransform(0, textureStack0.isIdentity() ? 0 : 4, false);
device->setTextureTransform(1, textureStack1.isIdentity() ? 0 : 4, false);
device->setTexGen(0, sw::TEXGEN_NONE);
device->setTexGen(1, sw::TEXGEN_NONE);
device->setAlphaTestEnable(alphaTestEnabled);
device->setAlphaCompare(es2sw::ConvertAlphaComparison(alphaTestFunc));
device->setAlphaReference(alphaTestRef * 0xFF);
device->setFogEnable(fogEnabled);
device->setFogColor(sw::Color<float>(fogColor.red, fogColor.green, fogColor.blue, fogColor.alpha));
device->setFogDensity(fogDensity);
device->setFogStart(fogStart);
device->setFogEnd(fogEnd);
switch(fogMode)
{
case GL_LINEAR: device->setVertexFogMode(sw::FOG_LINEAR); break;
case GL_EXP: device->setVertexFogMode(sw::FOG_EXP); break;
case GL_EXP2: device->setVertexFogMode(sw::FOG_EXP2); break;
default: UNREACHABLE(fogMode);
}
device->setColorLogicOpEnabled(colorLogicOpEnabled);
device->setLogicalOperation(es2sw::ConvertLogicalOperation(logicalOperation));
device->setNormalizeNormals(normalizeEnabled || rescaleNormalEnabled);
}
GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count)
{
TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes);
if(err != GL_NO_ERROR)
{
return err;
}
device->resetInputStreams(false);
for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
sw::Resource *resource = attributes[i].vertexBuffer;
const void *buffer = (char*)resource->data() + attributes[i].offset;
int stride = attributes[i].stride;
buffer = (char*)buffer + stride * base;
sw::Stream attribute(resource, buffer, stride);
attribute.type = attributes[i].type;
attribute.count = attributes[i].count;
attribute.normalized = attributes[i].normalized;
device->setInputStream(i, attribute);
}
return GL_NO_ERROR;
}
// Applies the indices and element array bindings
GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
{
GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer, indices, indexInfo);
if(err == GL_NO_ERROR)
{
device->setIndexBuffer(indexInfo->indexBuffer);
}
return err;
}
void Context::applyTextures()
{
for(int unit = 0; unit < MAX_TEXTURE_UNITS; unit++)
{
Texture *texture = nullptr;
if(textureExternalEnabled[unit])
{
texture = getSamplerTexture(unit, TEXTURE_EXTERNAL);
}
else if(texture2Denabled[unit])
{
texture = getSamplerTexture(unit, TEXTURE_2D);
}
if(texture && texture->isSamplerComplete())
{
texture->autoGenerateMipmaps();
GLenum wrapS = texture->getWrapS();
GLenum wrapT = texture->getWrapT();
GLenum minFilter = texture->getMinFilter();
GLenum magFilter = texture->getMagFilter();
GLfloat maxAnisotropy = texture->getMaxAnisotropy();
device->setAddressingModeU(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapS));
device->setAddressingModeV(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapT));
device->setTextureFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
device->setMipmapFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertMipMapFilter(minFilter));
device->setMaxAnisotropy(sw::SAMPLER_PIXEL, unit, maxAnisotropy);
applyTexture(unit, texture);
device->setConstantColor(unit, sw::Color<float>(mState.textureUnit[unit].color.red, mState.textureUnit[unit].color.green, mState.textureUnit[unit].color.blue, mState.textureUnit[unit].color.alpha));
if(mState.textureUnit[unit].environmentMode != GL_COMBINE)
{
device->setFirstArgument(unit, sw::TextureStage::SOURCE_TEXTURE); // Cs
device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR);
device->setSecondArgument(unit, sw::TextureStage::SOURCE_CURRENT); // Cp
device->setSecondModifier(unit, sw::TextureStage::MODIFIER_COLOR);
device->setThirdArgument(unit, sw::TextureStage::SOURCE_CONSTANT); // Cc
device->setThirdModifier(unit, sw::TextureStage::MODIFIER_COLOR);
device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_TEXTURE); // As
device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA);
device->setSecondArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT); // Ap
device->setSecondModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA);
device->setThirdArgumentAlpha(unit, sw::TextureStage::SOURCE_CONSTANT); // Ac
device->setThirdModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA);
GLenum texFormat = texture->getFormat(GL_TEXTURE_2D, 0);
switch(mState.textureUnit[unit].environmentMode)
{
case GL_REPLACE:
if(IsAlpha(texFormat)) // GL_ALPHA
{
// Cv = Cp, Av = As
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1);
}
else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3)
{
// Cv = Cs, Av = Ap
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
}
else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
{
// Cv = Cs, Av = As
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1);
}
else UNREACHABLE(texFormat);
break;
case GL_MODULATE:
if(IsAlpha(texFormat)) // GL_ALPHA
{
// Cv = Cp, Av = ApAs
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
}
else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3)
{
// Cv = CpCs, Av = Ap
device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
}
else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
{
// Cv = CpCs, Av = ApAs
device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
}
else UNREACHABLE(texFormat);
break;
case GL_DECAL:
if(texFormat == GL_ALPHA ||
texFormat == GL_LUMINANCE ||
texFormat == GL_LUMINANCE_ALPHA)
{
// undefined // FIXME: Log
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
}
else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3)
{
// Cv = Cs, Av = Ap
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
}
else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
{
// Cv = Cp(1 - As) + CsAs, Av = Ap
device->setStageOperation(unit, sw::TextureStage::STAGE_BLENDTEXTUREALPHA); // Alpha * (Arg1 - Arg2) + Arg2
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
}
else UNREACHABLE(texFormat);
break;
case GL_BLEND:
if(IsAlpha(texFormat)) // GL_ALPHA
{
// Cv = Cp, Av = ApAs
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
}
else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3)
{
// Cv = Cp(1 - Cs) + CcCs, Av = Ap
device->setStageOperation(unit, sw::TextureStage::STAGE_LERP); // Arg3 * (Arg1 - Arg2) + Arg2
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
}
else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
{
// Cv = Cp(1 - Cs) + CcCs, Av = ApAs
device->setStageOperation(unit, sw::TextureStage::STAGE_LERP); // Arg3 * (Arg1 - Arg2) + Arg2
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
}
else UNREACHABLE(texFormat);
break;
case GL_ADD:
if(IsAlpha(texFormat)) // GL_ALPHA
{
// Cv = Cp, Av = ApAs
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
}
else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3)
{
// Cv = Cp + Cs, Av = Ap
device->setStageOperation(unit, sw::TextureStage::STAGE_ADD);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2);
}
else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4)
{
// Cv = Cp + Cs, Av = ApAs
device->setStageOperation(unit, sw::TextureStage::STAGE_ADD);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE);
}
else UNREACHABLE(texFormat);
break;
default:
UNREACHABLE(mState.textureUnit[unit].environmentMode);
}
}
else // GL_COMBINE
{
device->setFirstArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0RGB));
device->setFirstModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0RGB));
device->setSecondArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1RGB));
device->setSecondModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1RGB));
device->setThirdArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2RGB));
device->setThirdModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2RGB));
device->setStageOperation(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineRGB));
device->setFirstArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0Alpha));
device->setFirstModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0Alpha));
device->setSecondArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1Alpha));
device->setSecondModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1Alpha));
device->setThirdArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2Alpha));
device->setThirdModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2Alpha));
device->setStageOperationAlpha(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineAlpha));
}
}
else
{
applyTexture(unit, nullptr);
device->setFirstArgument(unit, sw::TextureStage::SOURCE_CURRENT);
device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR);
device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1);
device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT);
device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA);
device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1);
}
}
}
void Context::setTextureEnvMode(GLenum texEnvMode)
{
mState.textureUnit[mState.activeSampler].environmentMode = texEnvMode;
}
void Context::setTextureEnvColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
mState.textureUnit[mState.activeSampler].color = {red, green, blue, alpha};
}
void Context::setCombineRGB(GLenum combineRGB)
{
mState.textureUnit[mState.activeSampler].combineRGB = combineRGB;
}
void Context::setCombineAlpha(GLenum combineAlpha)
{
mState.textureUnit[mState.activeSampler].combineAlpha = combineAlpha;
}
void Context::setOperand0RGB(GLenum operand)
{
mState.textureUnit[mState.activeSampler].operand0RGB = operand;
}
void Context::setOperand1RGB(GLenum operand)
{
mState.textureUnit[mState.activeSampler].operand1RGB = operand;
}
void Context::setOperand2RGB(GLenum operand)
{
mState.textureUnit[mState.activeSampler].operand2RGB = operand;
}
void Context::setOperand0Alpha(GLenum operand)
{
mState.textureUnit[mState.activeSampler].operand0Alpha = operand;
}
void Context::setOperand1Alpha(GLenum operand)
{
mState.textureUnit[mState.activeSampler].operand1Alpha = operand;
}
void Context::setOperand2Alpha(GLenum operand)
{
mState.textureUnit[mState.activeSampler].operand2Alpha = operand;
}
void Context::setSrc0RGB(GLenum src)
{
mState.textureUnit[mState.activeSampler].src0RGB = src;
}
void Context::setSrc1RGB(GLenum src)
{
mState.textureUnit[mState.activeSampler].src1RGB = src;
}
void Context::setSrc2RGB(GLenum src)
{
mState.textureUnit[mState.activeSampler].src2RGB = src;
}
void Context::setSrc0Alpha(GLenum src)
{
mState.textureUnit[mState.activeSampler].src0Alpha = src;
}
void Context::setSrc1Alpha(GLenum src)
{
mState.textureUnit[mState.activeSampler].src1Alpha = src;
}
void Context::setSrc2Alpha(GLenum src)
{
mState.textureUnit[mState.activeSampler].src2Alpha = src;
}
void Context::applyTexture(int index, Texture *baseTexture)
{
sw::Resource *resource = 0;
if(baseTexture)
{
resource = baseTexture->getResource();
}
device->setTextureResource(index, resource);
if(baseTexture)
{
int topLevel = baseTexture->getTopLevel();
if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
{
Texture2D *texture = static_cast<Texture2D*>(baseTexture);
for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
{
int surfaceLevel = mipmapLevel;
if(surfaceLevel < 0)
{
surfaceLevel = 0;
}
else if(surfaceLevel > topLevel)
{
surfaceLevel = topLevel;
}
egl::Image *surface = texture->getImage(surfaceLevel);
device->setTextureLevel(index, 0, mipmapLevel, surface, sw::TEXTURE_2D);
}
}
else UNIMPLEMENTED();
}
else
{
device->setTextureLevel(index, 0, 0, 0, sw::TEXTURE_NULL);
}
}
void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
{
Framebuffer *framebuffer = getFramebuffer();
int framebufferWidth, framebufferHeight, framebufferSamples;
if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE_OES))
{
return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES);
}
if(getFramebufferName() != 0 && framebufferSamples != 0)
{
return error(GL_INVALID_OPERATION);
}
if(format != GL_RGBA || type != GL_UNSIGNED_BYTE)
{
if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType())
{
return error(GL_INVALID_OPERATION);
}
}
GLsizei outputPitch = gl::ComputePitch(width, format, type, mState.packAlignment);
// Sized query sanity check
if(bufSize)
{
int requiredSize = outputPitch * height;
if(requiredSize > *bufSize)
{
return error(GL_INVALID_OPERATION);
}
}
egl::Image *renderTarget = framebuffer->getRenderTarget();
if(!renderTarget)
{
return error(GL_OUT_OF_MEMORY);
}
sw::Rect rect = {x, y, x + width, y + height};
rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, 0, sw::LOCK_READONLY);
unsigned char *dest = (unsigned char*)pixels;
int inputPitch = (int)renderTarget->getPitch();
for(int j = 0; j < rect.y1 - rect.y0; j++)
{
unsigned short *dest16 = (unsigned short*)dest;
unsigned int *dest32 = (unsigned int*)dest;
if(renderTarget->getExternalFormat() == sw::FORMAT_A8B8G8R8 &&
format == GL_RGBA && type == GL_UNSIGNED_BYTE)
{
memcpy(dest, source, (rect.x1 - rect.x0) * 4);
}
else if(renderTarget->getExternalFormat() == sw::FORMAT_A8R8G8B8 &&
format == GL_RGBA && type == GL_UNSIGNED_BYTE)
{
for(int i = 0; i < rect.x1 - rect.x0; i++)
{
unsigned int argb = *(unsigned int*)(source + 4 * i);
dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16);
}
}
else if(renderTarget->getExternalFormat() == sw::FORMAT_X8R8G8B8 &&
format == GL_RGBA && type == GL_UNSIGNED_BYTE)
{
for(int i = 0; i < rect.x1 - rect.x0; i++)
{
unsigned int xrgb = *(unsigned int*)(source + 4 * i);
dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000;
}
}
else if(renderTarget->getExternalFormat() == sw::FORMAT_X8R8G8B8 &&
format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE)
{
for(int i = 0; i < rect.x1 - rect.x0; i++)
{
unsigned int xrgb = *(unsigned int*)(source + 4 * i);
dest32[i] = xrgb | 0xFF000000;
}
}
else if(renderTarget->getExternalFormat() == sw::FORMAT_A8R8G8B8 &&
format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE)
{
memcpy(dest, source, (rect.x1 - rect.x0) * 4);
}
else if(renderTarget->getExternalFormat() == sw::FORMAT_A1R5G5B5 &&
format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT)
{
memcpy(dest, source, (rect.x1 - rect.x0) * 2);
}
else if(renderTarget->getExternalFormat() == sw::FORMAT_R5G6B5 &&
format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5) // GL_BGR_EXT
{
memcpy(dest, source, (rect.x1 - rect.x0) * 2);
}
else
{
for(int i = 0; i < rect.x1 - rect.x0; i++)
{
float r = 0.f;
float g = 0.f;
float b = 0.f;
float a = 0.f;
switch(renderTarget->getExternalFormat())
{
case sw::FORMAT_R5G6B5:
{
unsigned short rgb = *(unsigned short*)(source + 2 * i);
a = 1.0f;
b = (rgb & 0x001F) * (1.0f / 0x001F);
g = (rgb & 0x07E0) * (1.0f / 0x07E0);
r = (rgb & 0xF800) * (1.0f / 0xF800);
}
break;
case sw::FORMAT_A1R5G5B5:
{
unsigned short argb = *(unsigned short*)(source + 2 * i);
a = (argb & 0x8000) ? 1.0f : 0.0f;
b = (argb & 0x001F) * (1.0f / 0x001F);
g = (argb & 0x03E0) * (1.0f / 0x03E0);
r = (argb & 0x7C00) * (1.0f / 0x7C00);
}
break;
case sw::FORMAT_A8R8G8B8:
{
unsigned int argb = *(unsigned int*)(source + 4 * i);
a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
}
break;
case sw::FORMAT_A8B8G8R8:
{
unsigned int abgr = *(unsigned int*)(source + 4 * i);
a = (abgr & 0xFF000000) * (1.0f / 0xFF000000);
b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000);
g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00);
r = (abgr & 0x000000FF) * (1.0f / 0x000000FF);
}
break;
case sw::FORMAT_X8R8G8B8:
{
unsigned int xrgb = *(unsigned int*)(source + 4 * i);
a = 1.0f;
b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
}
break;
case sw::FORMAT_X8B8G8R8:
{
unsigned int xbgr = *(unsigned int*)(source + 4 * i);
a = 1.0f;
b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000);
g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00);
r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF);
}
break;
case sw::FORMAT_A2R10G10B10:
{
unsigned int argb = *(unsigned int*)(source + 4 * i);
a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
}
break;
default:
UNIMPLEMENTED(); // FIXME
UNREACHABLE(renderTarget->getExternalFormat());
}
switch(format)
{
case GL_RGBA:
switch(type)
{
case GL_UNSIGNED_BYTE:
dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f);
dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f);
dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f);
dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f);
break;
default: UNREACHABLE(type);
}
break;
case GL_BGRA_EXT:
switch(type)
{
case GL_UNSIGNED_BYTE:
dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f);
dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f);
dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f);
dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f);
break;
case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
// According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
// this type is packed as follows:
// 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
// --------------------------------------------------------------------------------
// | 4th | 3rd | 2nd | 1st component |
// --------------------------------------------------------------------------------
// in the case of BGRA_EXT, B is the first component, G the second, and so forth.
dest16[i] =
((unsigned short)(15 * a + 0.5f) << 12)|
((unsigned short)(15 * r + 0.5f) << 8) |
((unsigned short)(15 * g + 0.5f) << 4) |
((unsigned short)(15 * b + 0.5f) << 0);
break;
case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
// According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
// this type is packed as follows:
// 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
// --------------------------------------------------------------------------------
// | 4th | 3rd | 2nd | 1st component |
// --------------------------------------------------------------------------------
// in the case of BGRA_EXT, B is the first component, G the second, and so forth.
dest16[i] =
((unsigned short)( a + 0.5f) << 15) |
((unsigned short)(31 * r + 0.5f) << 10) |
((unsigned short)(31 * g + 0.5f) << 5) |
((unsigned short)(31 * b + 0.5f) << 0);
break;
default: UNREACHABLE(type);
}
break;
case GL_RGB:
switch(type)
{
case GL_UNSIGNED_SHORT_5_6_5:
dest16[i] =
((unsigned short)(31 * b + 0.5f) << 0) |
((unsigned short)(63 * g + 0.5f) << 5) |
((unsigned short)(31 * r + 0.5f) << 11);
break;
default: UNREACHABLE(type);
}
break;
default: UNREACHABLE(format);
}
}
}
source += inputPitch;
dest += outputPitch;
}
renderTarget->unlock();
renderTarget->release();
}
void Context::clear(GLbitfield mask)
{
Framebuffer *framebuffer = getFramebuffer();
if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE_OES)
{
return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES);
}
if(!applyRenderTarget())
{
return;
}
float depth = clamp01(mState.depthClearValue);
int stencil = mState.stencilClearValue & 0x000000FF;
if(mask & GL_COLOR_BUFFER_BIT)
{
unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) |
(mState.colorMaskGreen ? 0x2 : 0) |
(mState.colorMaskBlue ? 0x4 : 0) |
(mState.colorMaskAlpha ? 0x8 : 0);
if(rgbaMask != 0)
{
device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
}
}
if(mask & GL_DEPTH_BUFFER_BIT)
{
if(mState.depthMask != 0)
{
device->clearDepth(depth);
}
}
if(mask & GL_STENCIL_BUFFER_BIT)
{
if(mState.stencilWritemask != 0)
{
device->clearStencil(stencil, mState.stencilWritemask);
}
}
}
void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
{
sw::DrawType primitiveType;
int primitiveCount;
if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount))
return error(GL_INVALID_ENUM);
if(primitiveCount <= 0)
{
return;
}
if(!applyRenderTarget())
{
return;
}
applyState(mode);
GLenum err = applyVertexBuffer(0, first, count);
if(err != GL_NO_ERROR)
{
return error(err);
}
applyTextures();
if(!cullSkipsDraw(mode))
{
device->drawPrimitive(primitiveType, primitiveCount);
}
}
void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
{
if(!indices && !mState.elementArrayBuffer)
{
return error(GL_INVALID_OPERATION);
}
sw::DrawType primitiveType;
int primitiveCount;
if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount))
return error(GL_INVALID_ENUM);
if(primitiveCount <= 0)
{
return;
}
if(!applyRenderTarget())
{
return;
}
applyState(mode);
TranslatedIndexData indexInfo;
GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
if(err != GL_NO_ERROR)
{
return error(err);
}
GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount);
if(err != GL_NO_ERROR)
{
return error(err);
}
applyTextures();
if(!cullSkipsDraw(mode))
{
device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
}
}
void Context::drawTexture(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height)
{
es1::Framebuffer *framebuffer = getFramebuffer();
es1::Renderbuffer *renderbuffer = framebuffer ? framebuffer->getColorbuffer() : nullptr;
if(!renderbuffer)
{
return;
}
float targetWidth = (float)renderbuffer->getWidth();
float targetHeight = (float)renderbuffer->getHeight();
float x0 = 2.0f * x / targetWidth - 1.0f;
float y0 = 2.0f * y / targetHeight - 1.0f;
float x1 = 2.0f * (x + width) / targetWidth - 1.0f;
float y1 = 2.0f * (y + height) / targetHeight - 1.0f;
float Zw = sw::clamp(mState.zNear + z * (mState.zFar - mState.zNear), mState.zNear, mState.zFar);
float vertices[][3] = {{x0, y0, Zw},
{x0, y1, Zw},
{x1, y0, Zw},
{x1, y1, Zw}};
ASSERT(mState.samplerTexture[TEXTURE_2D][1].name() == 0); // Multi-texturing unimplemented
es1::Texture *texture = getSamplerTexture(0, TEXTURE_2D);
float textureWidth = (float)texture->getWidth(GL_TEXTURE_2D, 0);
float textureHeight = (float)texture->getHeight(GL_TEXTURE_2D, 0);
int Ucr = texture->getCropRectU();
int Vcr = texture->getCropRectV();
int Wcr = texture->getCropRectW();
int Hcr = texture->getCropRectH();
float texCoords[][2] = {{Ucr / textureWidth, Vcr / textureHeight},
{Ucr / textureWidth, (Vcr + Hcr) / textureHeight},
{(Ucr + Wcr) / textureWidth, Vcr / textureHeight},
{(Ucr + Wcr) / textureWidth, (Vcr + Hcr) / textureHeight}};
VertexAttribute oldPositionAttribute = mState.vertexAttribute[sw::Position];
VertexAttribute oldTexCoord0Attribute = mState.vertexAttribute[sw::TexCoord0];
gl::BindingPointer<Buffer> oldArrayBuffer = mState.arrayBuffer;
mState.arrayBuffer = nullptr;
glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(float), texCoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
sw::Matrix P = projectionStack.current();
sw::Matrix M = modelViewStack.current();
sw::Matrix T = textureStack0.current();
projectionStack.identity();
modelViewStack.identity();
textureStack0.identity();
drawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Restore state
mState.vertexAttribute[sw::Position] = oldPositionAttribute;
mState.vertexAttribute[sw::TexCoord0] = oldTexCoord0Attribute;
mState.arrayBuffer = oldArrayBuffer;
oldArrayBuffer = nullptr;
oldPositionAttribute.mBoundBuffer = nullptr;
oldTexCoord0Attribute.mBoundBuffer = nullptr;