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-rw-r--r--src/3rdparty/angle/src/libANGLE/Context.cpp1587
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diff --git a/src/3rdparty/angle/src/libANGLE/Context.cpp b/src/3rdparty/angle/src/libANGLE/Context.cpp
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+++ b/src/3rdparty/angle/src/libANGLE/Context.cpp
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+//
+// 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);
+}
+
+}