diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/Context.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/Context.cpp | 1587 |
1 files changed, 1587 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/Context.cpp b/src/3rdparty/angle/src/libANGLE/Context.cpp new file mode 100644 index 0000000000..1da5fdae95 --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/Context.cpp @@ -0,0 +1,1587 @@ +// +// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Context.cpp: Implements the gl::Context class, managing all GL state and performing +// rendering operations. It is the GLES2 specific implementation of EGLContext. + +#include "libANGLE/Context.h" + +#include <iterator> +#include <sstream> + +#include "common/platform.h" +#include "common/utilities.h" +#include "libANGLE/Buffer.h" +#include "libANGLE/Compiler.h" +#include "libANGLE/Display.h" +#include "libANGLE/Fence.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/FramebufferAttachment.h" +#include "libANGLE/Program.h" +#include "libANGLE/Query.h" +#include "libANGLE/Renderbuffer.h" +#include "libANGLE/ResourceManager.h" +#include "libANGLE/Sampler.h" +#include "libANGLE/Surface.h" +#include "libANGLE/Texture.h" +#include "libANGLE/TransformFeedback.h" +#include "libANGLE/VertexArray.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/validationES.h" +#include "libANGLE/renderer/Renderer.h" + +namespace gl +{ + +Context::Context(const egl::Config *config, int clientVersion, const Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) + : mRenderer(renderer) +{ + ASSERT(robustAccess == false); // Unimplemented + + initCaps(clientVersion); + mState.initialize(mCaps, clientVersion); + + mClientVersion = clientVersion; + + mConfigID = config->configID; + mClientType = EGL_OPENGL_ES_API; + mRenderBuffer = EGL_NONE; + + mFenceNVHandleAllocator.setBaseHandle(0); + + if (shareContext != NULL) + { + mResourceManager = shareContext->mResourceManager; + mResourceManager->addRef(); + } + else + { + mResourceManager = new ResourceManager(mRenderer); + } + + // [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. + + Texture *zeroTexture2D = new Texture(mRenderer->createTexture(GL_TEXTURE_2D), 0, GL_TEXTURE_2D); + mZeroTextures[GL_TEXTURE_2D].set(zeroTexture2D); + + Texture *zeroTextureCube = new Texture(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), 0, GL_TEXTURE_CUBE_MAP); + mZeroTextures[GL_TEXTURE_CUBE_MAP].set(zeroTextureCube); + + if (mClientVersion >= 3) + { + // TODO: These could also be enabled via extension + Texture *zeroTexture3D = new Texture(mRenderer->createTexture(GL_TEXTURE_3D), 0, GL_TEXTURE_3D); + mZeroTextures[GL_TEXTURE_3D].set(zeroTexture3D); + + Texture *zeroTexture2DArray = new Texture(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), 0, GL_TEXTURE_2D_ARRAY); + mZeroTextures[GL_TEXTURE_2D_ARRAY].set(zeroTexture2DArray); + } + + mState.initializeZeroTextures(mZeroTextures); + + bindVertexArray(0); + bindArrayBuffer(0); + bindElementArrayBuffer(0); + + bindReadFramebuffer(0); + bindDrawFramebuffer(0); + bindRenderbuffer(0); + + bindGenericUniformBuffer(0); + for (unsigned int i = 0; i < mCaps.maxCombinedUniformBlocks; i++) + { + bindIndexedUniformBuffer(0, i, 0, -1); + } + + bindGenericTransformFeedbackBuffer(0); + for (unsigned int i = 0; i < mCaps.maxTransformFeedbackSeparateAttributes; i++) + { + bindIndexedTransformFeedbackBuffer(0, i, 0, -1); + } + + bindCopyReadBuffer(0); + bindCopyWriteBuffer(0); + bindPixelPackBuffer(0); + bindPixelUnpackBuffer(0); + + // [OpenGL ES 3.0.2] section 2.14.1 pg 85: + // In the initial state, a default transform feedback object is bound and treated as + // a transform feedback object with a name of zero. That object is bound any time + // BindTransformFeedback is called with id of zero + mTransformFeedbackZero.set(new TransformFeedback(mRenderer->createTransformFeedback(), 0)); + bindTransformFeedback(0); + + mHasBeenCurrent = false; + mContextLost = false; + mResetStatus = GL_NO_ERROR; + mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT); + mRobustAccess = robustAccess; + + mCompiler = new Compiler(mRenderer->createCompiler(getData())); +} + +Context::~Context() +{ + mState.reset(); + + while (!mFramebufferMap.empty()) + { + // Delete the framebuffer in reverse order to destroy the framebuffer zero last. + deleteFramebuffer(mFramebufferMap.rbegin()->first); + } + + while (!mFenceNVMap.empty()) + { + deleteFenceNV(mFenceNVMap.begin()->first); + } + + while (!mQueryMap.empty()) + { + deleteQuery(mQueryMap.begin()->first); + } + + while (!mVertexArrayMap.empty()) + { + deleteVertexArray(mVertexArrayMap.begin()->first); + } + + mTransformFeedbackZero.set(NULL); + while (!mTransformFeedbackMap.empty()) + { + deleteTransformFeedback(mTransformFeedbackMap.begin()->first); + } + + for (auto it = mZeroTextures.begin(); it != mZeroTextures.end(); ++it) + { + it->second.set(NULL); + } + mZeroTextures.clear(); + + if (mResourceManager) + { + mResourceManager->release(); + } + + SafeDelete(mCompiler); +} + +void Context::makeCurrent(egl::Surface *surface) +{ + if (!mHasBeenCurrent) + { + initRendererString(); + initExtensionStrings(); + + mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight()); + mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight()); + + mHasBeenCurrent = true; + } + + // TODO(jmadill): do not allocate new pointers here + Framebuffer *framebufferZero = new DefaultFramebuffer(mCaps, mRenderer, surface); + + setFramebufferZero(framebufferZero); + + mRenderBuffer = surface->getRenderBuffer(); +} + +// NOTE: this function should not assume that this context is current! +void Context::markContextLost() +{ + if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT) + mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT; + mContextLost = true; +} + +bool Context::isContextLost() +{ + return mContextLost; +} + +GLuint Context::createBuffer() +{ + return mResourceManager->createBuffer(); +} + +GLuint Context::createProgram() +{ + return mResourceManager->createProgram(); +} + +GLuint Context::createShader(GLenum type) +{ + return mResourceManager->createShader(getData(), type); +} + +GLuint Context::createTexture() +{ + return mResourceManager->createTexture(); +} + +GLuint Context::createRenderbuffer() +{ + return mResourceManager->createRenderbuffer(); +} + +GLsync Context::createFenceSync() +{ + GLuint handle = mResourceManager->createFenceSync(); + + return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); +} + +GLuint Context::createVertexArray() +{ + GLuint handle = mVertexArrayHandleAllocator.allocate(); + + // Although the spec states VAO state is not initialized until the object is bound, + // we create it immediately. The resulting behaviour is transparent to the application, + // since it's not currently possible to access the state until the object is bound. + VertexArray *vertexArray = new VertexArray(mRenderer->createVertexArray(), handle, MAX_VERTEX_ATTRIBS); + mVertexArrayMap[handle] = vertexArray; + return handle; +} + +GLuint Context::createSampler() +{ + return mResourceManager->createSampler(); +} + +GLuint Context::createTransformFeedback() +{ + GLuint handle = mTransformFeedbackAllocator.allocate(); + TransformFeedback *transformFeedback = new TransformFeedback(mRenderer->createTransformFeedback(), handle); + transformFeedback->addRef(); + mTransformFeedbackMap[handle] = transformFeedback; + return handle; +} + +// Returns an unused framebuffer name +GLuint Context::createFramebuffer() +{ + GLuint handle = mFramebufferHandleAllocator.allocate(); + + mFramebufferMap[handle] = NULL; + + return handle; +} + +GLuint Context::createFenceNV() +{ + GLuint handle = mFenceNVHandleAllocator.allocate(); + + mFenceNVMap[handle] = new FenceNV(mRenderer->createFenceNV()); + + return handle; +} + +// Returns an unused query name +GLuint Context::createQuery() +{ + GLuint handle = mQueryHandleAllocator.allocate(); + + mQueryMap[handle] = NULL; + + return handle; +} + +void Context::deleteBuffer(GLuint buffer) +{ + if (mResourceManager->getBuffer(buffer)) + { + detachBuffer(buffer); + } + + mResourceManager->deleteBuffer(buffer); +} + +void Context::deleteShader(GLuint shader) +{ + mResourceManager->deleteShader(shader); +} + +void Context::deleteProgram(GLuint program) +{ + mResourceManager->deleteProgram(program); +} + +void Context::deleteTexture(GLuint texture) +{ + if (mResourceManager->getTexture(texture)) + { + detachTexture(texture); + } + + mResourceManager->deleteTexture(texture); +} + +void Context::deleteRenderbuffer(GLuint renderbuffer) +{ + if (mResourceManager->getRenderbuffer(renderbuffer)) + { + detachRenderbuffer(renderbuffer); + } + + mResourceManager->deleteRenderbuffer(renderbuffer); +} + +void Context::deleteFenceSync(GLsync fenceSync) +{ + // The spec specifies the underlying Fence object is not deleted until all current + // wait commands finish. However, since the name becomes invalid, we cannot query the fence, + // and since our API is currently designed for being called from a single thread, we can delete + // the fence immediately. + mResourceManager->deleteFenceSync(reinterpret_cast<uintptr_t>(fenceSync)); +} + +void Context::deleteVertexArray(GLuint vertexArray) +{ + auto vertexArrayObject = mVertexArrayMap.find(vertexArray); + + if (vertexArrayObject != mVertexArrayMap.end()) + { + detachVertexArray(vertexArray); + + mVertexArrayHandleAllocator.release(vertexArrayObject->first); + delete vertexArrayObject->second; + mVertexArrayMap.erase(vertexArrayObject); + } +} + +void Context::deleteSampler(GLuint sampler) +{ + if (mResourceManager->getSampler(sampler)) + { + detachSampler(sampler); + } + + mResourceManager->deleteSampler(sampler); +} + +void Context::deleteTransformFeedback(GLuint transformFeedback) +{ + auto iter = mTransformFeedbackMap.find(transformFeedback); + if (iter != mTransformFeedbackMap.end()) + { + detachTransformFeedback(transformFeedback); + mTransformFeedbackAllocator.release(transformFeedback); + iter->second->release(); + mTransformFeedbackMap.erase(iter); + } +} + +void Context::deleteFramebuffer(GLuint framebuffer) +{ + FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); + + if (framebufferObject != mFramebufferMap.end()) + { + detachFramebuffer(framebuffer); + + mFramebufferHandleAllocator.release(framebufferObject->first); + delete framebufferObject->second; + mFramebufferMap.erase(framebufferObject); + } +} + +void Context::deleteFenceNV(GLuint fence) +{ + FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence); + + if (fenceObject != mFenceNVMap.end()) + { + mFenceNVHandleAllocator.release(fenceObject->first); + delete fenceObject->second; + mFenceNVMap.erase(fenceObject); + } +} + +void Context::deleteQuery(GLuint query) +{ + QueryMap::iterator queryObject = mQueryMap.find(query); + if (queryObject != mQueryMap.end()) + { + mQueryHandleAllocator.release(queryObject->first); + if (queryObject->second) + { + queryObject->second->release(); + } + mQueryMap.erase(queryObject); + } +} + +Buffer *Context::getBuffer(GLuint handle) +{ + return mResourceManager->getBuffer(handle); +} + +Shader *Context::getShader(GLuint handle) const +{ + return mResourceManager->getShader(handle); +} + +Program *Context::getProgram(GLuint handle) const +{ + return mResourceManager->getProgram(handle); +} + +Texture *Context::getTexture(GLuint handle) const +{ + return mResourceManager->getTexture(handle); +} + +Renderbuffer *Context::getRenderbuffer(GLuint handle) +{ + return mResourceManager->getRenderbuffer(handle); +} + +FenceSync *Context::getFenceSync(GLsync handle) const +{ + return mResourceManager->getFenceSync(reinterpret_cast<uintptr_t>(handle)); +} + +VertexArray *Context::getVertexArray(GLuint handle) const +{ + auto vertexArray = mVertexArrayMap.find(handle); + + if (vertexArray == mVertexArrayMap.end()) + { + return NULL; + } + else + { + return vertexArray->second; + } +} + +Sampler *Context::getSampler(GLuint handle) const +{ + return mResourceManager->getSampler(handle); +} + +TransformFeedback *Context::getTransformFeedback(GLuint handle) const +{ + if (handle == 0) + { + return mTransformFeedbackZero.get(); + } + else + { + TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(handle); + return (iter != mTransformFeedbackMap.end()) ? iter->second : NULL; + } +} + +bool Context::isSampler(GLuint samplerName) const +{ + return mResourceManager->isSampler(samplerName); +} + +void Context::bindArrayBuffer(unsigned int buffer) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setArrayBufferBinding(getBuffer(buffer)); +} + +void Context::bindElementArrayBuffer(unsigned int buffer) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer)); +} + +void Context::bindTexture(GLenum target, GLuint handle) +{ + Texture *texture = NULL; + + if (handle == 0) + { + texture = mZeroTextures[target].get(); + } + else + { + mResourceManager->checkTextureAllocation(handle, target); + texture = getTexture(handle); + } + + ASSERT(texture); + + mState.setSamplerTexture(target, texture); +} + +void Context::bindReadFramebuffer(GLuint framebuffer) +{ + if (!getFramebuffer(framebuffer)) + { + mFramebufferMap[framebuffer] = new Framebuffer(mCaps, mRenderer, framebuffer); + } + + mState.setReadFramebufferBinding(getFramebuffer(framebuffer)); +} + +void Context::bindDrawFramebuffer(GLuint framebuffer) +{ + if (!getFramebuffer(framebuffer)) + { + mFramebufferMap[framebuffer] = new Framebuffer(mCaps, mRenderer, framebuffer); + } + + mState.setDrawFramebufferBinding(getFramebuffer(framebuffer)); +} + +void Context::bindRenderbuffer(GLuint renderbuffer) +{ + mResourceManager->checkRenderbufferAllocation(renderbuffer); + + mState.setRenderbufferBinding(getRenderbuffer(renderbuffer)); +} + +void Context::bindVertexArray(GLuint vertexArray) +{ + if (!getVertexArray(vertexArray)) + { + VertexArray *vertexArrayObject = new VertexArray(mRenderer->createVertexArray(), vertexArray, MAX_VERTEX_ATTRIBS); + mVertexArrayMap[vertexArray] = vertexArrayObject; + } + + mState.setVertexArrayBinding(getVertexArray(vertexArray)); +} + +void Context::bindSampler(GLuint textureUnit, GLuint sampler) +{ + ASSERT(textureUnit < mCaps.maxCombinedTextureImageUnits); + mResourceManager->checkSamplerAllocation(sampler); + + mState.setSamplerBinding(textureUnit, getSampler(sampler)); +} + +void Context::bindGenericUniformBuffer(GLuint buffer) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setGenericUniformBufferBinding(getBuffer(buffer)); +} + +void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setIndexedUniformBufferBinding(index, getBuffer(buffer), offset, size); +} + +void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setGenericTransformFeedbackBufferBinding(getBuffer(buffer)); +} + +void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setIndexedTransformFeedbackBufferBinding(index, getBuffer(buffer), offset, size); +} + +void Context::bindCopyReadBuffer(GLuint buffer) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setCopyReadBufferBinding(getBuffer(buffer)); +} + +void Context::bindCopyWriteBuffer(GLuint buffer) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setCopyWriteBufferBinding(getBuffer(buffer)); +} + +void Context::bindPixelPackBuffer(GLuint buffer) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setPixelPackBufferBinding(getBuffer(buffer)); +} + +void Context::bindPixelUnpackBuffer(GLuint buffer) +{ + mResourceManager->checkBufferAllocation(buffer); + + mState.setPixelUnpackBufferBinding(getBuffer(buffer)); +} + +void Context::useProgram(GLuint program) +{ + mState.setProgram(getProgram(program)); +} + +void Context::bindTransformFeedback(GLuint transformFeedback) +{ + mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback)); +} + +Error Context::beginQuery(GLenum target, GLuint query) +{ + Query *queryObject = getQuery(query, true, target); + ASSERT(queryObject); + + // begin query + Error error = queryObject->begin(); + if (error.isError()) + { + return error; + } + + // set query as active for specified target only if begin succeeded + mState.setActiveQuery(target, queryObject); + + return Error(GL_NO_ERROR); +} + +Error Context::endQuery(GLenum target) +{ + Query *queryObject = mState.getActiveQuery(target); + ASSERT(queryObject); + + gl::Error error = queryObject->end(); + + // Always unbind the query, even if there was an error. This may delete the query object. + mState.setActiveQuery(target, NULL); + + return error; +} + +void Context::setFramebufferZero(Framebuffer *buffer) +{ + // First, check to see if the old default framebuffer + // was set for draw or read framebuffer, and change + // the bindings to point to the new one before deleting it. + if (mState.getDrawFramebuffer()->id() == 0) + { + mState.setDrawFramebufferBinding(buffer); + } + + if (mState.getReadFramebuffer()->id() == 0) + { + mState.setReadFramebufferBinding(buffer); + } + + delete mFramebufferMap[0]; + mFramebufferMap[0] = buffer; +} + +Framebuffer *Context::getFramebuffer(unsigned int handle) const +{ + FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); + + if (framebuffer == mFramebufferMap.end()) + { + return NULL; + } + else + { + return framebuffer->second; + } +} + +FenceNV *Context::getFenceNV(unsigned int handle) +{ + FenceNVMap::iterator fence = mFenceNVMap.find(handle); + + if (fence == mFenceNVMap.end()) + { + return NULL; + } + else + { + return fence->second; + } +} + +Query *Context::getQuery(unsigned int handle, bool create, GLenum type) +{ + QueryMap::iterator query = mQueryMap.find(handle); + + if (query == mQueryMap.end()) + { + return NULL; + } + else + { + if (!query->second && create) + { + query->second = new Query(mRenderer->createQuery(type), handle); + query->second->addRef(); + } + return query->second; + } +} + +Texture *Context::getTargetTexture(GLenum target) const +{ + ASSERT(ValidTextureTarget(this, target)); + + return getSamplerTexture(mState.getActiveSampler(), target); +} + +Texture *Context::getSamplerTexture(unsigned int sampler, GLenum type) const +{ + return mState.getSamplerTexture(sampler, type); +} + +Compiler *Context::getCompiler() const +{ + return mCompiler; +} + +void Context::getBooleanv(GLenum pname, GLboolean *params) +{ + switch (pname) + { + case GL_SHADER_COMPILER: *params = GL_TRUE; break; + case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break; + default: + mState.getBooleanv(pname, params); + break; + } +} + +void Context::getFloatv(GLenum pname, GLfloat *params) +{ + // Queries about context capabilities and maximums are answered by Context. + // Queries about current GL state values are answered by State. + switch (pname) + { + case GL_ALIASED_LINE_WIDTH_RANGE: + params[0] = mCaps.minAliasedLineWidth; + params[1] = mCaps.maxAliasedLineWidth; + break; + case GL_ALIASED_POINT_SIZE_RANGE: + params[0] = mCaps.minAliasedPointSize; + params[1] = mCaps.maxAliasedPointSize; + break; + case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: + ASSERT(mExtensions.textureFilterAnisotropic); + *params = mExtensions.maxTextureAnisotropy; + break; + default: + mState.getFloatv(pname, params); + break; + } +} + +void Context::getIntegerv(GLenum pname, GLint *params) +{ + // Queries about context capabilities and maximums are answered by Context. + // Queries about current GL state values are answered by State. + + switch (pname) + { + case GL_MAX_VERTEX_ATTRIBS: *params = mCaps.maxVertexAttributes; break; + case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mCaps.maxVertexUniformVectors; break; + case GL_MAX_VERTEX_UNIFORM_COMPONENTS: *params = mCaps.maxVertexUniformComponents; break; + case GL_MAX_VARYING_VECTORS: *params = mCaps.maxVaryingVectors; break; + case GL_MAX_VARYING_COMPONENTS: *params = mCaps.maxVertexOutputComponents; break; + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mCaps.maxCombinedTextureImageUnits; break; + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mCaps.maxVertexTextureImageUnits; break; + case GL_MAX_TEXTURE_IMAGE_UNITS: *params = mCaps.maxTextureImageUnits; break; + case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mCaps.maxFragmentUniformVectors; break; + case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = mCaps.maxFragmentInputComponents; break; + case GL_MAX_RENDERBUFFER_SIZE: *params = mCaps.maxRenderbufferSize; break; + case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mCaps.maxColorAttachments; break; + case GL_MAX_DRAW_BUFFERS_EXT: *params = mCaps.maxDrawBuffers; break; + //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE + case GL_SUBPIXEL_BITS: *params = 4; break; + case GL_MAX_TEXTURE_SIZE: *params = mCaps.max2DTextureSize; break; + case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = mCaps.maxCubeMapTextureSize; break; + case GL_MAX_3D_TEXTURE_SIZE: *params = mCaps.max3DTextureSize; break; + case GL_MAX_ARRAY_TEXTURE_LAYERS: *params = mCaps.maxArrayTextureLayers; break; + case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: *params = mCaps.uniformBufferOffsetAlignment; break; + case GL_MAX_UNIFORM_BUFFER_BINDINGS: *params = mCaps.maxUniformBufferBindings; break; + case GL_MAX_VERTEX_UNIFORM_BLOCKS: *params = mCaps.maxVertexUniformBlocks; break; + case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: *params = mCaps.maxFragmentUniformBlocks; break; + case GL_MAX_COMBINED_UNIFORM_BLOCKS: *params = mCaps.maxCombinedTextureImageUnits; break; + case GL_MAJOR_VERSION: *params = mClientVersion; break; + case GL_MINOR_VERSION: *params = 0; break; + case GL_MAX_ELEMENTS_INDICES: *params = mCaps.maxElementsIndices; break; + case GL_MAX_ELEMENTS_VERTICES: *params = mCaps.maxElementsVertices; break; + case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mCaps.maxTransformFeedbackInterleavedComponents; break; + case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = mCaps.maxTransformFeedbackSeparateAttributes; break; + case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: *params = mCaps.maxTransformFeedbackSeparateComponents; break; + case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = mCaps.compressedTextureFormats.size(); break; + case GL_MAX_SAMPLES_ANGLE: *params = mExtensions.maxSamples; break; + case GL_MAX_VIEWPORT_DIMS: + { + params[0] = mCaps.maxViewportWidth; + params[1] = mCaps.maxViewportHeight; + } + break; + case GL_COMPRESSED_TEXTURE_FORMATS: + std::copy(mCaps.compressedTextureFormats.begin(), mCaps.compressedTextureFormats.end(), params); + break; + case GL_RESET_NOTIFICATION_STRATEGY_EXT: + *params = mResetStrategy; + break; + case GL_NUM_SHADER_BINARY_FORMATS: + *params = mCaps.shaderBinaryFormats.size(); + break; + case GL_SHADER_BINARY_FORMATS: + std::copy(mCaps.shaderBinaryFormats.begin(), mCaps.shaderBinaryFormats.end(), params); + break; + case GL_NUM_PROGRAM_BINARY_FORMATS: + *params = mCaps.programBinaryFormats.size(); + break; + case GL_PROGRAM_BINARY_FORMATS: + std::copy(mCaps.programBinaryFormats.begin(), mCaps.programBinaryFormats.end(), params); + break; + case GL_NUM_EXTENSIONS: + *params = static_cast<GLint>(mExtensionStrings.size()); + break; + default: + mState.getIntegerv(getData(), pname, params); + break; + } +} + +void Context::getInteger64v(GLenum pname, GLint64 *params) +{ + // Queries about context capabilities and maximums are answered by Context. + // Queries about current GL state values are answered by State. + switch (pname) + { + case GL_MAX_ELEMENT_INDEX: + *params = mCaps.maxElementIndex; + break; + case GL_MAX_UNIFORM_BLOCK_SIZE: + *params = mCaps.maxUniformBlockSize; + break; + case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: + *params = mCaps.maxCombinedVertexUniformComponents; + break; + case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: + *params = mCaps.maxCombinedFragmentUniformComponents; + break; + case GL_MAX_SERVER_WAIT_TIMEOUT: + *params = mCaps.maxServerWaitTimeout; + break; + default: + UNREACHABLE(); + break; + } +} + +bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data) +{ + // Queries about context capabilities and maximums are answered by Context. + // Queries about current GL state values are answered by State. + // Indexed integer queries all refer to current state, so this function is a + // mere passthrough. + return mState.getIndexedIntegerv(target, index, data); +} + +bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data) +{ + // Queries about context capabilities and maximums are answered by Context. + // Queries about current GL state values are answered by State. + // Indexed integer queries all refer to current state, so this function is a + // mere passthrough. + return mState.getIndexedInteger64v(target, index, data); +} + +bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) +{ + if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) + { + *type = GL_INT; + *numParams = 1; + return true; + } + + // 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: + { + *type = GL_INT; + *numParams = mCaps.compressedTextureFormats.size(); + } + return true; + case GL_PROGRAM_BINARY_FORMATS_OES: + { + *type = GL_INT; + *numParams = mCaps.programBinaryFormats.size(); + } + return true; + case GL_SHADER_BINARY_FORMATS: + { + *type = GL_INT; + *numParams = mCaps.shaderBinaryFormats.size(); + } + return true; + + case GL_MAX_VERTEX_ATTRIBS: + case GL_MAX_VERTEX_UNIFORM_VECTORS: + case GL_MAX_VARYING_VECTORS: + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: + case GL_MAX_TEXTURE_IMAGE_UNITS: + case GL_MAX_FRAGMENT_UNIFORM_VECTORS: + case GL_MAX_RENDERBUFFER_SIZE: + case GL_MAX_COLOR_ATTACHMENTS_EXT: + case GL_MAX_DRAW_BUFFERS_EXT: + case GL_NUM_SHADER_BINARY_FORMATS: + case GL_NUM_COMPRESSED_TEXTURE_FORMATS: + case GL_ARRAY_BUFFER_BINDING: + //case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE + case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: + case GL_READ_FRAMEBUFFER_BINDING_ANGLE: + case GL_RENDERBUFFER_BINDING: + case GL_CURRENT_PROGRAM: + case GL_PACK_ALIGNMENT: + case GL_PACK_REVERSE_ROW_ORDER_ANGLE: + case GL_UNPACK_ALIGNMENT: + case GL_GENERATE_MIPMAP_HINT: + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: + case GL_RED_BITS: + case GL_GREEN_BITS: + case GL_BLUE_BITS: + case GL_ALPHA_BITS: + case GL_DEPTH_BITS: + case GL_STENCIL_BITS: + case GL_ELEMENT_ARRAY_BUFFER_BINDING: + case GL_CULL_FACE_MODE: + case GL_FRONT_FACE: + case GL_ACTIVE_TEXTURE: + case GL_STENCIL_FUNC: + case GL_STENCIL_VALUE_MASK: + case GL_STENCIL_REF: + case GL_STENCIL_FAIL: + case GL_STENCIL_PASS_DEPTH_FAIL: + case GL_STENCIL_PASS_DEPTH_PASS: + case GL_STENCIL_BACK_FUNC: + case GL_STENCIL_BACK_VALUE_MASK: + case GL_STENCIL_BACK_REF: + case GL_STENCIL_BACK_FAIL: + case GL_STENCIL_BACK_PASS_DEPTH_FAIL: + case GL_STENCIL_BACK_PASS_DEPTH_PASS: + case GL_DEPTH_FUNC: + case GL_BLEND_SRC_RGB: + case GL_BLEND_SRC_ALPHA: + case GL_BLEND_DST_RGB: + case GL_BLEND_DST_ALPHA: + case GL_BLEND_EQUATION_RGB: + case GL_BLEND_EQUATION_ALPHA: + case GL_STENCIL_WRITEMASK: + case GL_STENCIL_BACK_WRITEMASK: + case GL_STENCIL_CLEAR_VALUE: + case GL_SUBPIXEL_BITS: + case GL_MAX_TEXTURE_SIZE: + case GL_MAX_CUBE_MAP_TEXTURE_SIZE: + case GL_SAMPLE_BUFFERS: + case GL_SAMPLES: + case GL_IMPLEMENTATION_COLOR_READ_TYPE: + case GL_IMPLEMENTATION_COLOR_READ_FORMAT: + case GL_TEXTURE_BINDING_2D: + case GL_TEXTURE_BINDING_CUBE_MAP: + case GL_RESET_NOTIFICATION_STRATEGY_EXT: + case GL_NUM_PROGRAM_BINARY_FORMATS_OES: + { + *type = GL_INT; + *numParams = 1; + } + return true; + case GL_MAX_SAMPLES_ANGLE: + { + if (mExtensions.framebufferMultisample) + { + *type = GL_INT; + *numParams = 1; + } + else + { + return false; + } + } + return true; + case GL_PIXEL_PACK_BUFFER_BINDING: + case GL_PIXEL_UNPACK_BUFFER_BINDING: + { + if (mExtensions.pixelBufferObject) + { + *type = GL_INT; + *numParams = 1; + } + else + { + return false; + } + } + return true; + case GL_MAX_VIEWPORT_DIMS: + { + *type = GL_INT; + *numParams = 2; + } + return true; + case GL_VIEWPORT: + case GL_SCISSOR_BOX: + { + *type = GL_INT; + *numParams = 4; + } + return true; + case GL_SHADER_COMPILER: + case GL_SAMPLE_COVERAGE_INVERT: + case GL_DEPTH_WRITEMASK: + case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, + case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. + case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural + case GL_SAMPLE_COVERAGE: + case GL_SCISSOR_TEST: + case GL_STENCIL_TEST: + case GL_DEPTH_TEST: + case GL_BLEND: + case GL_DITHER: + case GL_CONTEXT_ROBUST_ACCESS_EXT: + { + *type = GL_BOOL; + *numParams = 1; + } + return true; + case GL_COLOR_WRITEMASK: + { + *type = GL_BOOL; + *numParams = 4; + } + return true; + case GL_POLYGON_OFFSET_FACTOR: + case GL_POLYGON_OFFSET_UNITS: + case GL_SAMPLE_COVERAGE_VALUE: + case GL_DEPTH_CLEAR_VALUE: + case GL_LINE_WIDTH: + { + *type = GL_FLOAT; + *numParams = 1; + } + return true; + case GL_ALIASED_LINE_WIDTH_RANGE: + case GL_ALIASED_POINT_SIZE_RANGE: + case GL_DEPTH_RANGE: + { + *type = GL_FLOAT; + *numParams = 2; + } + return true; + case GL_COLOR_CLEAR_VALUE: + case GL_BLEND_COLOR: + { + *type = GL_FLOAT; + *numParams = 4; + } + return true; + case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: + if (!mExtensions.maxTextureAnisotropy) + { + return false; + } + *type = GL_FLOAT; + *numParams = 1; + return true; + } + + if (mClientVersion < 3) + { + return false; + } + + // Check for ES3.0+ parameter names + switch (pname) + { + case GL_MAX_UNIFORM_BUFFER_BINDINGS: + case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: + case GL_UNIFORM_BUFFER_BINDING: + case GL_TRANSFORM_FEEDBACK_BINDING: + case GL_COPY_READ_BUFFER_BINDING: + case GL_COPY_WRITE_BUFFER_BINDING: + case GL_TEXTURE_BINDING_3D: + case GL_TEXTURE_BINDING_2D_ARRAY: + case GL_MAX_3D_TEXTURE_SIZE: + case GL_MAX_ARRAY_TEXTURE_LAYERS: + case GL_MAX_VERTEX_UNIFORM_BLOCKS: + case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: + case GL_MAX_COMBINED_UNIFORM_BLOCKS: + case GL_MAX_VARYING_COMPONENTS: + case GL_VERTEX_ARRAY_BINDING: + case GL_MAX_VERTEX_UNIFORM_COMPONENTS: + case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: + case GL_NUM_EXTENSIONS: + case GL_MAJOR_VERSION: + case GL_MINOR_VERSION: + case GL_MAX_ELEMENTS_INDICES: + case GL_MAX_ELEMENTS_VERTICES: + case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: + case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: + case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: + { + *type = GL_INT; + *numParams = 1; + } + return true; + + case GL_MAX_ELEMENT_INDEX: + case GL_MAX_UNIFORM_BLOCK_SIZE: + case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: + case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: + case GL_MAX_SERVER_WAIT_TIMEOUT: + { + *type = GL_INT_64_ANGLEX; + *numParams = 1; + } + return true; + + case GL_TRANSFORM_FEEDBACK_ACTIVE: + case GL_TRANSFORM_FEEDBACK_PAUSED: + { + *type = GL_BOOL; + *numParams = 1; + } + return true; + } + + return false; +} + +bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams) +{ + if (mClientVersion < 3) + { + return false; + } + + switch (target) + { + case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: + case GL_UNIFORM_BUFFER_BINDING: + { + *type = GL_INT; + *numParams = 1; + } + return true; + case GL_TRANSFORM_FEEDBACK_BUFFER_START: + case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: + case GL_UNIFORM_BUFFER_START: + case GL_UNIFORM_BUFFER_SIZE: + { + *type = GL_INT_64_ANGLEX; + *numParams = 1; + } + } + + return false; +} + +Error Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances) +{ + return mRenderer->drawArrays(getData(), mode, first, count, instances); +} + +Error Context::drawElements(GLenum mode, GLsizei count, GLenum type, + const GLvoid *indices, GLsizei instances, + const rx::RangeUI &indexRange) +{ + return mRenderer->drawElements(getData(), mode, count, type, indices, instances, indexRange); +} + +Error Context::flush() +{ + return mRenderer->flush(); +} + +Error Context::finish() +{ + return mRenderer->finish(); +} + +void Context::recordError(const Error &error) +{ + if (error.isError()) + { + mErrors.insert(error.getCode()); + } +} + +// 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 (mErrors.empty()) + { + return GL_NO_ERROR; + } + else + { + GLenum error = *mErrors.begin(); + mErrors.erase(mErrors.begin()); + return error; + } +} + +GLenum Context::getResetStatus() +{ + //TODO(jmadill): needs MANGLE reworking + if (mResetStatus == GL_NO_ERROR && !mContextLost) + { + // mResetStatus will be set by the markContextLost callback + // in the case a notification is sent + if (mRenderer->testDeviceLost()) + { + mRenderer->notifyDeviceLost(); + } + } + + GLenum status = mResetStatus; + + if (mResetStatus != GL_NO_ERROR) + { + ASSERT(mContextLost); + + if (mRenderer->testDeviceResettable()) + { + mResetStatus = GL_NO_ERROR; + } + } + + return status; +} + +bool Context::isResetNotificationEnabled() +{ + return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); +} + +int Context::getClientVersion() const +{ + return mClientVersion; +} + +EGLint Context::getConfigID() const +{ + return mConfigID; +} + +EGLenum Context::getClientType() const +{ + return mClientType; +} + +EGLenum Context::getRenderBuffer() const +{ + return mRenderBuffer; +} + +const Caps &Context::getCaps() const +{ + return mCaps; +} + +const TextureCapsMap &Context::getTextureCaps() const +{ + return mTextureCaps; +} + +const Extensions &Context::getExtensions() const +{ + return mExtensions; +} + +void Context::detachTexture(GLuint texture) +{ + // Simple pass-through to State's detachTexture method, as textures do not require + // allocation map management either here or in the resource manager at detach time. + // Zero textures are held by the Context, and we don't attempt to request them from + // the State. + mState.detachTexture(mZeroTextures, texture); +} + +void Context::detachBuffer(GLuint buffer) +{ + // Buffer detachment is handled by Context, because the buffer must also be + // attached from any VAOs in existence, and Context holds the VAO map. + + // [OpenGL ES 2.0.24] section 2.9 page 22: + // If a buffer object is deleted while it is bound, all bindings to that object in the current context + // (i.e. in the thread that called Delete-Buffers) are reset to zero. + + mState.removeArrayBufferBinding(buffer); + + // mark as freed among the vertex array objects + for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) + { + vaoIt->second->detachBuffer(buffer); + } +} + +void Context::detachFramebuffer(GLuint framebuffer) +{ + // Framebuffer detachment is handled by Context, because 0 is a valid + // Framebuffer object, and a pointer to it must be passed from Context + // to State at binding time. + + // [OpenGL ES 2.0.24] section 4.4 page 107: + // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though + // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. + + if (mState.removeReadFramebufferBinding(framebuffer) && framebuffer != 0) + { + bindReadFramebuffer(0); + } + + if (mState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0) + { + bindDrawFramebuffer(0); + } +} + +void Context::detachRenderbuffer(GLuint renderbuffer) +{ + mState.detachRenderbuffer(renderbuffer); +} + +void Context::detachVertexArray(GLuint vertexArray) +{ + // Vertex array detachment is handled by Context, because 0 is a valid + // VAO, and a pointer to it must be passed from Context to State at + // binding time. + + // [OpenGL ES 3.0.2] section 2.10 page 43: + // If a vertex array object that is currently bound is deleted, the binding + // for that object reverts to zero and the default vertex array becomes current. + if (mState.removeVertexArrayBinding(vertexArray)) + { + bindVertexArray(0); + } +} + +void Context::detachTransformFeedback(GLuint transformFeedback) +{ + mState.detachTransformFeedback(transformFeedback); +} + +void Context::detachSampler(GLuint sampler) +{ + mState.detachSampler(sampler); +} + +void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) +{ + mState.getVertexArray()->setVertexAttribDivisor(index, divisor); +} + +void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) +{ + mResourceManager->checkSamplerAllocation(sampler); + + Sampler *samplerObject = getSampler(sampler); + ASSERT(samplerObject); + + switch (pname) + { + case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; + case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; + case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; + case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; + case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; + case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; + case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; + case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; + case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; + default: UNREACHABLE(); break; + } +} + +void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) +{ + mResourceManager->checkSamplerAllocation(sampler); + + Sampler *samplerObject = getSampler(sampler); + ASSERT(samplerObject); + + switch (pname) + { + case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(uiround<GLenum>(param)); break; + case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(uiround<GLenum>(param)); break; + case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(uiround<GLenum>(param)); break; + case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(uiround<GLenum>(param)); break; + case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(uiround<GLenum>(param)); break; + case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; + case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; + case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(uiround<GLenum>(param)); break; + case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(uiround<GLenum>(param)); break; + default: UNREACHABLE(); break; + } +} + +GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) +{ + mResourceManager->checkSamplerAllocation(sampler); + + Sampler *samplerObject = getSampler(sampler); + ASSERT(samplerObject); + + switch (pname) + { + case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); + case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); + case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); + case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); + case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); + case GL_TEXTURE_MIN_LOD: return uiround<GLint>(samplerObject->getMinLod()); + case GL_TEXTURE_MAX_LOD: return uiround<GLint>(samplerObject->getMaxLod()); + case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); + case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); + default: UNREACHABLE(); return 0; + } +} + +GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) +{ + mResourceManager->checkSamplerAllocation(sampler); + + Sampler *samplerObject = getSampler(sampler); + ASSERT(samplerObject); + + switch (pname) + { + case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); + case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); + case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); + case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); + case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); + case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); + case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); + case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); + case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); + default: UNREACHABLE(); return 0; + } +} + +void Context::initRendererString() +{ + std::ostringstream rendererString; + rendererString << "ANGLE ("; + rendererString << mRenderer->getRendererDescription(); + rendererString << ")"; + + mRendererString = MakeStaticString(rendererString.str()); +} + +const std::string &Context::getRendererString() const +{ + return mRendererString; +} + +void Context::initExtensionStrings() +{ + mExtensionStrings = mExtensions.getStrings(); + + std::ostringstream combinedStringStream; + std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator<std::string>(combinedStringStream, " ")); + mExtensionString = combinedStringStream.str(); +} + +const std::string &Context::getExtensionString() const +{ + return mExtensionString; +} + +const std::string &Context::getExtensionString(size_t idx) const +{ + return mExtensionStrings[idx]; +} + +size_t Context::getExtensionStringCount() const +{ + return mExtensionStrings.size(); +} + +void Context::initCaps(GLuint clientVersion) +{ + mCaps = mRenderer->getRendererCaps(); + + mExtensions = mRenderer->getRendererExtensions(); + + if (clientVersion < 3) + { + // Disable ES3+ extensions + mExtensions.colorBufferFloat = false; + } + + if (clientVersion > 2) + { + // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts + //mExtensions.sRGB = false; + } + + // Apply implementation limits + mCaps.maxVertexAttributes = std::min<GLuint>(mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS); + mCaps.maxVertexUniformBlocks = std::min<GLuint>(mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS); + mCaps.maxVertexOutputComponents = std::min<GLuint>(mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); + + mCaps.maxFragmentInputComponents = std::min<GLuint>(mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); + + GLuint maxSamples = 0; + mCaps.compressedTextureFormats.clear(); + + const TextureCapsMap &rendererFormats = mRenderer->getRendererTextureCaps(); + for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++) + { + GLenum format = i->first; + TextureCaps formatCaps = i->second; + + const InternalFormat &formatInfo = GetInternalFormatInfo(format); + + // Update the format caps based on the client version and extensions + formatCaps.texturable = formatInfo.textureSupport(clientVersion, mExtensions); + formatCaps.renderable = formatInfo.renderSupport(clientVersion, mExtensions); + formatCaps.filterable = formatInfo.filterSupport(clientVersion, mExtensions); + + // OpenGL ES does not support multisampling with integer formats + if (!formatInfo.renderSupport || formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT) + { + formatCaps.sampleCounts.clear(); + } + maxSamples = std::max(maxSamples, formatCaps.getMaxSamples()); + + if (formatCaps.texturable && formatInfo.compressed) + { + mCaps.compressedTextureFormats.push_back(format); + } + + mTextureCaps.insert(format, formatCaps); + } + + mExtensions.maxSamples = maxSamples; +} + +Data Context::getData() const +{ + return Data(mClientVersion, mState, mCaps, mTextureCaps, mExtensions, mResourceManager); +} + +} |