diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/Context.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/Context.cpp | 5684 |
1 files changed, 4409 insertions, 1275 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/Context.cpp b/src/3rdparty/angle/src/libANGLE/Context.cpp index 26f2970068..f638beda58 100644 --- a/src/3rdparty/angle/src/libANGLE/Context.cpp +++ b/src/3rdparty/angle/src/libANGLE/Context.cpp @@ -9,18 +9,24 @@ #include "libANGLE/Context.h" +#include <string.h> #include <iterator> #include <sstream> +#include <vector> +#include "common/matrix_utils.h" #include "common/platform.h" #include "common/utilities.h" +#include "common/version.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/Path.h" #include "libANGLE/Program.h" +#include "libANGLE/ProgramPipeline.h" #include "libANGLE/Query.h" #include "libANGLE/Renderbuffer.h" #include "libANGLE/ResourceManager.h" @@ -29,36 +35,97 @@ #include "libANGLE/Texture.h" #include "libANGLE/TransformFeedback.h" #include "libANGLE/VertexArray.h" +#include "libANGLE/Workarounds.h" #include "libANGLE/formatutils.h" +#include "libANGLE/queryconversions.h" +#include "libANGLE/queryutils.h" +#include "libANGLE/renderer/ContextImpl.h" +#include "libANGLE/renderer/EGLImplFactory.h" +#include "libANGLE/renderer/Format.h" #include "libANGLE/validationES.h" -#include "libANGLE/renderer/Renderer.h" namespace { +#define ANGLE_HANDLE_ERR(X) \ + handleError(X); \ + return; +#define ANGLE_CONTEXT_TRY(EXPR) ANGLE_TRY_TEMPLATE(EXPR, ANGLE_HANDLE_ERR); + +template <typename T> +std::vector<gl::Path *> GatherPaths(gl::PathManager &resourceManager, + GLsizei numPaths, + const void *paths, + GLuint pathBase) +{ + std::vector<gl::Path *> ret; + ret.reserve(numPaths); + + const auto *nameArray = static_cast<const T *>(paths); + + for (GLsizei i = 0; i < numPaths; ++i) + { + const GLuint pathName = nameArray[i] + pathBase; + + ret.push_back(resourceManager.getPath(pathName)); + } + + return ret; +} + +std::vector<gl::Path *> GatherPaths(gl::PathManager &resourceManager, + GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase) +{ + switch (pathNameType) + { + case GL_UNSIGNED_BYTE: + return GatherPaths<GLubyte>(resourceManager, numPaths, paths, pathBase); + + case GL_BYTE: + return GatherPaths<GLbyte>(resourceManager, numPaths, paths, pathBase); + + case GL_UNSIGNED_SHORT: + return GatherPaths<GLushort>(resourceManager, numPaths, paths, pathBase); + + case GL_SHORT: + return GatherPaths<GLshort>(resourceManager, numPaths, paths, pathBase); + + case GL_UNSIGNED_INT: + return GatherPaths<GLuint>(resourceManager, numPaths, paths, pathBase); + + case GL_INT: + return GatherPaths<GLint>(resourceManager, numPaths, paths, pathBase); + } + + UNREACHABLE(); + return std::vector<gl::Path *>(); +} + template <typename T> -gl::Error GetQueryObjectParameter(gl::Context *context, GLuint id, GLenum pname, T *params) +gl::Error GetQueryObjectParameter(gl::Query *query, GLenum pname, T *params) { - gl::Query *queryObject = context->getQuery(id, false, GL_NONE); - ASSERT(queryObject != nullptr); + ASSERT(query != nullptr); switch (pname) { case GL_QUERY_RESULT_EXT: - return queryObject->getResult(params); + return query->getResult(params); case GL_QUERY_RESULT_AVAILABLE_EXT: { bool available; - gl::Error error = queryObject->isResultAvailable(&available); + gl::Error error = query->isResultAvailable(&available); if (!error.isError()) { - *params = static_cast<T>(available ? GL_TRUE : GL_FALSE); + *params = gl::CastFromStateValue<T>(pname, static_cast<GLuint>(available)); } return error; } default: UNREACHABLE(); - return gl::Error(GL_INVALID_OPERATION, "Unreachable Error"); + return gl::InternalError() << "Unreachable Error"; } } @@ -69,7 +136,7 @@ void MarkTransformFeedbackBufferUsage(gl::TransformFeedback *transformFeedback) for (size_t tfBufferIndex = 0; tfBufferIndex < transformFeedback->getIndexedBufferCount(); tfBufferIndex++) { - const OffsetBindingPointer<gl::Buffer> &buffer = + const gl::OffsetBindingPointer<gl::Buffer> &buffer = transformFeedback->getIndexedBuffer(tfBufferIndex); if (buffer.get() != nullptr) { @@ -80,15 +147,25 @@ void MarkTransformFeedbackBufferUsage(gl::TransformFeedback *transformFeedback) } // Attribute map queries. -EGLint GetClientVersion(const egl::AttributeMap &attribs) +EGLint GetClientMajorVersion(const egl::AttributeMap &attribs) +{ + return static_cast<EGLint>(attribs.get(EGL_CONTEXT_CLIENT_VERSION, 1)); +} + +EGLint GetClientMinorVersion(const egl::AttributeMap &attribs) +{ + return static_cast<EGLint>(attribs.get(EGL_CONTEXT_MINOR_VERSION, 0)); +} + +gl::Version GetClientVersion(const egl::AttributeMap &attribs) { - return attribs.get(EGL_CONTEXT_CLIENT_VERSION, 1); + return gl::Version(GetClientMajorVersion(attribs), GetClientMinorVersion(attribs)); } GLenum GetResetStrategy(const egl::AttributeMap &attribs) { - EGLenum attrib = attribs.get(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT, - EGL_NO_RESET_NOTIFICATION_EXT); + EGLAttrib attrib = attribs.get(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT, + EGL_NO_RESET_NOTIFICATION); switch (attrib) { case EGL_NO_RESET_NOTIFICATION: @@ -103,12 +180,15 @@ GLenum GetResetStrategy(const egl::AttributeMap &attribs) bool GetRobustAccess(const egl::AttributeMap &attribs) { - return (attribs.get(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE) == EGL_TRUE); + return (attribs.get(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE) == EGL_TRUE) || + ((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR) != + 0); } bool GetDebug(const egl::AttributeMap &attribs) { - return (attribs.get(EGL_CONTEXT_OPENGL_DEBUG, EGL_FALSE) == EGL_TRUE); + return (attribs.get(EGL_CONTEXT_OPENGL_DEBUG, EGL_FALSE) == EGL_TRUE) || + ((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR) != 0); } bool GetNoError(const egl::AttributeMap &attribs) @@ -116,504 +196,657 @@ bool GetNoError(const egl::AttributeMap &attribs) return (attribs.get(EGL_CONTEXT_OPENGL_NO_ERROR_KHR, EGL_FALSE) == EGL_TRUE); } +bool GetWebGLContext(const egl::AttributeMap &attribs) +{ + return (attribs.get(EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE, EGL_FALSE) == EGL_TRUE); +} + +bool GetBindGeneratesResource(const egl::AttributeMap &attribs) +{ + return (attribs.get(EGL_CONTEXT_BIND_GENERATES_RESOURCE_CHROMIUM, EGL_TRUE) == EGL_TRUE); +} + +bool GetClientArraysEnabled(const egl::AttributeMap &attribs) +{ + return (attribs.get(EGL_CONTEXT_CLIENT_ARRAYS_ENABLED_ANGLE, EGL_TRUE) == EGL_TRUE); +} + +bool GetRobustResourceInit(const egl::AttributeMap &attribs) +{ + return (attribs.get(EGL_ROBUST_RESOURCE_INITIALIZATION_ANGLE, EGL_FALSE) == EGL_TRUE); +} + +std::string GetObjectLabelFromPointer(GLsizei length, const GLchar *label) +{ + std::string labelName; + if (label != nullptr) + { + size_t labelLength = length < 0 ? strlen(label) : length; + labelName = std::string(label, labelLength); + } + return labelName; +} + +void GetObjectLabelBase(const std::string &objectLabel, + GLsizei bufSize, + GLsizei *length, + GLchar *label) +{ + size_t writeLength = objectLabel.length(); + if (label != nullptr && bufSize > 0) + { + writeLength = std::min(static_cast<size_t>(bufSize) - 1, objectLabel.length()); + std::copy(objectLabel.begin(), objectLabel.begin() + writeLength, label); + label[writeLength] = '\0'; + } + + if (length != nullptr) + { + *length = static_cast<GLsizei>(writeLength); + } +} + +template <typename CapT, typename MaxT> +void LimitCap(CapT *cap, MaxT maximum) +{ + *cap = std::min(*cap, static_cast<CapT>(maximum)); +} + } // anonymous namespace namespace gl { -Context::Context(const egl::Config *config, +Context::Context(rx::EGLImplFactory *implFactory, + const egl::Config *config, const Context *shareContext, - rx::Renderer *renderer, - const egl::AttributeMap &attribs) - : ValidationContext(GetClientVersion(attribs), - mState, + TextureManager *shareTextures, + MemoryProgramCache *memoryProgramCache, + const egl::AttributeMap &attribs, + const egl::DisplayExtensions &displayExtensions) + + : ValidationContext(shareContext, + shareTextures, + GetClientVersion(attribs), + &mGLState, mCaps, mTextureCaps, mExtensions, - nullptr, mLimitations, GetNoError(attribs)), - mCompiler(nullptr), - mRenderer(renderer), - mClientVersion(GetClientVersion(attribs)), + mImplementation(implFactory->createContext(mState)), + mCompiler(), mConfig(config), mClientType(EGL_OPENGL_ES_API), mHasBeenCurrent(false), mContextLost(false), mResetStatus(GL_NO_ERROR), + mContextLostForced(false), mResetStrategy(GetResetStrategy(attribs)), mRobustAccess(GetRobustAccess(attribs)), - mCurrentSurface(nullptr), - mResourceManager(nullptr) + mCurrentSurface(static_cast<egl::Surface *>(EGL_NO_SURFACE)), + mCurrentDisplay(static_cast<egl::Display *>(EGL_NO_DISPLAY)), + mSurfacelessFramebuffer(nullptr), + mWebGLContext(GetWebGLContext(attribs)), + mMemoryProgramCache(memoryProgramCache), + mScratchBuffer(1000u), + mZeroFilledBuffer(1000u) { - ASSERT(!mRobustAccess); // Unimplemented + mImplementation->setMemoryProgramCache(memoryProgramCache); - initCaps(mClientVersion); + bool robustResourceInit = GetRobustResourceInit(attribs); + initCaps(displayExtensions, robustResourceInit); + initWorkarounds(); - mState.initialize(mCaps, mExtensions, mClientVersion, GetDebug(attribs)); + mGLState.initialize(this, GetDebug(attribs), GetBindGeneratesResource(attribs), + GetClientArraysEnabled(attribs), robustResourceInit, + mMemoryProgramCache != nullptr); mFenceNVHandleAllocator.setBaseHandle(0); - if (shareContext != NULL) - { - mResourceManager = shareContext->mResourceManager; - mResourceManager->addRef(); - } - else - { - mResourceManager = new ResourceManager(mRenderer); - } - - mData.resourceManager = mResourceManager; - // [OpenGL ES 2.0.24] section 3.7 page 83: - // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional + // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have two-dimensional // 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 *zeroTexture2D = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D); + mZeroTextures[GL_TEXTURE_2D].set(this, zeroTexture2D); - Texture *zeroTextureCube = new Texture(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), 0, GL_TEXTURE_CUBE_MAP); - mZeroTextures[GL_TEXTURE_CUBE_MAP].set(zeroTextureCube); + Texture *zeroTextureCube = new Texture(mImplementation.get(), 0, GL_TEXTURE_CUBE_MAP); + mZeroTextures[GL_TEXTURE_CUBE_MAP].set(this, zeroTextureCube); - if (mClientVersion >= 3) + if (getClientVersion() >= Version(3, 0)) { // 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 *zeroTexture3D = new Texture(mImplementation.get(), 0, GL_TEXTURE_3D); + mZeroTextures[GL_TEXTURE_3D].set(this, zeroTexture3D); - Texture *zeroTexture2DArray = new Texture(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), 0, GL_TEXTURE_2D_ARRAY); - mZeroTextures[GL_TEXTURE_2D_ARRAY].set(zeroTexture2DArray); + Texture *zeroTexture2DArray = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D_ARRAY); + mZeroTextures[GL_TEXTURE_2D_ARRAY].set(this, zeroTexture2DArray); } + if (getClientVersion() >= Version(3, 1)) + { + Texture *zeroTexture2DMultisample = + new Texture(mImplementation.get(), 0, GL_TEXTURE_2D_MULTISAMPLE); + mZeroTextures[GL_TEXTURE_2D_MULTISAMPLE].set(this, zeroTexture2DMultisample); - mState.initializeZeroTextures(mZeroTextures); + for (unsigned int i = 0; i < mCaps.maxAtomicCounterBufferBindings; i++) + { + bindBufferRange(BufferBinding::AtomicCounter, 0, i, 0, 0); + } - bindVertexArray(0); - bindArrayBuffer(0); - bindElementArrayBuffer(0); + for (unsigned int i = 0; i < mCaps.maxShaderStorageBufferBindings; i++) + { + bindBufferRange(BufferBinding::ShaderStorage, i, 0, 0, 0); + } + } - bindRenderbuffer(0); + const Extensions &nativeExtensions = mImplementation->getNativeExtensions(); + if (nativeExtensions.textureRectangle) + { + Texture *zeroTextureRectangle = + new Texture(mImplementation.get(), 0, GL_TEXTURE_RECTANGLE_ANGLE); + mZeroTextures[GL_TEXTURE_RECTANGLE_ANGLE].set(this, zeroTextureRectangle); + } - bindGenericUniformBuffer(0); - for (unsigned int i = 0; i < mCaps.maxCombinedUniformBlocks; i++) + if (nativeExtensions.eglImageExternal || nativeExtensions.eglStreamConsumerExternal) { - bindIndexedUniformBuffer(0, i, 0, -1); + Texture *zeroTextureExternal = + new Texture(mImplementation.get(), 0, GL_TEXTURE_EXTERNAL_OES); + mZeroTextures[GL_TEXTURE_EXTERNAL_OES].set(this, zeroTextureExternal); } - bindCopyReadBuffer(0); - bindCopyWriteBuffer(0); - bindPixelPackBuffer(0); - bindPixelUnpackBuffer(0); + mGLState.initializeZeroTextures(this, mZeroTextures); - if (mClientVersion >= 3) + bindVertexArray(0); + + if (getClientVersion() >= Version(3, 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 - bindTransformFeedback(0); + bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); } - mCompiler = new Compiler(mRenderer, getData()); -} + for (auto type : angle::AllEnums<BufferBinding>()) + { + bindBuffer(type, 0); + } -Context::~Context() -{ - mState.reset(); + bindRenderbuffer(GL_RENDERBUFFER, 0); - for (auto framebuffer : mFramebufferMap) + for (unsigned int i = 0; i < mCaps.maxUniformBufferBindings; i++) { - // Default framebuffer are owned by their respective Surface - if (framebuffer.second != nullptr && framebuffer.second->id() != 0) - { - SafeDelete(framebuffer.second); - } + bindBufferRange(BufferBinding::Uniform, i, 0, 0, -1); } + // Initialize dirty bit masks + mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_STATE); + mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_BUFFER_BINDING); + // No dirty objects. + + // Readpixels uses the pack state and read FBO + mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_STATE); + mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_BUFFER_BINDING); + mReadPixelsDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER); + + mClearDirtyBits.set(State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED); + mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED); + mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR); + mClearDirtyBits.set(State::DIRTY_BIT_VIEWPORT); + mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_COLOR); + mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_DEPTH); + mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_STENCIL); + mClearDirtyBits.set(State::DIRTY_BIT_COLOR_MASK); + mClearDirtyBits.set(State::DIRTY_BIT_DEPTH_MASK); + mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT); + mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_BACK); + mClearDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER); + + mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED); + mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR); + mBlitDirtyBits.set(State::DIRTY_BIT_FRAMEBUFFER_SRGB); + mBlitDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER); + mBlitDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER); + + handleError(mImplementation->initialize()); +} + +egl::Error Context::onDestroy(const egl::Display *display) +{ for (auto fence : mFenceNVMap) { SafeDelete(fence.second); } + mFenceNVMap.clear(); for (auto query : mQueryMap) { if (query.second != nullptr) { - query.second->release(); + query.second->release(this); } } + mQueryMap.clear(); for (auto vertexArray : mVertexArrayMap) { - SafeDelete(vertexArray.second); + if (vertexArray.second) + { + vertexArray.second->onDestroy(this); + } } + mVertexArrayMap.clear(); for (auto transformFeedback : mTransformFeedbackMap) { if (transformFeedback.second != nullptr) { - transformFeedback.second->release(); + transformFeedback.second->release(this); } } + mTransformFeedbackMap.clear(); for (auto &zeroTexture : mZeroTextures) { - zeroTexture.second.set(NULL); + ANGLE_TRY(zeroTexture.second->onDestroy(this)); + zeroTexture.second.set(this, nullptr); } mZeroTextures.clear(); - if (mCurrentSurface != nullptr) - { - releaseSurface(); - } + SafeDelete(mSurfacelessFramebuffer); - if (mResourceManager) - { - mResourceManager->release(); - } + ANGLE_TRY(releaseSurface(display)); + releaseShaderCompiler(); + + mGLState.reset(this); - SafeDelete(mCompiler); + mState.mBuffers->release(this); + mState.mShaderPrograms->release(this); + mState.mTextures->release(this); + mState.mRenderbuffers->release(this); + mState.mSamplers->release(this); + mState.mSyncs->release(this); + mState.mPaths->release(this); + mState.mFramebuffers->release(this); + mState.mPipelines->release(this); + + mImplementation->onDestroy(this); + + return egl::NoError(); +} + +Context::~Context() +{ } -void Context::makeCurrent(egl::Surface *surface) +egl::Error Context::makeCurrent(egl::Display *display, egl::Surface *surface) { - ASSERT(surface != nullptr); + mCurrentDisplay = display; if (!mHasBeenCurrent) { initRendererString(); + initVersionStrings(); initExtensionStrings(); - mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight()); - mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight()); + int width = 0; + int height = 0; + if (surface != nullptr) + { + width = surface->getWidth(); + height = surface->getHeight(); + } + + mGLState.setViewportParams(0, 0, width, height); + mGLState.setScissorParams(0, 0, width, height); mHasBeenCurrent = true; } // TODO(jmadill): Rework this when we support ContextImpl - mState.setAllDirtyBits(); + mGLState.setAllDirtyBits(); + mGLState.setAllDirtyObjects(); - if (mCurrentSurface) + ANGLE_TRY(releaseSurface(display)); + + Framebuffer *newDefault = nullptr; + if (surface != nullptr) + { + ANGLE_TRY(surface->setIsCurrent(this, true)); + mCurrentSurface = surface; + newDefault = surface->getDefaultFramebuffer(); + } + else { - releaseSurface(); + if (mSurfacelessFramebuffer == nullptr) + { + mSurfacelessFramebuffer = new Framebuffer(mImplementation.get()); + } + + newDefault = mSurfacelessFramebuffer; } - surface->setIsCurrent(true); - mCurrentSurface = surface; // Update default framebuffer, the binding of the previous default // framebuffer (or lack of) will have a nullptr. { - Framebuffer *newDefault = surface->getDefaultFramebuffer(); - if (mState.getReadFramebuffer() == nullptr) + if (mGLState.getReadFramebuffer() == nullptr) { - mState.setReadFramebufferBinding(newDefault); + mGLState.setReadFramebufferBinding(newDefault); } - if (mState.getDrawFramebuffer() == nullptr) + if (mGLState.getDrawFramebuffer() == nullptr) { - mState.setDrawFramebufferBinding(newDefault); + mGLState.setDrawFramebufferBinding(newDefault); } - mFramebufferMap[0] = newDefault; + mState.mFramebuffers->setDefaultFramebuffer(newDefault); } // Notify the renderer of a context switch - mRenderer->onMakeCurrent(getData()); + mImplementation->onMakeCurrent(this); + return egl::NoError(); } -void Context::releaseSurface() +egl::Error Context::releaseSurface(const egl::Display *display) { - ASSERT(mCurrentSurface != nullptr); - // Remove the default framebuffer + Framebuffer *currentDefault = nullptr; + if (mCurrentSurface != nullptr) { - Framebuffer *currentDefault = mCurrentSurface->getDefaultFramebuffer(); - if (mState.getReadFramebuffer() == currentDefault) - { - mState.setReadFramebufferBinding(nullptr); - } - if (mState.getDrawFramebuffer() == currentDefault) - { - mState.setDrawFramebufferBinding(nullptr); - } - mFramebufferMap.erase(0); + currentDefault = mCurrentSurface->getDefaultFramebuffer(); + } + else if (mSurfacelessFramebuffer != nullptr) + { + currentDefault = mSurfacelessFramebuffer; } - mCurrentSurface->setIsCurrent(false); - mCurrentSurface = nullptr; -} + if (mGLState.getReadFramebuffer() == currentDefault) + { + mGLState.setReadFramebufferBinding(nullptr); + } + if (mGLState.getDrawFramebuffer() == currentDefault) + { + mGLState.setDrawFramebufferBinding(nullptr); + } + mState.mFramebuffers->setDefaultFramebuffer(nullptr); -// 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; -} + if (mCurrentSurface) + { + ANGLE_TRY(mCurrentSurface->setIsCurrent(this, false)); + mCurrentSurface = nullptr; + } -bool Context::isContextLost() -{ - return mContextLost; + return egl::NoError(); } GLuint Context::createBuffer() { - return mResourceManager->createBuffer(); + return mState.mBuffers->createBuffer(); } GLuint Context::createProgram() { - return mResourceManager->createProgram(); + return mState.mShaderPrograms->createProgram(mImplementation.get()); } GLuint Context::createShader(GLenum type) { - return mResourceManager->createShader(mRenderer->getRendererLimitations(), type); + return mState.mShaderPrograms->createShader(mImplementation.get(), mLimitations, type); } GLuint Context::createTexture() { - return mResourceManager->createTexture(); + return mState.mTextures->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 vertexArray = mVertexArrayHandleAllocator.allocate(); - mVertexArrayMap[vertexArray] = nullptr; - return vertexArray; -} - -GLuint Context::createSampler() -{ - return mResourceManager->createSampler(); + return mState.mRenderbuffers->createRenderbuffer(); } -GLuint Context::createTransformFeedback() +GLuint Context::createPaths(GLsizei range) { - GLuint transformFeedback = mTransformFeedbackAllocator.allocate(); - mTransformFeedbackMap[transformFeedback] = nullptr; - return transformFeedback; + auto resultOrError = mState.mPaths->createPaths(mImplementation.get(), range); + if (resultOrError.isError()) + { + handleError(resultOrError.getError()); + return 0; + } + return resultOrError.getResult(); } // Returns an unused framebuffer name GLuint Context::createFramebuffer() { - GLuint handle = mFramebufferHandleAllocator.allocate(); - - mFramebufferMap[handle] = NULL; - - return handle; + return mState.mFramebuffers->createFramebuffer(); } GLuint Context::createFenceNV() { GLuint handle = mFenceNVHandleAllocator.allocate(); - - mFenceNVMap[handle] = new FenceNV(mRenderer->createFenceNV()); - + mFenceNVMap.assign(handle, new FenceNV(mImplementation->createFenceNV())); return handle; } -// Returns an unused query name -GLuint Context::createQuery() +GLuint Context::createProgramPipeline() { - GLuint handle = mQueryHandleAllocator.allocate(); - - mQueryMap[handle] = NULL; + return mState.mPipelines->createProgramPipeline(); +} - return handle; +GLuint Context::createShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings) +{ + UNIMPLEMENTED(); + return 0u; } void Context::deleteBuffer(GLuint buffer) { - if (mResourceManager->getBuffer(buffer)) + if (mState.mBuffers->getBuffer(buffer)) { detachBuffer(buffer); } - mResourceManager->deleteBuffer(buffer); + mState.mBuffers->deleteObject(this, buffer); } void Context::deleteShader(GLuint shader) { - mResourceManager->deleteShader(shader); + mState.mShaderPrograms->deleteShader(this, shader); } void Context::deleteProgram(GLuint program) { - mResourceManager->deleteProgram(program); + mState.mShaderPrograms->deleteProgram(this, program); } void Context::deleteTexture(GLuint texture) { - if (mResourceManager->getTexture(texture)) + if (mState.mTextures->getTexture(texture)) { detachTexture(texture); } - mResourceManager->deleteTexture(texture); + mState.mTextures->deleteObject(this, texture); } void Context::deleteRenderbuffer(GLuint renderbuffer) { - if (mResourceManager->getRenderbuffer(renderbuffer)) + if (mState.mRenderbuffers->getRenderbuffer(renderbuffer)) { detachRenderbuffer(renderbuffer); } - mResourceManager->deleteRenderbuffer(renderbuffer); + mState.mRenderbuffers->deleteObject(this, renderbuffer); } -void Context::deleteFenceSync(GLsync fenceSync) +void Context::deleteSync(GLsync sync) { // 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(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); + mState.mSyncs->deleteObject(this, static_cast<GLuint>(reinterpret_cast<uintptr_t>(sync))); } -void Context::deleteVertexArray(GLuint vertexArray) +void Context::deleteProgramPipeline(GLuint pipeline) { - auto iter = mVertexArrayMap.find(vertexArray); - if (iter != mVertexArrayMap.end()) + if (mState.mPipelines->getProgramPipeline(pipeline)) { - VertexArray *vertexArrayObject = iter->second; - if (vertexArrayObject != nullptr) - { - detachVertexArray(vertexArray); - delete vertexArrayObject; - } - - mVertexArrayMap.erase(iter); - mVertexArrayHandleAllocator.release(vertexArray); + detachProgramPipeline(pipeline); } + + mState.mPipelines->deleteObject(this, pipeline); } -void Context::deleteSampler(GLuint sampler) +void Context::deletePaths(GLuint first, GLsizei range) { - if (mResourceManager->getSampler(sampler)) - { - detachSampler(sampler); - } - - mResourceManager->deleteSampler(sampler); + mState.mPaths->deletePaths(first, range); } -void Context::deleteTransformFeedback(GLuint transformFeedback) +bool Context::hasPathData(GLuint path) const { - auto iter = mTransformFeedbackMap.find(transformFeedback); - if (iter != mTransformFeedbackMap.end()) - { - TransformFeedback *transformFeedbackObject = iter->second; - if (transformFeedbackObject != nullptr) - { - detachTransformFeedback(transformFeedback); - transformFeedbackObject->release(); - } + const auto *pathObj = mState.mPaths->getPath(path); + if (pathObj == nullptr) + return false; - mTransformFeedbackMap.erase(iter); - mTransformFeedbackAllocator.release(transformFeedback); - } + return pathObj->hasPathData(); } -void Context::deleteFramebuffer(GLuint framebuffer) +bool Context::hasPath(GLuint path) const { - FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); + return mState.mPaths->hasPath(path); +} - if (framebufferObject != mFramebufferMap.end()) - { - detachFramebuffer(framebuffer); +void Context::setPathCommands(GLuint path, + GLsizei numCommands, + const GLubyte *commands, + GLsizei numCoords, + GLenum coordType, + const void *coords) +{ + auto *pathObject = mState.mPaths->getPath(path); - mFramebufferHandleAllocator.release(framebufferObject->first); - delete framebufferObject->second; - mFramebufferMap.erase(framebufferObject); - } + handleError(pathObject->setCommands(numCommands, commands, numCoords, coordType, coords)); } -void Context::deleteFenceNV(GLuint fence) +void Context::setPathParameterf(GLuint path, GLenum pname, GLfloat value) { - FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence); + auto *pathObj = mState.mPaths->getPath(path); - if (fenceObject != mFenceNVMap.end()) + switch (pname) { - mFenceNVHandleAllocator.release(fenceObject->first); - delete fenceObject->second; - mFenceNVMap.erase(fenceObject); + case GL_PATH_STROKE_WIDTH_CHROMIUM: + pathObj->setStrokeWidth(value); + break; + case GL_PATH_END_CAPS_CHROMIUM: + pathObj->setEndCaps(static_cast<GLenum>(value)); + break; + case GL_PATH_JOIN_STYLE_CHROMIUM: + pathObj->setJoinStyle(static_cast<GLenum>(value)); + break; + case GL_PATH_MITER_LIMIT_CHROMIUM: + pathObj->setMiterLimit(value); + break; + case GL_PATH_STROKE_BOUND_CHROMIUM: + pathObj->setStrokeBound(value); + break; + default: + UNREACHABLE(); + break; } } -void Context::deleteQuery(GLuint query) +void Context::getPathParameterfv(GLuint path, GLenum pname, GLfloat *value) const { - QueryMap::iterator queryObject = mQueryMap.find(query); - if (queryObject != mQueryMap.end()) + const auto *pathObj = mState.mPaths->getPath(path); + + switch (pname) { - mQueryHandleAllocator.release(queryObject->first); - if (queryObject->second) - { - queryObject->second->release(); - } - mQueryMap.erase(queryObject); + case GL_PATH_STROKE_WIDTH_CHROMIUM: + *value = pathObj->getStrokeWidth(); + break; + case GL_PATH_END_CAPS_CHROMIUM: + *value = static_cast<GLfloat>(pathObj->getEndCaps()); + break; + case GL_PATH_JOIN_STYLE_CHROMIUM: + *value = static_cast<GLfloat>(pathObj->getJoinStyle()); + break; + case GL_PATH_MITER_LIMIT_CHROMIUM: + *value = pathObj->getMiterLimit(); + break; + case GL_PATH_STROKE_BOUND_CHROMIUM: + *value = pathObj->getStrokeBound(); + break; + default: + UNREACHABLE(); + break; } } -Buffer *Context::getBuffer(GLuint handle) const +void Context::setPathStencilFunc(GLenum func, GLint ref, GLuint mask) +{ + mGLState.setPathStencilFunc(func, ref, mask); +} + +void Context::deleteFramebuffer(GLuint framebuffer) { - return mResourceManager->getBuffer(handle); + if (mState.mFramebuffers->getFramebuffer(framebuffer)) + { + detachFramebuffer(framebuffer); + } + + mState.mFramebuffers->deleteObject(this, framebuffer); } -Shader *Context::getShader(GLuint handle) const +void Context::deleteFenceNV(GLuint fence) { - return mResourceManager->getShader(handle); + FenceNV *fenceObject = nullptr; + if (mFenceNVMap.erase(fence, &fenceObject)) + { + mFenceNVHandleAllocator.release(fence); + delete fenceObject; + } } -Program *Context::getProgram(GLuint handle) const +Buffer *Context::getBuffer(GLuint handle) const { - return mResourceManager->getProgram(handle); + return mState.mBuffers->getBuffer(handle); } Texture *Context::getTexture(GLuint handle) const { - return mResourceManager->getTexture(handle); + return mState.mTextures->getTexture(handle); } Renderbuffer *Context::getRenderbuffer(GLuint handle) const { - return mResourceManager->getRenderbuffer(handle); + return mState.mRenderbuffers->getRenderbuffer(handle); } -FenceSync *Context::getFenceSync(GLsync handle) const +Sync *Context::getSync(GLsync handle) const { - return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); + return mState.mSyncs->getSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); } VertexArray *Context::getVertexArray(GLuint handle) const { - auto vertexArray = mVertexArrayMap.find(handle); - return (vertexArray != mVertexArrayMap.end()) ? vertexArray->second : nullptr; + return mVertexArrayMap.query(handle); } Sampler *Context::getSampler(GLuint handle) const { - return mResourceManager->getSampler(handle); + return mState.mSamplers->getSampler(handle); } TransformFeedback *Context::getTransformFeedback(GLuint handle) const { - auto iter = mTransformFeedbackMap.find(handle); - return (iter != mTransformFeedbackMap.end()) ? iter->second : nullptr; + return mTransformFeedbackMap.query(handle); +} + +ProgramPipeline *Context::getProgramPipeline(GLuint handle) const +{ + return mState.mPipelines->getProgramPipeline(handle); } LabeledObject *Context::getLabeledObject(GLenum identifier, GLuint name) const @@ -648,31 +881,64 @@ LabeledObject *Context::getLabeledObject(GLenum identifier, GLuint name) const LabeledObject *Context::getLabeledObjectFromPtr(const void *ptr) const { - return getFenceSync(reinterpret_cast<GLsync>(const_cast<void *>(ptr))); + return getSync(reinterpret_cast<GLsync>(const_cast<void *>(ptr))); } -bool Context::isSampler(GLuint samplerName) const +void Context::objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label) +{ + LabeledObject *object = getLabeledObject(identifier, name); + ASSERT(object != nullptr); + + std::string labelName = GetObjectLabelFromPointer(length, label); + object->setLabel(labelName); + + // TODO(jmadill): Determine if the object is dirty based on 'name'. Conservatively assume the + // specified object is active until we do this. + mGLState.setObjectDirty(identifier); +} + +void Context::objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label) { - return mResourceManager->isSampler(samplerName); + LabeledObject *object = getLabeledObjectFromPtr(ptr); + ASSERT(object != nullptr); + + std::string labelName = GetObjectLabelFromPointer(length, label); + object->setLabel(labelName); } -void Context::bindArrayBuffer(unsigned int buffer) +void Context::getObjectLabel(GLenum identifier, + GLuint name, + GLsizei bufSize, + GLsizei *length, + GLchar *label) const { - mResourceManager->checkBufferAllocation(buffer); + LabeledObject *object = getLabeledObject(identifier, name); + ASSERT(object != nullptr); - mState.setArrayBufferBinding(getBuffer(buffer)); + const std::string &objectLabel = object->getLabel(); + GetObjectLabelBase(objectLabel, bufSize, length, label); } -void Context::bindElementArrayBuffer(unsigned int buffer) +void Context::getObjectPtrLabel(const void *ptr, + GLsizei bufSize, + GLsizei *length, + GLchar *label) const { - mResourceManager->checkBufferAllocation(buffer); + LabeledObject *object = getLabeledObjectFromPtr(ptr); + ASSERT(object != nullptr); - mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer)); + const std::string &objectLabel = object->getLabel(); + GetObjectLabelBase(objectLabel, bufSize, length, label); +} + +bool Context::isSampler(GLuint samplerName) const +{ + return mState.mSamplers->isSampler(samplerName); } void Context::bindTexture(GLenum target, GLuint handle) { - Texture *texture = NULL; + Texture *texture = nullptr; if (handle == 0) { @@ -680,156 +946,118 @@ void Context::bindTexture(GLenum target, GLuint handle) } else { - mResourceManager->checkTextureAllocation(handle, target); - texture = getTexture(handle); + texture = mState.mTextures->checkTextureAllocation(mImplementation.get(), handle, target); } ASSERT(texture); - - mState.setSamplerTexture(target, texture); + mGLState.setSamplerTexture(this, target, texture); } void Context::bindReadFramebuffer(GLuint framebufferHandle) { - Framebuffer *framebuffer = checkFramebufferAllocation(framebufferHandle); - mState.setReadFramebufferBinding(framebuffer); + Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation( + mImplementation.get(), mCaps, framebufferHandle); + mGLState.setReadFramebufferBinding(framebuffer); } void Context::bindDrawFramebuffer(GLuint framebufferHandle) { - Framebuffer *framebuffer = checkFramebufferAllocation(framebufferHandle); - mState.setDrawFramebufferBinding(framebuffer); + Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation( + mImplementation.get(), mCaps, framebufferHandle); + mGLState.setDrawFramebufferBinding(framebuffer); } -void Context::bindRenderbuffer(GLuint renderbuffer) +void Context::bindVertexArray(GLuint vertexArrayHandle) { - mResourceManager->checkRenderbufferAllocation(renderbuffer); - - mState.setRenderbufferBinding(getRenderbuffer(renderbuffer)); + VertexArray *vertexArray = checkVertexArrayAllocation(vertexArrayHandle); + mGLState.setVertexArrayBinding(vertexArray); } -void Context::bindVertexArray(GLuint vertexArray) +void Context::bindVertexBuffer(GLuint bindingIndex, + GLuint bufferHandle, + GLintptr offset, + GLsizei stride) { - checkVertexArrayAllocation(vertexArray); - - mState.setVertexArrayBinding(getVertexArray(vertexArray)); + Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle); + mGLState.bindVertexBuffer(this, bindingIndex, buffer, offset, stride); } -void Context::bindSampler(GLuint textureUnit, GLuint sampler) +void Context::bindSampler(GLuint textureUnit, GLuint samplerHandle) { 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); + Sampler *sampler = + mState.mSamplers->checkSamplerAllocation(mImplementation.get(), samplerHandle); + mGLState.setSamplerBinding(this, textureUnit, sampler); } -void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) +void Context::bindImageTexture(GLuint unit, + GLuint texture, + GLint level, + GLboolean layered, + GLint layer, + GLenum access, + GLenum format) { - mResourceManager->checkBufferAllocation(buffer); - - mState.getCurrentTransformFeedback()->bindGenericBuffer(getBuffer(buffer)); -} - -void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) -{ - mResourceManager->checkBufferAllocation(buffer); - - mState.getCurrentTransformFeedback()->bindIndexedBuffer(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)); + Texture *tex = mState.mTextures->getTexture(texture); + mGLState.setImageUnit(this, unit, tex, level, layered, layer, access, format); } -void Context::bindPixelPackBuffer(GLuint buffer) +void Context::useProgram(GLuint program) { - mResourceManager->checkBufferAllocation(buffer); - - mState.setPixelPackBufferBinding(getBuffer(buffer)); + mGLState.setProgram(this, getProgram(program)); } -void Context::bindPixelUnpackBuffer(GLuint buffer) +void Context::useProgramStages(GLuint pipeline, GLbitfield stages, GLuint program) { - mResourceManager->checkBufferAllocation(buffer); - - mState.setPixelUnpackBufferBinding(getBuffer(buffer)); + UNIMPLEMENTED(); } -void Context::useProgram(GLuint program) +void Context::bindTransformFeedback(GLenum target, GLuint transformFeedbackHandle) { - mState.setProgram(getProgram(program)); + ASSERT(target == GL_TRANSFORM_FEEDBACK); + TransformFeedback *transformFeedback = + checkTransformFeedbackAllocation(transformFeedbackHandle); + mGLState.setTransformFeedbackBinding(this, transformFeedback); } -void Context::bindTransformFeedback(GLuint transformFeedback) +void Context::bindProgramPipeline(GLuint pipelineHandle) { - checkTransformFeedbackAllocation(transformFeedback); - - mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback)); + ProgramPipeline *pipeline = + mState.mPipelines->checkProgramPipelineAllocation(mImplementation.get(), pipelineHandle); + mGLState.setProgramPipelineBinding(this, pipeline); } -Error Context::beginQuery(GLenum target, GLuint query) +void 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; - } + ANGLE_CONTEXT_TRY(queryObject->begin()); // set query as active for specified target only if begin succeeded - mState.setActiveQuery(target, queryObject); - - return Error(GL_NO_ERROR); + mGLState.setActiveQuery(this, target, queryObject); } -Error Context::endQuery(GLenum target) +void Context::endQuery(GLenum target) { - Query *queryObject = mState.getActiveQuery(target); + Query *queryObject = mGLState.getActiveQuery(target); ASSERT(queryObject); - gl::Error error = queryObject->end(); + handleError(queryObject->end()); // Always unbind the query, even if there was an error. This may delete the query object. - mState.setActiveQuery(target, NULL); - - return error; + mGLState.setActiveQuery(this, target, nullptr); } -Error Context::queryCounter(GLuint id, GLenum target) +void Context::queryCounter(GLuint id, GLenum target) { ASSERT(target == GL_TIMESTAMP_EXT); Query *queryObject = getQuery(id, true, target); ASSERT(queryObject); - return queryObject->queryCounter(); + handleError(queryObject->queryCounter()); } void Context::getQueryiv(GLenum target, GLenum pname, GLint *params) @@ -837,7 +1065,7 @@ void Context::getQueryiv(GLenum target, GLenum pname, GLint *params) switch (pname) { case GL_CURRENT_QUERY_EXT: - params[0] = getState().getActiveQueryId(target); + params[0] = mGLState.getActiveQueryId(target); break; case GL_QUERY_COUNTER_BITS_EXT: switch (target) @@ -860,763 +1088,992 @@ void Context::getQueryiv(GLenum target, GLenum pname, GLint *params) } } -Error Context::getQueryObjectiv(GLuint id, GLenum pname, GLint *params) +void Context::getQueryObjectiv(GLuint id, GLenum pname, GLint *params) { - return GetQueryObjectParameter(this, id, pname, params); + handleError(GetQueryObjectParameter(getQuery(id), pname, params)); } -Error Context::getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) +void Context::getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) { - return GetQueryObjectParameter(this, id, pname, params); + handleError(GetQueryObjectParameter(getQuery(id), pname, params)); } -Error Context::getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params) +void Context::getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params) { - return GetQueryObjectParameter(this, id, pname, params); + handleError(GetQueryObjectParameter(getQuery(id), pname, params)); } -Error Context::getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params) +void Context::getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params) { - return GetQueryObjectParameter(this, id, pname, params); + handleError(GetQueryObjectParameter(getQuery(id), pname, params)); } -Framebuffer *Context::getFramebuffer(unsigned int handle) const +Framebuffer *Context::getFramebuffer(GLuint handle) const { - auto framebufferIt = mFramebufferMap.find(handle); - return ((framebufferIt == mFramebufferMap.end()) ? nullptr : framebufferIt->second); + return mState.mFramebuffers->getFramebuffer(handle); } -FenceNV *Context::getFenceNV(unsigned int handle) +FenceNV *Context::getFenceNV(GLuint handle) { - FenceNVMap::iterator fence = mFenceNVMap.find(handle); - - if (fence == mFenceNVMap.end()) - { - return NULL; - } - else - { - return fence->second; - } + return mFenceNVMap.query(handle); } -Query *Context::getQuery(unsigned int handle, bool create, GLenum type) +Query *Context::getQuery(GLuint handle, bool create, GLenum type) { - QueryMap::iterator query = mQueryMap.find(handle); - - if (query == mQueryMap.end()) + if (!mQueryMap.contains(handle)) { - return NULL; + return nullptr; } - else + + Query *query = mQueryMap.query(handle); + if (!query && create) { - if (!query->second && create) - { - query->second = new Query(mRenderer->createQuery(type), handle); - query->second->addRef(); - } - return query->second; + query = new Query(mImplementation->createQuery(type), handle); + query->addRef(); + mQueryMap.assign(handle, query); } + return query; } Query *Context::getQuery(GLuint handle) const { - auto iter = mQueryMap.find(handle); - return (iter != mQueryMap.end()) ? iter->second : nullptr; + return mQueryMap.query(handle); } Texture *Context::getTargetTexture(GLenum target) const { - ASSERT(ValidTextureTarget(this, target)); - return mState.getTargetTexture(target); + ASSERT(ValidTextureTarget(this, target) || ValidTextureExternalTarget(this, target)); + return mGLState.getTargetTexture(target); } Texture *Context::getSamplerTexture(unsigned int sampler, GLenum type) const { - return mState.getSamplerTexture(sampler, type); + return mGLState.getSamplerTexture(sampler, type); } Compiler *Context::getCompiler() const { - return mCompiler; + if (mCompiler.get() == nullptr) + { + mCompiler.set(this, new Compiler(mImplementation.get(), mState)); + } + return mCompiler.get(); } -void Context::getBooleanv(GLenum pname, GLboolean *params) +void Context::getBooleanvImpl(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; + case GL_SHADER_COMPILER: + *params = GL_TRUE; + break; + case GL_CONTEXT_ROBUST_ACCESS_EXT: + *params = mRobustAccess ? GL_TRUE : GL_FALSE; + break; + default: + mGLState.getBooleanv(pname, params); + break; } } -void Context::getFloatv(GLenum pname, GLfloat *params) +void Context::getFloatvImpl(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; - case GL_MAX_TEXTURE_LOD_BIAS: - *params = mCaps.maxLODBias; - break; - default: - mState.getFloatv(pname, params); + 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; + case GL_MAX_TEXTURE_LOD_BIAS: + *params = mCaps.maxLODBias; + break; + + case GL_PATH_MODELVIEW_MATRIX_CHROMIUM: + case GL_PATH_PROJECTION_MATRIX_CHROMIUM: + { + ASSERT(mExtensions.pathRendering); + const GLfloat *m = mGLState.getPathRenderingMatrix(pname); + memcpy(params, m, 16 * sizeof(GLfloat)); + } break; + + default: + mGLState.getFloatv(pname, params); + break; } } -void Context::getIntegerv(GLenum pname, GLint *params) +void Context::getIntegervImpl(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.maxFragmentUniformComponents; 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_MAX_VERTEX_OUTPUT_COMPONENTS: *params = mCaps.maxVertexOutputComponents; break; - case GL_MAX_FRAGMENT_INPUT_COMPONENTS: *params = mCaps.maxFragmentInputComponents; break; - case GL_MIN_PROGRAM_TEXEL_OFFSET: *params = mCaps.minProgramTexelOffset; break; - case GL_MAX_PROGRAM_TEXEL_OFFSET: *params = mCaps.maxProgramTexelOffset; 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 = static_cast<GLint>(mCaps.compressedTextureFormats.size()); - break; - case GL_MAX_SAMPLES_ANGLE: *params = mCaps.maxSamples; break; - case GL_MAX_VIEWPORT_DIMS: + 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.maxFragmentUniformComponents; + 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_RECTANGLE_TEXTURE_SIZE_ANGLE: + *params = mCaps.maxRectangleTextureSize; + 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_MAX_VERTEX_OUTPUT_COMPONENTS: + *params = mCaps.maxVertexOutputComponents; + break; + case GL_MAX_FRAGMENT_INPUT_COMPONENTS: + *params = mCaps.maxFragmentInputComponents; + break; + case GL_MIN_PROGRAM_TEXEL_OFFSET: + *params = mCaps.minProgramTexelOffset; + break; + case GL_MAX_PROGRAM_TEXEL_OFFSET: + *params = mCaps.maxProgramTexelOffset; + break; + case GL_MAJOR_VERSION: + *params = getClientVersion().major; + break; + case GL_MINOR_VERSION: + *params = getClientVersion().minor; + 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 = static_cast<GLint>(mCaps.compressedTextureFormats.size()); + break; + case GL_MAX_SAMPLES_ANGLE: + *params = mCaps.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 = static_cast<GLint>(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 = static_cast<GLint>(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; + 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 = static_cast<GLint>(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 = static_cast<GLint>(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; - // GL_KHR_debug - case GL_MAX_DEBUG_MESSAGE_LENGTH: - *params = mExtensions.maxDebugMessageLength; - break; - case GL_MAX_DEBUG_LOGGED_MESSAGES: - *params = mExtensions.maxDebugLoggedMessages; - break; - case GL_MAX_DEBUG_GROUP_STACK_DEPTH: - *params = mExtensions.maxDebugGroupStackDepth; - break; - case GL_MAX_LABEL_LENGTH: - *params = mExtensions.maxLabelLength; - break; - - // GL_EXT_disjoint_timer_query - case GL_GPU_DISJOINT_EXT: - *params = mRenderer->getGPUDisjoint(); - break; - - default: - mState.getIntegerv(getData(), pname, params); - break; + // GL_KHR_debug + case GL_MAX_DEBUG_MESSAGE_LENGTH: + *params = mExtensions.maxDebugMessageLength; + break; + case GL_MAX_DEBUG_LOGGED_MESSAGES: + *params = mExtensions.maxDebugLoggedMessages; + break; + case GL_MAX_DEBUG_GROUP_STACK_DEPTH: + *params = mExtensions.maxDebugGroupStackDepth; + break; + case GL_MAX_LABEL_LENGTH: + *params = mExtensions.maxLabelLength; + break; + + // GL_ANGLE_multiview + case GL_MAX_VIEWS_ANGLE: + *params = mExtensions.maxViews; + break; + + // GL_EXT_disjoint_timer_query + case GL_GPU_DISJOINT_EXT: + *params = mImplementation->getGPUDisjoint(); + break; + case GL_MAX_FRAMEBUFFER_WIDTH: + *params = mCaps.maxFramebufferWidth; + break; + case GL_MAX_FRAMEBUFFER_HEIGHT: + *params = mCaps.maxFramebufferHeight; + break; + case GL_MAX_FRAMEBUFFER_SAMPLES: + *params = mCaps.maxFramebufferSamples; + break; + case GL_MAX_SAMPLE_MASK_WORDS: + *params = mCaps.maxSampleMaskWords; + break; + case GL_MAX_COLOR_TEXTURE_SAMPLES: + *params = mCaps.maxColorTextureSamples; + break; + case GL_MAX_DEPTH_TEXTURE_SAMPLES: + *params = mCaps.maxDepthTextureSamples; + break; + case GL_MAX_INTEGER_SAMPLES: + *params = mCaps.maxIntegerSamples; + break; + case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: + *params = mCaps.maxVertexAttribRelativeOffset; + break; + case GL_MAX_VERTEX_ATTRIB_BINDINGS: + *params = mCaps.maxVertexAttribBindings; + break; + case GL_MAX_VERTEX_ATTRIB_STRIDE: + *params = mCaps.maxVertexAttribStride; + break; + case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS: + *params = mCaps.maxVertexAtomicCounterBuffers; + break; + case GL_MAX_VERTEX_ATOMIC_COUNTERS: + *params = mCaps.maxVertexAtomicCounters; + break; + case GL_MAX_VERTEX_IMAGE_UNIFORMS: + *params = mCaps.maxVertexImageUniforms; + break; + case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: + *params = mCaps.maxVertexShaderStorageBlocks; + break; + case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS: + *params = mCaps.maxFragmentAtomicCounterBuffers; + break; + case GL_MAX_FRAGMENT_ATOMIC_COUNTERS: + *params = mCaps.maxFragmentAtomicCounters; + break; + case GL_MAX_FRAGMENT_IMAGE_UNIFORMS: + *params = mCaps.maxFragmentImageUniforms; + break; + case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: + *params = mCaps.maxFragmentShaderStorageBlocks; + break; + case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: + *params = mCaps.minProgramTextureGatherOffset; + break; + case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: + *params = mCaps.maxProgramTextureGatherOffset; + break; + case GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: + *params = mCaps.maxComputeWorkGroupInvocations; + break; + case GL_MAX_COMPUTE_UNIFORM_BLOCKS: + *params = mCaps.maxComputeUniformBlocks; + break; + case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: + *params = mCaps.maxComputeTextureImageUnits; + break; + case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: + *params = mCaps.maxComputeSharedMemorySize; + break; + case GL_MAX_COMPUTE_UNIFORM_COMPONENTS: + *params = mCaps.maxComputeUniformComponents; + break; + case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: + *params = mCaps.maxComputeAtomicCounterBuffers; + break; + case GL_MAX_COMPUTE_ATOMIC_COUNTERS: + *params = mCaps.maxComputeAtomicCounters; + break; + case GL_MAX_COMPUTE_IMAGE_UNIFORMS: + *params = mCaps.maxComputeImageUniforms; + break; + case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: + *params = mCaps.maxCombinedComputeUniformComponents; + break; + case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: + *params = mCaps.maxComputeShaderStorageBlocks; + break; + case GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES: + *params = mCaps.maxCombinedShaderOutputResources; + break; + case GL_MAX_UNIFORM_LOCATIONS: + *params = mCaps.maxUniformLocations; + break; + case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: + *params = mCaps.maxAtomicCounterBufferBindings; + break; + case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: + *params = mCaps.maxAtomicCounterBufferSize; + break; + case GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS: + *params = mCaps.maxCombinedAtomicCounterBuffers; + break; + case GL_MAX_COMBINED_ATOMIC_COUNTERS: + *params = mCaps.maxCombinedAtomicCounters; + break; + case GL_MAX_IMAGE_UNITS: + *params = mCaps.maxImageUnits; + break; + case GL_MAX_COMBINED_IMAGE_UNIFORMS: + *params = mCaps.maxCombinedImageUniforms; + break; + case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: + *params = mCaps.maxShaderStorageBufferBindings; + break; + case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: + *params = mCaps.maxCombinedShaderStorageBlocks; + break; + case GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT: + *params = mCaps.shaderStorageBufferOffsetAlignment; + break; + default: + mGLState.getIntegerv(this, pname, params); + break; } } -void Context::getInteger64v(GLenum pname, GLint64 *params) +void Context::getInteger64vImpl(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; + 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; - // GL_EXT_disjoint_timer_query - case GL_TIMESTAMP_EXT: - *params = mRenderer->getTimestamp(); - break; - default: - UNREACHABLE(); - break; + // GL_EXT_disjoint_timer_query + case GL_TIMESTAMP_EXT: + *params = mImplementation->getTimestamp(); + break; + + case GL_MAX_SHADER_STORAGE_BLOCK_SIZE: + *params = mCaps.maxShaderStorageBlockSize; + break; + default: + UNREACHABLE(); + break; } } void Context::getPointerv(GLenum pname, void **params) const { - mState.getPointerv(pname, params); + mGLState.getPointerv(pname, params); } -bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data) +void Context::getIntegeri_v(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); + + GLenum nativeType; + unsigned int numParams; + bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams); + ASSERT(queryStatus); + + if (nativeType == GL_INT) + { + switch (target) + { + case GL_MAX_COMPUTE_WORK_GROUP_COUNT: + ASSERT(index < 3u); + *data = mCaps.maxComputeWorkGroupCount[index]; + break; + case GL_MAX_COMPUTE_WORK_GROUP_SIZE: + ASSERT(index < 3u); + *data = mCaps.maxComputeWorkGroupSize[index]; + break; + default: + mGLState.getIntegeri_v(target, index, data); + } + } + else + { + CastIndexedStateValues(this, nativeType, target, index, numParams, data); + } } -bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data) +void Context::getInteger64i_v(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) + GLenum nativeType; + unsigned int numParams; + bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams); + ASSERT(queryStatus); + + if (nativeType == GL_INT_64_ANGLEX) { - *type = GL_INT; - *numParams = 1; - return true; + mGLState.getInteger64i_v(target, index, data); } - - // 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) + else { - case GL_COMPRESSED_TEXTURE_FORMATS: - { - *type = GL_INT; - *numParams = static_cast<unsigned int>(mCaps.compressedTextureFormats.size()); - } - return true; - case GL_PROGRAM_BINARY_FORMATS_OES: - { - *type = GL_INT; - *numParams = static_cast<unsigned int>(mCaps.programBinaryFormats.size()); - } - return true; - case GL_SHADER_BINARY_FORMATS: - { - *type = GL_INT; - *numParams = static_cast<unsigned int>(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_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; - case GL_TIMESTAMP_EXT: - if (!mExtensions.disjointTimerQuery) - { - return false; - } - *type = GL_INT_64_ANGLEX; - *numParams = 1; - return true; - case GL_GPU_DISJOINT_EXT: - if (!mExtensions.disjointTimerQuery) - { - return false; - } - *type = GL_INT; - *numParams = 1; - return true; - } - - if (mExtensions.debug) - { - switch (pname) - { - case GL_DEBUG_LOGGED_MESSAGES: - case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH: - case GL_DEBUG_GROUP_STACK_DEPTH: - case GL_MAX_DEBUG_MESSAGE_LENGTH: - case GL_MAX_DEBUG_LOGGED_MESSAGES: - case GL_MAX_DEBUG_GROUP_STACK_DEPTH: - case GL_MAX_LABEL_LENGTH: - *type = GL_INT; - *numParams = 1; - return true; - - case GL_DEBUG_OUTPUT_SYNCHRONOUS: - case GL_DEBUG_OUTPUT: - *type = GL_BOOL; - *numParams = 1; - return true; - } + CastIndexedStateValues(this, nativeType, target, index, numParams, data); } +} - // Check for ES3.0+ parameter names which are also exposed as ES2 extensions - switch (pname) +void Context::getBooleani_v(GLenum target, GLuint index, GLboolean *data) +{ + // Queries about context capabilities and maximums are answered by Context. + // Queries about current GL state values are answered by State. + + GLenum nativeType; + unsigned int numParams; + bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams); + ASSERT(queryStatus); + + if (nativeType == GL_BOOL) { - case GL_PACK_ROW_LENGTH: - case GL_PACK_SKIP_ROWS: - case GL_PACK_SKIP_PIXELS: - if ((mClientVersion < 3) && !mExtensions.packSubimage) - { - return false; - } - *type = GL_INT; - *numParams = 1; - return true; - case GL_UNPACK_ROW_LENGTH: - case GL_UNPACK_SKIP_ROWS: - case GL_UNPACK_SKIP_PIXELS: - if ((mClientVersion < 3) && !mExtensions.unpackSubimage) - { - return false; - } - *type = GL_INT; - *numParams = 1; - return true; - case GL_VERTEX_ARRAY_BINDING: - if ((mClientVersion < 3) && !mExtensions.vertexArrayObject) - { - return false; - } - *type = GL_INT; - *numParams = 1; - return true; - case GL_PIXEL_PACK_BUFFER_BINDING: - case GL_PIXEL_UNPACK_BUFFER_BINDING: - if ((mClientVersion < 3) && !mExtensions.pixelBufferObject) - { - return false; - } - *type = GL_INT; - *numParams = 1; - return true; + mGLState.getBooleani_v(target, index, data); } - - if (mClientVersion < 3) + else { - return false; + CastIndexedStateValues(this, nativeType, target, index, numParams, data); } +} - // 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_TRANSFORM_FEEDBACK_BUFFER_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_VERTEX_OUTPUT_COMPONENTS: - case GL_MAX_FRAGMENT_INPUT_COMPONENTS: - case GL_MAX_VARYING_COMPONENTS: - case GL_MAX_VERTEX_UNIFORM_COMPONENTS: - case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: - case GL_MIN_PROGRAM_TEXEL_OFFSET: - case GL_MAX_PROGRAM_TEXEL_OFFSET: - 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: - case GL_UNPACK_IMAGE_HEIGHT: - case GL_UNPACK_SKIP_IMAGES: - { - *type = GL_INT; - *numParams = 1; - } - return true; +void Context::getBufferParameteriv(BufferBinding target, GLenum pname, GLint *params) +{ + Buffer *buffer = mGLState.getTargetBuffer(target); + QueryBufferParameteriv(buffer, pname, params); +} - 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; +void Context::getFramebufferAttachmentParameteriv(GLenum target, + GLenum attachment, + GLenum pname, + GLint *params) +{ + const Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); + QueryFramebufferAttachmentParameteriv(framebuffer, attachment, pname, params); +} - case GL_TRANSFORM_FEEDBACK_ACTIVE: - case GL_TRANSFORM_FEEDBACK_PAUSED: - case GL_PRIMITIVE_RESTART_FIXED_INDEX: - case GL_RASTERIZER_DISCARD: - { - *type = GL_BOOL; - *numParams = 1; - } - return true; +void Context::getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) +{ + Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer(); + QueryRenderbufferiv(this, renderbuffer, pname, params); +} - case GL_MAX_TEXTURE_LOD_BIAS: - { - *type = GL_FLOAT; - *numParams = 1; - } - return true; - } +void Context::getTexParameterfv(GLenum target, GLenum pname, GLfloat *params) +{ + Texture *texture = getTargetTexture(target); + QueryTexParameterfv(texture, pname, params); +} - return false; +void Context::getTexParameteriv(GLenum target, GLenum pname, GLint *params) +{ + Texture *texture = getTargetTexture(target); + QueryTexParameteriv(texture, pname, params); } -bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams) +void Context::getTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) { - if (mClientVersion < 3) - { - return false; - } + Texture *texture = + getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); + QueryTexLevelParameteriv(texture, target, level, pname, params); +} - 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; - } - } +void Context::getTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) +{ + Texture *texture = + getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); + QueryTexLevelParameterfv(texture, target, level, pname, params); +} - return false; +void Context::texParameterf(GLenum target, GLenum pname, GLfloat param) +{ + Texture *texture = getTargetTexture(target); + SetTexParameterf(this, texture, pname, param); + onTextureChange(texture); +} + +void Context::texParameterfv(GLenum target, GLenum pname, const GLfloat *params) +{ + Texture *texture = getTargetTexture(target); + SetTexParameterfv(this, texture, pname, params); + onTextureChange(texture); +} + +void Context::texParameteri(GLenum target, GLenum pname, GLint param) +{ + Texture *texture = getTargetTexture(target); + SetTexParameteri(this, texture, pname, param); + onTextureChange(texture); +} + +void Context::texParameteriv(GLenum target, GLenum pname, const GLint *params) +{ + Texture *texture = getTargetTexture(target); + SetTexParameteriv(this, texture, pname, params); + onTextureChange(texture); +} + +void Context::drawArrays(GLenum mode, GLint first, GLsizei count) +{ + ANGLE_CONTEXT_TRY(prepareForDraw()); + ANGLE_CONTEXT_TRY(mImplementation->drawArrays(this, mode, first, count)); + MarkTransformFeedbackBufferUsage(mGLState.getCurrentTransformFeedback()); +} + +void Context::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) +{ + ANGLE_CONTEXT_TRY(prepareForDraw()); + ANGLE_CONTEXT_TRY( + mImplementation->drawArraysInstanced(this, mode, first, count, instanceCount)); + MarkTransformFeedbackBufferUsage(mGLState.getCurrentTransformFeedback()); +} + +void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) +{ + ANGLE_CONTEXT_TRY(prepareForDraw()); + ANGLE_CONTEXT_TRY(mImplementation->drawElements(this, mode, count, type, indices)); +} + +void Context::drawElementsInstanced(GLenum mode, + GLsizei count, + GLenum type, + const void *indices, + GLsizei instances) +{ + ANGLE_CONTEXT_TRY(prepareForDraw()); + ANGLE_CONTEXT_TRY( + mImplementation->drawElementsInstanced(this, mode, count, type, indices, instances)); +} + +void Context::drawRangeElements(GLenum mode, + GLuint start, + GLuint end, + GLsizei count, + GLenum type, + const void *indices) +{ + ANGLE_CONTEXT_TRY(prepareForDraw()); + ANGLE_CONTEXT_TRY( + mImplementation->drawRangeElements(this, mode, start, end, count, type, indices)); +} + +void Context::drawArraysIndirect(GLenum mode, const void *indirect) +{ + ANGLE_CONTEXT_TRY(prepareForDraw()); + ANGLE_CONTEXT_TRY(mImplementation->drawArraysIndirect(this, mode, indirect)); +} + +void Context::drawElementsIndirect(GLenum mode, GLenum type, const void *indirect) +{ + ANGLE_CONTEXT_TRY(prepareForDraw()); + ANGLE_CONTEXT_TRY(mImplementation->drawElementsIndirect(this, mode, type, indirect)); +} + +void Context::flush() +{ + handleError(mImplementation->flush(this)); +} + +void Context::finish() +{ + handleError(mImplementation->finish(this)); +} + +void Context::insertEventMarker(GLsizei length, const char *marker) +{ + ASSERT(mImplementation); + mImplementation->insertEventMarker(length, marker); } -Error Context::drawArrays(GLenum mode, GLint first, GLsizei count) +void Context::pushGroupMarker(GLsizei length, const char *marker) +{ + ASSERT(mImplementation); + mImplementation->pushGroupMarker(length, marker); +} + +void Context::popGroupMarker() +{ + ASSERT(mImplementation); + mImplementation->popGroupMarker(); +} + +void Context::bindUniformLocation(GLuint program, GLint location, const GLchar *name) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + + programObject->bindUniformLocation(location, name); +} + +void Context::setCoverageModulation(GLenum components) +{ + mGLState.setCoverageModulation(components); +} + +void Context::loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix) +{ + mGLState.loadPathRenderingMatrix(matrixMode, matrix); +} + +void Context::loadPathRenderingIdentityMatrix(GLenum matrixMode) +{ + GLfloat I[16]; + angle::Matrix<GLfloat>::setToIdentity(I); + + mGLState.loadPathRenderingMatrix(matrixMode, I); +} + +void Context::stencilFillPath(GLuint path, GLenum fillMode, GLuint mask) { + const auto *pathObj = mState.mPaths->getPath(path); + if (!pathObj) + return; + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); - Error error = mRenderer->drawArrays(getData(), mode, first, count); - if (error.isError()) - { - return error; - } - MarkTransformFeedbackBufferUsage(mState.getCurrentTransformFeedback()); + mImplementation->stencilFillPath(pathObj, fillMode, mask); +} + +void Context::stencilStrokePath(GLuint path, GLint reference, GLuint mask) +{ + const auto *pathObj = mState.mPaths->getPath(path); + if (!pathObj) + return; + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? + syncRendererState(); - return Error(GL_NO_ERROR); + mImplementation->stencilStrokePath(pathObj, reference, mask); } -Error Context::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) +void Context::coverFillPath(GLuint path, GLenum coverMode) { + const auto *pathObj = mState.mPaths->getPath(path); + if (!pathObj) + return; + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); - Error error = mRenderer->drawArraysInstanced(getData(), mode, first, count, instanceCount); - if (error.isError()) - { - return error; - } - MarkTransformFeedbackBufferUsage(mState.getCurrentTransformFeedback()); + mImplementation->coverFillPath(pathObj, coverMode); +} + +void Context::coverStrokePath(GLuint path, GLenum coverMode) +{ + const auto *pathObj = mState.mPaths->getPath(path); + if (!pathObj) + return; - return Error(GL_NO_ERROR); + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? + syncRendererState(); + + mImplementation->coverStrokePath(pathObj, coverMode); } -Error Context::drawElements(GLenum mode, - GLsizei count, - GLenum type, - const GLvoid *indices, - const IndexRange &indexRange) +void Context::stencilThenCoverFillPath(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode) { + const auto *pathObj = mState.mPaths->getPath(path); + if (!pathObj) + return; + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); - return mRenderer->drawElements(getData(), mode, count, type, indices, indexRange); + + mImplementation->stencilThenCoverFillPath(pathObj, fillMode, mask, coverMode); } -Error Context::drawElementsInstanced(GLenum mode, - GLsizei count, - GLenum type, - const GLvoid *indices, - GLsizei instances, - const IndexRange &indexRange) +void Context::stencilThenCoverStrokePath(GLuint path, + GLint reference, + GLuint mask, + GLenum coverMode) { + const auto *pathObj = mState.mPaths->getPath(path); + if (!pathObj) + return; + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); - return mRenderer->drawElementsInstanced(getData(), mode, count, type, indices, instances, - indexRange); + + mImplementation->stencilThenCoverStrokePath(pathObj, reference, mask, coverMode); } -Error Context::drawRangeElements(GLenum mode, - GLuint start, - GLuint end, - GLsizei count, - GLenum type, - const GLvoid *indices, - const IndexRange &indexRange) +void Context::coverFillPathInstanced(GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues) { + const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); - return mRenderer->drawRangeElements(getData(), mode, start, end, count, type, indices, - indexRange); + + mImplementation->coverFillPathInstanced(pathObjects, coverMode, transformType, transformValues); } -Error Context::flush() +void Context::coverStrokePathInstanced(GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues) { - return mRenderer->flush(); + const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? + syncRendererState(); + + mImplementation->coverStrokePathInstanced(pathObjects, coverMode, transformType, + transformValues); } -Error Context::finish() +void Context::stencilFillPathInstanced(GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLenum fillMode, + GLuint mask, + GLenum transformType, + const GLfloat *transformValues) { - return mRenderer->finish(); + const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? + syncRendererState(); + + mImplementation->stencilFillPathInstanced(pathObjects, fillMode, mask, transformType, + transformValues); } -void Context::insertEventMarker(GLsizei length, const char *marker) +void Context::stencilStrokePathInstanced(GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLint reference, + GLuint mask, + GLenum transformType, + const GLfloat *transformValues) { - ASSERT(mRenderer); - mRenderer->insertEventMarker(length, marker); + const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? + syncRendererState(); + + mImplementation->stencilStrokePathInstanced(pathObjects, reference, mask, transformType, + transformValues); } -void Context::pushGroupMarker(GLsizei length, const char *marker) +void Context::stencilThenCoverFillPathInstanced(GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLenum fillMode, + GLuint mask, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues) { - ASSERT(mRenderer); - mRenderer->pushGroupMarker(length, marker); + const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? + syncRendererState(); + + mImplementation->stencilThenCoverFillPathInstanced(pathObjects, coverMode, fillMode, mask, + transformType, transformValues); } -void Context::popGroupMarker() +void Context::stencilThenCoverStrokePathInstanced(GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLint reference, + GLuint mask, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues) +{ + const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); + + // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? + syncRendererState(); + + mImplementation->stencilThenCoverStrokePathInstanced(pathObjects, coverMode, reference, mask, + transformType, transformValues); +} + +void Context::bindFragmentInputLocation(GLuint program, GLint location, const GLchar *name) +{ + auto *programObject = getProgram(program); + + programObject->bindFragmentInputLocation(location, name); +} + +void Context::programPathFragmentInputGen(GLuint program, + GLint location, + GLenum genMode, + GLint components, + const GLfloat *coeffs) +{ + auto *programObject = getProgram(program); + + programObject->pathFragmentInputGen(this, location, genMode, components, coeffs); +} + +GLuint Context::getProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name) +{ + const auto *programObject = getProgram(program); + return QueryProgramResourceIndex(programObject, programInterface, name); +} + +void Context::getProgramResourceName(GLuint program, + GLenum programInterface, + GLuint index, + GLsizei bufSize, + GLsizei *length, + GLchar *name) +{ + const auto *programObject = getProgram(program); + QueryProgramResourceName(programObject, programInterface, index, bufSize, length, name); +} + +GLint Context::getProgramResourceLocation(GLuint program, + GLenum programInterface, + const GLchar *name) +{ + const auto *programObject = getProgram(program); + return QueryProgramResourceLocation(programObject, programInterface, name); +} + +void Context::getProgramResourceiv(GLuint program, + GLenum programInterface, + GLuint index, + GLsizei propCount, + const GLenum *props, + GLsizei bufSize, + GLsizei *length, + GLint *params) +{ + const auto *programObject = getProgram(program); + QueryProgramResourceiv(programObject, programInterface, index, propCount, props, bufSize, + length, params); +} + +void Context::getProgramInterfaceiv(GLuint program, + GLenum programInterface, + GLenum pname, + GLint *params) { - ASSERT(mRenderer); - mRenderer->popGroupMarker(); + const auto *programObject = getProgram(program); + QueryProgramInterfaceiv(programObject, programInterface, pname, params); } -void Context::recordError(const Error &error) +void Context::handleError(const Error &error) { if (error.isError()) { - mErrors.insert(error.getCode()); - - if (!error.getMessage().empty()) + GLenum code = error.getCode(); + mErrors.insert(code); + if (code == GL_OUT_OF_MEMORY && getWorkarounds().loseContextOnOutOfMemory) { - auto &debug = mState.getDebug(); - debug.insertMessage(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, error.getID(), - GL_DEBUG_SEVERITY_HIGH, error.getMessage()); + markContextLost(); } + + ASSERT(!error.getMessage().empty()); + mGLState.getDebug().insertMessage(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, error.getID(), + GL_DEBUG_SEVERITY_HIGH, error.getMessage()); } } @@ -1636,32 +2093,61 @@ GLenum Context::getError() } } +// 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; + mContextLostForced = true; + } + mContextLost = true; +} + +bool Context::isContextLost() +{ + return mContextLost; +} + GLenum Context::getResetStatus() { - //TODO(jmadill): needs MANGLE reworking - if (mResetStatus == GL_NO_ERROR && !mContextLost) + // Even if the application doesn't want to know about resets, we want to know + // as it will allow us to skip all the calls. + if (mResetStrategy == GL_NO_RESET_NOTIFICATION_EXT) { - // mResetStatus will be set by the markContextLost callback - // in the case a notification is sent - if (mRenderer->testDeviceLost()) + if (!mContextLost && mImplementation->getResetStatus() != GL_NO_ERROR) { - mRenderer->notifyDeviceLost(); + mContextLost = true; } - } - GLenum status = mResetStatus; + // EXT_robustness, section 2.6: If the reset notification behavior is + // NO_RESET_NOTIFICATION_EXT, then the implementation will never deliver notification of + // reset events, and GetGraphicsResetStatusEXT will always return NO_ERROR. + return GL_NO_ERROR; + } - if (mResetStatus != GL_NO_ERROR) + // The GL_EXT_robustness spec says that if a reset is encountered, a reset + // status should be returned at least once, and GL_NO_ERROR should be returned + // once the device has finished resetting. + if (!mContextLost) { - ASSERT(mContextLost); + ASSERT(mResetStatus == GL_NO_ERROR); + mResetStatus = mImplementation->getResetStatus(); - if (mRenderer->testDeviceResettable()) + if (mResetStatus != GL_NO_ERROR) { - mResetStatus = GL_NO_ERROR; + mContextLost = true; } } + else if (!mContextLostForced && mResetStatus != GL_NO_ERROR) + { + // If markContextLost was used to mark the context lost then + // assume that is not recoverable, and continue to report the + // lost reset status for the lifetime of this context. + mResetStatus = mImplementation->getResetStatus(); + } - return status; + return mResetStatus; } bool Context::isResetNotificationEnabled() @@ -1681,73 +2167,57 @@ EGLenum Context::getClientType() const EGLenum Context::getRenderBuffer() const { - auto framebufferIt = mFramebufferMap.find(0); - if (framebufferIt != mFramebufferMap.end()) - { - const Framebuffer *framebuffer = framebufferIt->second; - const FramebufferAttachment *backAttachment = framebuffer->getAttachment(GL_BACK); - - ASSERT(backAttachment != nullptr); - return backAttachment->getSurface()->getRenderBuffer(); - } - else + const Framebuffer *framebuffer = mState.mFramebuffers->getFramebuffer(0); + if (framebuffer == nullptr) { return EGL_NONE; } -} -void Context::checkVertexArrayAllocation(GLuint vertexArray) -{ - // Only called after a prior call to Gen. - if (!getVertexArray(vertexArray)) - { - VertexArray *vertexArrayObject = - new VertexArray(mRenderer, vertexArray, MAX_VERTEX_ATTRIBS); - mVertexArrayMap[vertexArray] = vertexArrayObject; - } + const FramebufferAttachment *backAttachment = framebuffer->getAttachment(GL_BACK); + ASSERT(backAttachment != nullptr); + return backAttachment->getSurface()->getRenderBuffer(); } -void Context::checkTransformFeedbackAllocation(GLuint transformFeedback) +VertexArray *Context::checkVertexArrayAllocation(GLuint vertexArrayHandle) { // Only called after a prior call to Gen. - if (!getTransformFeedback(transformFeedback)) + VertexArray *vertexArray = getVertexArray(vertexArrayHandle); + if (!vertexArray) { - TransformFeedback *transformFeedbackObject = - new TransformFeedback(mRenderer->createTransformFeedback(), transformFeedback, mCaps); - transformFeedbackObject->addRef(); - mTransformFeedbackMap[transformFeedback] = transformFeedbackObject; + vertexArray = new VertexArray(mImplementation.get(), vertexArrayHandle, + mCaps.maxVertexAttributes, mCaps.maxVertexAttribBindings); + + mVertexArrayMap.assign(vertexArrayHandle, vertexArray); } + + return vertexArray; } -Framebuffer *Context::checkFramebufferAllocation(GLuint framebuffer) +TransformFeedback *Context::checkTransformFeedbackAllocation(GLuint transformFeedbackHandle) { - // Can be called from Bind without a prior call to Gen. - auto framebufferIt = mFramebufferMap.find(framebuffer); - bool neverCreated = framebufferIt == mFramebufferMap.end(); - if (neverCreated || framebufferIt->second == nullptr) + // Only called after a prior call to Gen. + TransformFeedback *transformFeedback = getTransformFeedback(transformFeedbackHandle); + if (!transformFeedback) { - Framebuffer *newFBO = new Framebuffer(mCaps, mRenderer, framebuffer); - if (neverCreated) - { - mFramebufferHandleAllocator.reserve(framebuffer); - mFramebufferMap[framebuffer] = newFBO; - return newFBO; - } - - framebufferIt->second = newFBO; + transformFeedback = + new TransformFeedback(mImplementation.get(), transformFeedbackHandle, mCaps); + transformFeedback->addRef(); + mTransformFeedbackMap.assign(transformFeedbackHandle, transformFeedback); } - return framebufferIt->second; + return transformFeedback; } bool Context::isVertexArrayGenerated(GLuint vertexArray) { - return mVertexArrayMap.find(vertexArray) != mVertexArrayMap.end(); + ASSERT(mVertexArrayMap.contains(0)); + return mVertexArrayMap.contains(vertexArray); } bool Context::isTransformFeedbackGenerated(GLuint transformFeedback) { - return mTransformFeedbackMap.find(transformFeedback) != mTransformFeedbackMap.end(); + ASSERT(mTransformFeedbackMap.contains(0)); + return mTransformFeedbackMap.contains(transformFeedback); } void Context::detachTexture(GLuint texture) @@ -1756,7 +2226,7 @@ void Context::detachTexture(GLuint texture) // 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); + mGLState.detachTexture(this, mZeroTextures, texture); } void Context::detachBuffer(GLuint buffer) @@ -1769,7 +2239,7 @@ void Context::detachBuffer(GLuint buffer) // Attachments to unbound container objects, such as // deletion of a buffer attached to a vertex array object which is not bound to the context, // are not affected and continue to act as references on the deleted object - mState.detachBuffer(buffer); + mGLState.detachBuffer(this, buffer); } void Context::detachFramebuffer(GLuint framebuffer) @@ -1779,15 +2249,16 @@ void Context::detachFramebuffer(GLuint framebuffer) // 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 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) + if (mGLState.removeReadFramebufferBinding(framebuffer) && framebuffer != 0) { bindReadFramebuffer(0); } - if (mState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0) + if (mGLState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0) { bindDrawFramebuffer(0); } @@ -1795,7 +2266,7 @@ void Context::detachFramebuffer(GLuint framebuffer) void Context::detachRenderbuffer(GLuint renderbuffer) { - mState.detachRenderbuffer(renderbuffer); + mGLState.detachRenderbuffer(this, renderbuffer); } void Context::detachVertexArray(GLuint vertexArray) @@ -1807,7 +2278,7 @@ void Context::detachVertexArray(GLuint vertexArray) // [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)) + if (mGLState.removeVertexArrayBinding(vertexArray)) { bindVertexArray(0); } @@ -1815,151 +2286,188 @@ void Context::detachVertexArray(GLuint vertexArray) void Context::detachTransformFeedback(GLuint transformFeedback) { - mState.detachTransformFeedback(transformFeedback); + // Transform feedback detachment is handled by Context, because 0 is a valid + // transform feedback, and a pointer to it must be passed from Context to State at + // binding time. + + // The OpenGL specification doesn't mention what should happen when the currently bound + // transform feedback object is deleted. Since it is a container object, we treat it like + // VAOs and FBOs and set the current bound transform feedback back to 0. + if (mGLState.removeTransformFeedbackBinding(this, transformFeedback)) + { + bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); + } } void Context::detachSampler(GLuint sampler) { - mState.detachSampler(sampler); + mGLState.detachSampler(this, sampler); } -void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) +void Context::detachProgramPipeline(GLuint pipeline) { - mState.setVertexAttribDivisor(index, divisor); + mGLState.detachProgramPipeline(this, pipeline); } -void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) +void Context::vertexAttribDivisor(GLuint index, GLuint divisor) { - mResourceManager->checkSamplerAllocation(sampler); + mGLState.setVertexAttribDivisor(this, index, divisor); +} - Sampler *samplerObject = getSampler(sampler); - ASSERT(samplerObject); +void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) +{ + Sampler *samplerObject = + mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); + SetSamplerParameteri(samplerObject, pname, param); + mGLState.setObjectDirty(GL_SAMPLER); +} - // clang-format off - 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_MAX_ANISOTROPY_EXT: samplerObject->setMaxAnisotropy(std::min(static_cast<GLfloat>(param), getExtensions().maxTextureAnisotropy)); 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->setCompareMode(static_cast<GLenum>(param)); break; - case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break; - default: UNREACHABLE(); break; - } - // clang-format on +void Context::samplerParameteriv(GLuint sampler, GLenum pname, const GLint *param) +{ + Sampler *samplerObject = + mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); + SetSamplerParameteriv(samplerObject, pname, param); + mGLState.setObjectDirty(GL_SAMPLER); } void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { - mResourceManager->checkSamplerAllocation(sampler); - - Sampler *samplerObject = getSampler(sampler); - ASSERT(samplerObject); - - // clang-format off - 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_MAX_ANISOTROPY_EXT: samplerObject->setMaxAnisotropy(std::min(param, getExtensions().maxTextureAnisotropy)); 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->setCompareMode(uiround<GLenum>(param)); break; - case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(uiround<GLenum>(param)); break; - default: UNREACHABLE(); break; - } - // clang-format on + Sampler *samplerObject = + mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); + SetSamplerParameterf(samplerObject, pname, param); + mGLState.setObjectDirty(GL_SAMPLER); } -GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) +void Context::samplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param) { - mResourceManager->checkSamplerAllocation(sampler); - - Sampler *samplerObject = getSampler(sampler); - ASSERT(samplerObject); - - // clang-format off - 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_MAX_ANISOTROPY_EXT: return static_cast<GLint>(samplerObject->getMaxAnisotropy()); - 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->getCompareMode()); - case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc()); - default: UNREACHABLE(); return 0; - } - // clang-format on + Sampler *samplerObject = + mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); + SetSamplerParameterfv(samplerObject, pname, param); + mGLState.setObjectDirty(GL_SAMPLER); } -GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) +void Context::getSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params) { - mResourceManager->checkSamplerAllocation(sampler); + const Sampler *samplerObject = + mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); + QuerySamplerParameteriv(samplerObject, pname, params); + mGLState.setObjectDirty(GL_SAMPLER); +} - Sampler *samplerObject = getSampler(sampler); - ASSERT(samplerObject); +void Context::getSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params) +{ + const Sampler *samplerObject = + mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); + QuerySamplerParameterfv(samplerObject, pname, params); + mGLState.setObjectDirty(GL_SAMPLER); +} - // clang-format off - 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_MAX_ANISOTROPY_EXT: return samplerObject->getMaxAnisotropy(); - 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->getCompareMode()); - case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc()); - default: UNREACHABLE(); return 0; - } - // clang-format on +void Context::programParameteri(GLuint program, GLenum pname, GLint value) +{ + gl::Program *programObject = getProgram(program); + SetProgramParameteri(programObject, pname, value); } void Context::initRendererString() { std::ostringstream rendererString; rendererString << "ANGLE ("; - rendererString << mRenderer->getRendererDescription(); + rendererString << mImplementation->getRendererDescription(); rendererString << ")"; mRendererString = MakeStaticString(rendererString.str()); } -const std::string &Context::getRendererString() const +void Context::initVersionStrings() { - return mRendererString; + const Version &clientVersion = getClientVersion(); + + std::ostringstream versionString; + versionString << "OpenGL ES " << clientVersion.major << "." << clientVersion.minor << " (ANGLE " + << ANGLE_VERSION_STRING << ")"; + mVersionString = MakeStaticString(versionString.str()); + + std::ostringstream shadingLanguageVersionString; + shadingLanguageVersionString << "OpenGL ES GLSL ES " + << (clientVersion.major == 2 ? 1 : clientVersion.major) << "." + << clientVersion.minor << "0 (ANGLE " << ANGLE_VERSION_STRING + << ")"; + mShadingLanguageString = MakeStaticString(shadingLanguageVersionString.str()); } void Context::initExtensionStrings() { - mExtensionStrings = mExtensions.getStrings(); + auto mergeExtensionStrings = [](const std::vector<const char *> &strings) { + std::ostringstream combinedStringStream; + std::copy(strings.begin(), strings.end(), + std::ostream_iterator<const char *>(combinedStringStream, " ")); + return MakeStaticString(combinedStringStream.str()); + }; - std::ostringstream combinedStringStream; - std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator<std::string>(combinedStringStream, " ")); - mExtensionString = combinedStringStream.str(); + mExtensionStrings.clear(); + for (const auto &extensionString : mExtensions.getStrings()) + { + mExtensionStrings.push_back(MakeStaticString(extensionString)); + } + mExtensionString = mergeExtensionStrings(mExtensionStrings); + + const gl::Extensions &nativeExtensions = mImplementation->getNativeExtensions(); + + mRequestableExtensionStrings.clear(); + for (const auto &extensionInfo : GetExtensionInfoMap()) + { + if (extensionInfo.second.Requestable && + !(mExtensions.*(extensionInfo.second.ExtensionsMember)) && + nativeExtensions.*(extensionInfo.second.ExtensionsMember)) + { + mRequestableExtensionStrings.push_back(MakeStaticString(extensionInfo.first)); + } + } + mRequestableExtensionString = mergeExtensionStrings(mRequestableExtensionStrings); } -const std::string &Context::getExtensionString() const +const GLubyte *Context::getString(GLenum name) const { - return mExtensionString; + switch (name) + { + case GL_VENDOR: + return reinterpret_cast<const GLubyte *>("Google Inc."); + + case GL_RENDERER: + return reinterpret_cast<const GLubyte *>(mRendererString); + + case GL_VERSION: + return reinterpret_cast<const GLubyte *>(mVersionString); + + case GL_SHADING_LANGUAGE_VERSION: + return reinterpret_cast<const GLubyte *>(mShadingLanguageString); + + case GL_EXTENSIONS: + return reinterpret_cast<const GLubyte *>(mExtensionString); + + case GL_REQUESTABLE_EXTENSIONS_ANGLE: + return reinterpret_cast<const GLubyte *>(mRequestableExtensionString); + + default: + UNREACHABLE(); + return nullptr; + } } -const std::string &Context::getExtensionString(size_t idx) const +const GLubyte *Context::getStringi(GLenum name, GLuint index) const { - return mExtensionStrings[idx]; + switch (name) + { + case GL_EXTENSIONS: + return reinterpret_cast<const GLubyte *>(mExtensionStrings[index]); + + case GL_REQUESTABLE_EXTENSIONS_ANGLE: + return reinterpret_cast<const GLubyte *>(mRequestableExtensionStrings[index]); + + default: + UNREACHABLE(); + return nullptr; + } } size_t Context::getExtensionStringCount() const @@ -1967,26 +2475,117 @@ size_t Context::getExtensionStringCount() const return mExtensionStrings.size(); } -void Context::initCaps(GLuint clientVersion) +bool Context::isExtensionRequestable(const char *name) +{ + const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap(); + auto extension = extensionInfos.find(name); + + const Extensions &nativeExtensions = mImplementation->getNativeExtensions(); + return extension != extensionInfos.end() && extension->second.Requestable && + nativeExtensions.*(extension->second.ExtensionsMember); +} + +void Context::requestExtension(const char *name) +{ + const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap(); + ASSERT(extensionInfos.find(name) != extensionInfos.end()); + const auto &extension = extensionInfos.at(name); + ASSERT(extension.Requestable); + ASSERT(mImplementation->getNativeExtensions().*(extension.ExtensionsMember)); + + if (mExtensions.*(extension.ExtensionsMember)) + { + // Extension already enabled + return; + } + + mExtensions.*(extension.ExtensionsMember) = true; + updateCaps(); + initExtensionStrings(); + + // Release the shader compiler so it will be re-created with the requested extensions enabled. + releaseShaderCompiler(); + + // Invalidate all textures and framebuffer. Some extensions make new formats renderable or + // sampleable. + mState.mTextures->signalAllTexturesDirty(); + for (auto &zeroTexture : mZeroTextures) + { + zeroTexture.second->signalDirty(InitState::Initialized); + } + + mState.mFramebuffers->invalidateFramebufferComplenessCache(); +} + +size_t Context::getRequestableExtensionStringCount() const +{ + return mRequestableExtensionStrings.size(); +} + +void Context::beginTransformFeedback(GLenum primitiveMode) +{ + TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback(); + ASSERT(transformFeedback != nullptr); + ASSERT(!transformFeedback->isPaused()); + + transformFeedback->begin(this, primitiveMode, mGLState.getProgram()); +} + +bool Context::hasActiveTransformFeedback(GLuint program) const +{ + for (auto pair : mTransformFeedbackMap) + { + if (pair.second != nullptr && pair.second->hasBoundProgram(program)) + { + return true; + } + } + return false; +} + +void Context::initCaps(const egl::DisplayExtensions &displayExtensions, bool robustResourceInit) { - mCaps = mRenderer->getRendererCaps(); + mCaps = mImplementation->getNativeCaps(); - mExtensions = mRenderer->getRendererExtensions(); + mExtensions = mImplementation->getNativeExtensions(); - mLimitations = mRenderer->getRendererLimitations(); + mLimitations = mImplementation->getNativeLimitations(); - if (clientVersion < 3) + if (getClientVersion() < Version(3, 0)) { // Disable ES3+ extensions - mExtensions.colorBufferFloat = false; + mExtensions.colorBufferFloat = false; + mExtensions.eglImageExternalEssl3 = false; + mExtensions.textureNorm16 = false; + mExtensions.multiview = false; + mExtensions.maxViews = 1u; } - if (clientVersion > 2) + if (getClientVersion() < ES_3_1) + { + // Disable ES3.1+ extensions + mExtensions.geometryShader = false; + } + + if (getClientVersion() > Version(2, 0)) { // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts - //mExtensions.sRGB = false; + // mExtensions.sRGB = false; } + // Some extensions are always available because they are implemented in the GL layer. + mExtensions.bindUniformLocation = true; + mExtensions.vertexArrayObject = true; + mExtensions.bindGeneratesResource = true; + mExtensions.clientArrays = true; + mExtensions.requestExtension = true; + + // Enable the no error extension if the context was created with the flag. + mExtensions.noError = mSkipValidation; + + // Enable surfaceless to advertise we'll have the correct behavior when there is no default FBO + mExtensions.surfacelessContext = displayExtensions.surfacelessContext; + // Explicitly enable GL_KHR_debug mExtensions.debug = true; mExtensions.maxDebugMessageLength = 1024; @@ -1994,64 +2593,186 @@ void Context::initCaps(GLuint clientVersion) mExtensions.maxDebugGroupStackDepth = 1024; mExtensions.maxLabelLength = 1024; + // Explicitly enable GL_ANGLE_robust_client_memory + mExtensions.robustClientMemory = true; + + // Determine robust resource init availability from EGL. + mExtensions.robustResourceInitialization = robustResourceInit; + + // mExtensions.robustBufferAccessBehavior is true only if robust access is true and the backend + // supports it. + mExtensions.robustBufferAccessBehavior = + mRobustAccess && mExtensions.robustBufferAccessBehavior; + + // Enable the cache control query unconditionally. + mExtensions.programCacheControl = true; + // 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); + LimitCap(&mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS); + + if (getClientVersion() < ES_3_1) + { + mCaps.maxVertexAttribBindings = mCaps.maxVertexAttributes; + } + else + { + LimitCap(&mCaps.maxVertexAttribBindings, MAX_VERTEX_ATTRIB_BINDINGS); + } - mCaps.maxFragmentInputComponents = std::min<GLuint>(mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); + LimitCap(&mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS); + LimitCap(&mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); + LimitCap(&mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); - mCaps.compressedTextureFormats.clear(); + // Limit textures as well, so we can use fast bitsets with texture bindings. + LimitCap(&mCaps.maxCombinedTextureImageUnits, IMPLEMENTATION_MAX_ACTIVE_TEXTURES); + LimitCap(&mCaps.maxVertexTextureImageUnits, IMPLEMENTATION_MAX_ACTIVE_TEXTURES / 2); + LimitCap(&mCaps.maxTextureImageUnits, IMPLEMENTATION_MAX_ACTIVE_TEXTURES / 2); + + mCaps.maxSampleMaskWords = std::min<GLuint>(mCaps.maxSampleMaskWords, MAX_SAMPLE_MASK_WORDS); - const TextureCapsMap &rendererFormats = mRenderer->getRendererTextureCaps(); - for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++) + // WebGL compatibility + mExtensions.webglCompatibility = mWebGLContext; + for (const auto &extensionInfo : GetExtensionInfoMap()) { - GLenum format = i->first; - TextureCaps formatCaps = i->second; + // If this context is for WebGL, disable all enableable extensions + if (mWebGLContext && extensionInfo.second.Requestable) + { + mExtensions.*(extensionInfo.second.ExtensionsMember) = false; + } + } + + // Generate texture caps + updateCaps(); +} + +void Context::updateCaps() +{ + mCaps.compressedTextureFormats.clear(); + mTextureCaps.clear(); - const InternalFormat &formatInfo = GetInternalFormatInfo(format); + for (GLenum sizedInternalFormat : GetAllSizedInternalFormats()) + { + TextureCaps formatCaps = mImplementation->getNativeTextureCaps().get(sizedInternalFormat); + const InternalFormat &formatInfo = GetSizedInternalFormatInfo(sizedInternalFormat); // Update the format caps based on the client version and extensions. // Caps are AND'd with the renderer caps because some core formats are still unsupported in // ES3. formatCaps.texturable = - formatCaps.texturable && formatInfo.textureSupport(clientVersion, mExtensions); + formatCaps.texturable && formatInfo.textureSupport(getClientVersion(), mExtensions); formatCaps.renderable = - formatCaps.renderable && formatInfo.renderSupport(clientVersion, mExtensions); + formatCaps.renderable && formatInfo.renderSupport(getClientVersion(), mExtensions); formatCaps.filterable = - formatCaps.filterable && formatInfo.filterSupport(clientVersion, mExtensions); + formatCaps.filterable && formatInfo.filterSupport(getClientVersion(), mExtensions); - // OpenGL ES does not support multisampling with integer formats - if (!formatInfo.renderSupport || formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT) + // OpenGL ES does not support multisampling with non-rendererable formats + // OpenGL ES 3.0 or prior does not support multisampling with integer formats + if (!formatCaps.renderable || + (getClientVersion() < ES_3_1 && + (formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT))) { formatCaps.sampleCounts.clear(); } + else + { + // We may have limited the max samples for some required renderbuffer formats due to + // non-conformant formats. In this case MAX_SAMPLES needs to be lowered accordingly. + GLuint formatMaxSamples = formatCaps.getMaxSamples(); + + // GLES 3.0.5 section 4.4.2.2: "Implementations must support creation of renderbuffers + // in these required formats with up to the value of MAX_SAMPLES multisamples, with the + // exception of signed and unsigned integer formats." + if (formatInfo.componentType != GL_INT && formatInfo.componentType != GL_UNSIGNED_INT && + formatInfo.isRequiredRenderbufferFormat(getClientVersion())) + { + ASSERT(getClientVersion() < ES_3_0 || formatMaxSamples >= 4); + mCaps.maxSamples = std::min(mCaps.maxSamples, formatMaxSamples); + } + + // Handle GLES 3.1 MAX_*_SAMPLES values similarly to MAX_SAMPLES. + if (getClientVersion() >= ES_3_1) + { + // GLES 3.1 section 9.2.5: "Implementations must support creation of renderbuffers + // in these required formats with up to the value of MAX_SAMPLES multisamples, with + // the exception that the signed and unsigned integer formats are required only to + // support creation of renderbuffers with up to the value of MAX_INTEGER_SAMPLES + // multisamples, which must be at least one." + if (formatInfo.componentType == GL_INT || + formatInfo.componentType == GL_UNSIGNED_INT) + { + mCaps.maxIntegerSamples = std::min(mCaps.maxIntegerSamples, formatMaxSamples); + } + + // GLES 3.1 section 19.3.1. + if (formatCaps.texturable) + { + if (formatInfo.depthBits > 0) + { + mCaps.maxDepthTextureSamples = + std::min(mCaps.maxDepthTextureSamples, formatMaxSamples); + } + else if (formatInfo.redBits > 0) + { + mCaps.maxColorTextureSamples = + std::min(mCaps.maxColorTextureSamples, formatMaxSamples); + } + } + } + } if (formatCaps.texturable && formatInfo.compressed) { - mCaps.compressedTextureFormats.push_back(format); + mCaps.compressedTextureFormats.push_back(sizedInternalFormat); } - mTextureCaps.insert(format, formatCaps); + mTextureCaps.insert(sizedInternalFormat, formatCaps); + } + + // If program binary is disabled, blank out the memory cache pointer. + if (!mImplementation->getNativeExtensions().getProgramBinary) + { + mMemoryProgramCache = nullptr; } } -void Context::syncRendererState() +void Context::initWorkarounds() +{ + // Apply back-end workarounds. + mImplementation->applyNativeWorkarounds(&mWorkarounds); + + // Lose the context upon out of memory error if the application is + // expecting to watch for those events. + mWorkarounds.loseContextOnOutOfMemory = (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); +} + +Error Context::prepareForDraw() { - const State::DirtyBits &dirtyBits = mState.getDirtyBits(); - mRenderer->syncState(mState, dirtyBits); - mState.clearDirtyBits(); - mState.syncDirtyObjects(); + syncRendererState(); + + if (isRobustResourceInitEnabled()) + { + ANGLE_TRY(mGLState.clearUnclearedActiveTextures(this)); + ANGLE_TRY(mGLState.getDrawFramebuffer()->ensureDrawAttachmentsInitialized(this)); + } + + return NoError(); } -void Context::syncRendererState(const State::DirtyBits &bitMask) +void Context::syncRendererState() { - const State::DirtyBits &dirtyBits = (mState.getDirtyBits() & bitMask); - mRenderer->syncState(mState, dirtyBits); - mState.clearDirtyBits(dirtyBits); + mGLState.syncDirtyObjects(this); + const State::DirtyBits &dirtyBits = mGLState.getDirtyBits(); + mImplementation->syncState(this, dirtyBits); + mGLState.clearDirtyBits(); +} - // TODO(jmadill): Filter objects by bitMask somehow? - mState.syncDirtyObjects(); +void Context::syncRendererState(const State::DirtyBits &bitMask, + const State::DirtyObjects &objectMask) +{ + mGLState.syncDirtyObjects(this, objectMask); + const State::DirtyBits &dirtyBits = (mGLState.getDirtyBits() & bitMask); + mImplementation->syncState(this, dirtyBits); + mGLState.clearDirtyBits(dirtyBits); } void Context::blitFramebuffer(GLint srcX0, @@ -2065,76 +2786,44 @@ void Context::blitFramebuffer(GLint srcX0, GLbitfield mask, GLenum filter) { - Framebuffer *readFramebuffer = mState.getReadFramebuffer(); - ASSERT(readFramebuffer); - - Framebuffer *drawFramebuffer = mState.getDrawFramebuffer(); + Framebuffer *drawFramebuffer = mGLState.getDrawFramebuffer(); ASSERT(drawFramebuffer); Rectangle srcArea(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0); Rectangle dstArea(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0); - syncRendererState(mState.blitStateBitMask()); + syncStateForBlit(); - Error error = drawFramebuffer->blit(mState, srcArea, dstArea, mask, filter, readFramebuffer); - if (error.isError()) - { - recordError(error); - return; - } + handleError(drawFramebuffer->blit(this, srcArea, dstArea, mask, filter)); } void Context::clear(GLbitfield mask) { - // Sync the clear state - syncRendererState(mState.clearStateBitMask()); - - Error error = mState.getDrawFramebuffer()->clear(mData, mask); - if (error.isError()) - { - recordError(error); - } + syncStateForClear(); + handleError(mGLState.getDrawFramebuffer()->clear(this, mask)); } void Context::clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *values) { - // Sync the clear state - syncRendererState(mState.clearStateBitMask()); - - Error error = mState.getDrawFramebuffer()->clearBufferfv(mData, buffer, drawbuffer, values); - if (error.isError()) - { - recordError(error); - } + syncStateForClear(); + handleError(mGLState.getDrawFramebuffer()->clearBufferfv(this, buffer, drawbuffer, values)); } void Context::clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *values) { - // Sync the clear state - syncRendererState(mState.clearStateBitMask()); - - Error error = mState.getDrawFramebuffer()->clearBufferuiv(mData, buffer, drawbuffer, values); - if (error.isError()) - { - recordError(error); - } + syncStateForClear(); + handleError(mGLState.getDrawFramebuffer()->clearBufferuiv(this, buffer, drawbuffer, values)); } void Context::clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *values) { - // Sync the clear state - syncRendererState(mState.clearStateBitMask()); - - Error error = mState.getDrawFramebuffer()->clearBufferiv(mData, buffer, drawbuffer, values); - if (error.isError()) - { - recordError(error); - } + syncStateForClear(); + handleError(mGLState.getDrawFramebuffer()->clearBufferiv(this, buffer, drawbuffer, values)); } void Context::clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { - Framebuffer *framebufferObject = mState.getDrawFramebuffer(); + Framebuffer *framebufferObject = mGLState.getDrawFramebuffer(); ASSERT(framebufferObject); // If a buffer is not present, the clear has no effect @@ -2144,14 +2833,8 @@ void Context::clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLin return; } - // Sync the clear state - syncRendererState(mState.clearStateBitMask()); - - Error error = framebufferObject->clearBufferfi(mData, buffer, drawbuffer, depth, stencil); - if (error.isError()) - { - recordError(error); - } + syncStateForClear(); + handleError(framebufferObject->clearBufferfi(this, buffer, drawbuffer, depth, stencil)); } void Context::readPixels(GLint x, @@ -2160,20 +2843,20 @@ void Context::readPixels(GLint x, GLsizei height, GLenum format, GLenum type, - GLvoid *pixels) + void *pixels) { - // Sync pack state - syncRendererState(mState.packStateBitMask()); + if (width == 0 || height == 0) + { + return; + } - Framebuffer *framebufferObject = mState.getReadFramebuffer(); - ASSERT(framebufferObject); + syncStateForReadPixels(); + + Framebuffer *readFBO = mGLState.getReadFramebuffer(); + ASSERT(readFBO); Rectangle area(x, y, width, height); - Error error = framebufferObject->readPixels(mState, area, format, type, pixels); - if (error.isError()) - { - recordError(error); - } + handleError(readFBO->readPixels(this, area, format, type, pixels)); } void Context::copyTexImage2D(GLenum target, @@ -2186,18 +2869,14 @@ void Context::copyTexImage2D(GLenum target, GLint border) { // Only sync the read FBO - mState.syncDirtyObject(GL_READ_FRAMEBUFFER); + mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER); Rectangle sourceArea(x, y, width, height); - const Framebuffer *framebuffer = mState.getReadFramebuffer(); + Framebuffer *framebuffer = mGLState.getReadFramebuffer(); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); - Error error = texture->copyImage(target, level, sourceArea, internalformat, framebuffer); - if (error.isError()) - { - recordError(error); - } + handleError(texture->copyImage(this, target, level, sourceArea, internalformat, framebuffer)); } void Context::copyTexSubImage2D(GLenum target, @@ -2209,20 +2888,21 @@ void Context::copyTexSubImage2D(GLenum target, GLsizei width, GLsizei height) { + if (width == 0 || height == 0) + { + return; + } + // Only sync the read FBO - mState.syncDirtyObject(GL_READ_FRAMEBUFFER); + mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER); Offset destOffset(xoffset, yoffset, 0); Rectangle sourceArea(x, y, width, height); - const Framebuffer *framebuffer = mState.getReadFramebuffer(); + Framebuffer *framebuffer = mGLState.getReadFramebuffer(); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); - Error error = texture->copySubImage(target, level, destOffset, sourceArea, framebuffer); - if (error.isError()) - { - recordError(error); - } + handleError(texture->copySubImage(this, target, level, destOffset, sourceArea, framebuffer)); } void Context::copyTexSubImage3D(GLenum target, @@ -2235,19 +2915,20 @@ void Context::copyTexSubImage3D(GLenum target, GLsizei width, GLsizei height) { + if (width == 0 || height == 0) + { + return; + } + // Only sync the read FBO - mState.syncDirtyObject(GL_READ_FRAMEBUFFER); + mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER); Offset destOffset(xoffset, yoffset, zoffset); Rectangle sourceArea(x, y, width, height); - const Framebuffer *framebuffer = mState.getReadFramebuffer(); - Texture *texture = getTargetTexture(target); - Error error = texture->copySubImage(target, level, destOffset, sourceArea, framebuffer); - if (error.isError()) - { - recordError(error); - } + Framebuffer *framebuffer = mGLState.getReadFramebuffer(); + Texture *texture = getTargetTexture(target); + handleError(texture->copySubImage(this, target, level, destOffset, sourceArea, framebuffer)); } void Context::framebufferTexture2D(GLenum target, @@ -2256,7 +2937,7 @@ void Context::framebufferTexture2D(GLenum target, GLuint texture, GLint level) { - Framebuffer *framebuffer = mState.getTargetFramebuffer(target); + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (texture != 0) @@ -2269,20 +2950,29 @@ void Context::framebufferTexture2D(GLenum target, { index = ImageIndex::Make2D(level); } + else if (textarget == GL_TEXTURE_RECTANGLE_ANGLE) + { + index = ImageIndex::MakeRectangle(level); + } + else if (textarget == GL_TEXTURE_2D_MULTISAMPLE) + { + ASSERT(level == 0); + index = ImageIndex::Make2DMultisample(); + } else { ASSERT(IsCubeMapTextureTarget(textarget)); index = ImageIndex::MakeCube(textarget, level); } - framebuffer->setAttachment(GL_TEXTURE, attachment, index, textureObj); + framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObj); } else { - framebuffer->resetAttachment(attachment); + framebuffer->resetAttachment(this, attachment); } - mState.setObjectDirty(target); + mGLState.setObjectDirty(target); } void Context::framebufferRenderbuffer(GLenum target, @@ -2290,21 +2980,22 @@ void Context::framebufferRenderbuffer(GLenum target, GLenum renderbuffertarget, GLuint renderbuffer) { - Framebuffer *framebuffer = mState.getTargetFramebuffer(target); + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (renderbuffer != 0) { Renderbuffer *renderbufferObject = getRenderbuffer(renderbuffer); - framebuffer->setAttachment(GL_RENDERBUFFER, attachment, gl::ImageIndex::MakeInvalid(), + + framebuffer->setAttachment(this, GL_RENDERBUFFER, attachment, gl::ImageIndex::MakeInvalid(), renderbufferObject); } else { - framebuffer->resetAttachment(attachment); + framebuffer->resetAttachment(this, attachment); } - mState.setObjectDirty(target); + mGLState.setObjectDirty(target); } void Context::framebufferTextureLayer(GLenum target, @@ -2313,7 +3004,7 @@ void Context::framebufferTextureLayer(GLenum target, GLint level, GLint layer) { - Framebuffer *framebuffer = mState.getTargetFramebuffer(target); + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (texture != 0) @@ -2332,46 +3023,94 @@ void Context::framebufferTextureLayer(GLenum target, index = ImageIndex::Make2DArray(level, layer); } - framebuffer->setAttachment(GL_TEXTURE, attachment, index, textureObject); + framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObject); + } + else + { + framebuffer->resetAttachment(this, attachment); + } + + mGLState.setObjectDirty(target); +} + +void Context::framebufferTextureMultiviewLayeredANGLE(GLenum target, + GLenum attachment, + GLuint texture, + GLint level, + GLint baseViewIndex, + GLsizei numViews) +{ + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); + ASSERT(framebuffer); + + if (texture != 0) + { + Texture *textureObj = getTexture(texture); + + ImageIndex index = ImageIndex::Make2DArrayRange(level, baseViewIndex, numViews); + framebuffer->setAttachmentMultiviewLayered(this, GL_TEXTURE, attachment, index, textureObj, + numViews, baseViewIndex); + } + else + { + framebuffer->resetAttachment(this, attachment); + } + + mGLState.setObjectDirty(target); +} + +void Context::framebufferTextureMultiviewSideBySideANGLE(GLenum target, + GLenum attachment, + GLuint texture, + GLint level, + GLsizei numViews, + const GLint *viewportOffsets) +{ + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); + ASSERT(framebuffer); + + if (texture != 0) + { + Texture *textureObj = getTexture(texture); + + ImageIndex index = ImageIndex::Make2D(level); + framebuffer->setAttachmentMultiviewSideBySide(this, GL_TEXTURE, attachment, index, + textureObj, numViews, viewportOffsets); } else { - framebuffer->resetAttachment(attachment); + framebuffer->resetAttachment(this, attachment); } - mState.setObjectDirty(target); + mGLState.setObjectDirty(target); } void Context::drawBuffers(GLsizei n, const GLenum *bufs) { - Framebuffer *framebuffer = mState.getDrawFramebuffer(); + Framebuffer *framebuffer = mGLState.getDrawFramebuffer(); ASSERT(framebuffer); framebuffer->setDrawBuffers(n, bufs); - mState.setObjectDirty(GL_DRAW_FRAMEBUFFER); + mGLState.setObjectDirty(GL_DRAW_FRAMEBUFFER); } void Context::readBuffer(GLenum mode) { - Framebuffer *readFBO = mState.getReadFramebuffer(); + Framebuffer *readFBO = mGLState.getReadFramebuffer(); readFBO->setReadBuffer(mode); - mState.setObjectDirty(GL_READ_FRAMEBUFFER); + mGLState.setObjectDirty(GL_READ_FRAMEBUFFER); } void Context::discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments) { // Only sync the FBO - mState.syncDirtyObject(target); + mGLState.syncDirtyObject(this, target); - Framebuffer *framebuffer = mState.getTargetFramebuffer(target); + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); // The specification isn't clear what should be done when the framebuffer isn't complete. // We leave it up to the framebuffer implementation to decide what to do. - Error error = framebuffer->discard(numAttachments, attachments); - if (error.isError()) - { - recordError(error); - } + handleError(framebuffer->discard(this, numAttachments, attachments)); } void Context::invalidateFramebuffer(GLenum target, @@ -2379,20 +3118,17 @@ void Context::invalidateFramebuffer(GLenum target, const GLenum *attachments) { // Only sync the FBO - mState.syncDirtyObject(target); + mGLState.syncDirtyObject(this, target); - Framebuffer *framebuffer = mState.getTargetFramebuffer(target); + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); - if (framebuffer->checkStatus(mData) == GL_FRAMEBUFFER_COMPLETE) + if (framebuffer->checkStatus(this) != GL_FRAMEBUFFER_COMPLETE) { - Error error = framebuffer->invalidate(numAttachments, attachments); - if (error.isError()) - { - recordError(error); - return; - } + return; } + + handleError(framebuffer->invalidate(this, numAttachments, attachments)); } void Context::invalidateSubFramebuffer(GLenum target, @@ -2404,21 +3140,2419 @@ void Context::invalidateSubFramebuffer(GLenum target, GLsizei height) { // Only sync the FBO - mState.syncDirtyObject(target); + mGLState.syncDirtyObject(this, target); - Framebuffer *framebuffer = mState.getTargetFramebuffer(target); + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); - if (framebuffer->checkStatus(mData) == GL_FRAMEBUFFER_COMPLETE) + if (framebuffer->checkStatus(this) != GL_FRAMEBUFFER_COMPLETE) + { + return; + } + + Rectangle area(x, y, width, height); + handleError(framebuffer->invalidateSub(this, numAttachments, attachments, area)); +} + +void Context::texImage2D(GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLenum format, + GLenum type, + const void *pixels) +{ + syncStateForTexImage(); + + Extents size(width, height, 1); + Texture *texture = + getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); + handleError(texture->setImage(this, mGLState.getUnpackState(), target, level, internalformat, + size, format, type, reinterpret_cast<const uint8_t *>(pixels))); +} + +void Context::texImage3D(GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLint border, + GLenum format, + GLenum type, + const void *pixels) +{ + syncStateForTexImage(); + + Extents size(width, height, depth); + Texture *texture = getTargetTexture(target); + handleError(texture->setImage(this, mGLState.getUnpackState(), target, level, internalformat, + size, format, type, reinterpret_cast<const uint8_t *>(pixels))); +} + +void Context::texSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void *pixels) +{ + // Zero sized uploads are valid but no-ops + if (width == 0 || height == 0) + { + return; + } + + syncStateForTexImage(); + + Box area(xoffset, yoffset, 0, width, height, 1); + Texture *texture = + getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); + handleError(texture->setSubImage(this, mGLState.getUnpackState(), target, level, area, format, + type, reinterpret_cast<const uint8_t *>(pixels))); +} + +void Context::texSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + const void *pixels) +{ + // Zero sized uploads are valid but no-ops + if (width == 0 || height == 0 || depth == 0) + { + return; + } + + syncStateForTexImage(); + + Box area(xoffset, yoffset, zoffset, width, height, depth); + Texture *texture = getTargetTexture(target); + handleError(texture->setSubImage(this, mGLState.getUnpackState(), target, level, area, format, + type, reinterpret_cast<const uint8_t *>(pixels))); +} + +void Context::compressedTexImage2D(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLsizei imageSize, + const void *data) +{ + syncStateForTexImage(); + + Extents size(width, height, 1); + Texture *texture = + getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); + handleError(texture->setCompressedImage(this, mGLState.getUnpackState(), target, level, + internalformat, size, imageSize, + reinterpret_cast<const uint8_t *>(data))); +} + +void Context::compressedTexImage3D(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLint border, + GLsizei imageSize, + const void *data) +{ + syncStateForTexImage(); + + Extents size(width, height, depth); + Texture *texture = getTargetTexture(target); + handleError(texture->setCompressedImage(this, mGLState.getUnpackState(), target, level, + internalformat, size, imageSize, + reinterpret_cast<const uint8_t *>(data))); +} + +void Context::compressedTexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLsizei imageSize, + const void *data) +{ + syncStateForTexImage(); + + Box area(xoffset, yoffset, 0, width, height, 1); + Texture *texture = + getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); + handleError(texture->setCompressedSubImage(this, mGLState.getUnpackState(), target, level, area, + format, imageSize, + reinterpret_cast<const uint8_t *>(data))); +} + +void Context::compressedTexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLsizei imageSize, + const void *data) +{ + // Zero sized uploads are valid but no-ops + if (width == 0 || height == 0) + { + return; + } + + syncStateForTexImage(); + + Box area(xoffset, yoffset, zoffset, width, height, depth); + Texture *texture = getTargetTexture(target); + handleError(texture->setCompressedSubImage(this, mGLState.getUnpackState(), target, level, area, + format, imageSize, + reinterpret_cast<const uint8_t *>(data))); +} + +void Context::generateMipmap(GLenum target) +{ + Texture *texture = getTargetTexture(target); + handleError(texture->generateMipmap(this)); +} + +void Context::copyTextureCHROMIUM(GLuint sourceId, + GLint sourceLevel, + GLenum destTarget, + GLuint destId, + GLint destLevel, + GLint internalFormat, + GLenum destType, + GLboolean unpackFlipY, + GLboolean unpackPremultiplyAlpha, + GLboolean unpackUnmultiplyAlpha) +{ + syncStateForTexImage(); + + gl::Texture *sourceTexture = getTexture(sourceId); + gl::Texture *destTexture = getTexture(destId); + handleError(destTexture->copyTexture(this, destTarget, destLevel, internalFormat, destType, + sourceLevel, ConvertToBool(unpackFlipY), + ConvertToBool(unpackPremultiplyAlpha), + ConvertToBool(unpackUnmultiplyAlpha), sourceTexture)); +} + +void Context::copySubTextureCHROMIUM(GLuint sourceId, + GLint sourceLevel, + GLenum destTarget, + GLuint destId, + GLint destLevel, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLboolean unpackFlipY, + GLboolean unpackPremultiplyAlpha, + GLboolean unpackUnmultiplyAlpha) +{ + // Zero sized copies are valid but no-ops + if (width == 0 || height == 0) { - Rectangle area(x, y, width, height); - Error error = framebuffer->invalidateSub(numAttachments, attachments, area); - if (error.isError()) + return; + } + + syncStateForTexImage(); + + gl::Texture *sourceTexture = getTexture(sourceId); + gl::Texture *destTexture = getTexture(destId); + Offset offset(xoffset, yoffset, 0); + Rectangle area(x, y, width, height); + handleError(destTexture->copySubTexture(this, destTarget, destLevel, offset, sourceLevel, area, + ConvertToBool(unpackFlipY), + ConvertToBool(unpackPremultiplyAlpha), + ConvertToBool(unpackUnmultiplyAlpha), sourceTexture)); +} + +void Context::compressedCopyTextureCHROMIUM(GLuint sourceId, GLuint destId) +{ + syncStateForTexImage(); + + gl::Texture *sourceTexture = getTexture(sourceId); + gl::Texture *destTexture = getTexture(destId); + handleError(destTexture->copyCompressedTexture(this, sourceTexture)); +} + +void Context::getBufferPointerv(BufferBinding target, GLenum pname, void **params) +{ + Buffer *buffer = mGLState.getTargetBuffer(target); + ASSERT(buffer); + + QueryBufferPointerv(buffer, pname, params); +} + +void *Context::mapBuffer(BufferBinding target, GLenum access) +{ + Buffer *buffer = mGLState.getTargetBuffer(target); + ASSERT(buffer); + + Error error = buffer->map(this, access); + if (error.isError()) + { + handleError(error); + return nullptr; + } + + return buffer->getMapPointer(); +} + +GLboolean Context::unmapBuffer(BufferBinding target) +{ + Buffer *buffer = mGLState.getTargetBuffer(target); + ASSERT(buffer); + + GLboolean result; + Error error = buffer->unmap(this, &result); + if (error.isError()) + { + handleError(error); + return GL_FALSE; + } + + return result; +} + +void *Context::mapBufferRange(BufferBinding target, + GLintptr offset, + GLsizeiptr length, + GLbitfield access) +{ + Buffer *buffer = mGLState.getTargetBuffer(target); + ASSERT(buffer); + + Error error = buffer->mapRange(this, offset, length, access); + if (error.isError()) + { + handleError(error); + return nullptr; + } + + return buffer->getMapPointer(); +} + +void Context::flushMappedBufferRange(BufferBinding /*target*/, + GLintptr /*offset*/, + GLsizeiptr /*length*/) +{ + // We do not currently support a non-trivial implementation of FlushMappedBufferRange +} + +void Context::syncStateForReadPixels() +{ + syncRendererState(mReadPixelsDirtyBits, mReadPixelsDirtyObjects); +} + +void Context::syncStateForTexImage() +{ + syncRendererState(mTexImageDirtyBits, mTexImageDirtyObjects); +} + +void Context::syncStateForClear() +{ + syncRendererState(mClearDirtyBits, mClearDirtyObjects); +} + +void Context::syncStateForBlit() +{ + syncRendererState(mBlitDirtyBits, mBlitDirtyObjects); +} + +void Context::activeShaderProgram(GLuint pipeline, GLuint program) +{ + UNIMPLEMENTED(); +} + +void Context::activeTexture(GLenum texture) +{ + mGLState.setActiveSampler(texture - GL_TEXTURE0); +} + +void Context::blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) +{ + mGLState.setBlendColor(clamp01(red), clamp01(green), clamp01(blue), clamp01(alpha)); +} + +void Context::blendEquation(GLenum mode) +{ + mGLState.setBlendEquation(mode, mode); +} + +void Context::blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) +{ + mGLState.setBlendEquation(modeRGB, modeAlpha); +} + +void Context::blendFunc(GLenum sfactor, GLenum dfactor) +{ + mGLState.setBlendFactors(sfactor, dfactor, sfactor, dfactor); +} + +void Context::blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) +{ + mGLState.setBlendFactors(srcRGB, dstRGB, srcAlpha, dstAlpha); +} + +void Context::clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) +{ + mGLState.setColorClearValue(red, green, blue, alpha); +} + +void Context::clearDepthf(GLfloat depth) +{ + mGLState.setDepthClearValue(depth); +} + +void Context::clearStencil(GLint s) +{ + mGLState.setStencilClearValue(s); +} + +void Context::colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) +{ + mGLState.setColorMask(ConvertToBool(red), ConvertToBool(green), ConvertToBool(blue), + ConvertToBool(alpha)); +} + +void Context::cullFace(CullFaceMode mode) +{ + mGLState.setCullMode(mode); +} + +void Context::depthFunc(GLenum func) +{ + mGLState.setDepthFunc(func); +} + +void Context::depthMask(GLboolean flag) +{ + mGLState.setDepthMask(ConvertToBool(flag)); +} + +void Context::depthRangef(GLfloat zNear, GLfloat zFar) +{ + mGLState.setDepthRange(zNear, zFar); +} + +void Context::disable(GLenum cap) +{ + mGLState.setEnableFeature(cap, false); +} + +void Context::disableVertexAttribArray(GLuint index) +{ + mGLState.setEnableVertexAttribArray(index, false); +} + +void Context::enable(GLenum cap) +{ + mGLState.setEnableFeature(cap, true); +} + +void Context::enableVertexAttribArray(GLuint index) +{ + mGLState.setEnableVertexAttribArray(index, true); +} + +void Context::frontFace(GLenum mode) +{ + mGLState.setFrontFace(mode); +} + +void Context::hint(GLenum target, GLenum mode) +{ + switch (target) + { + case GL_GENERATE_MIPMAP_HINT: + mGLState.setGenerateMipmapHint(mode); + break; + + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: + mGLState.setFragmentShaderDerivativeHint(mode); + break; + + default: + UNREACHABLE(); + return; + } +} + +void Context::lineWidth(GLfloat width) +{ + mGLState.setLineWidth(width); +} + +void Context::pixelStorei(GLenum pname, GLint param) +{ + switch (pname) + { + case GL_UNPACK_ALIGNMENT: + mGLState.setUnpackAlignment(param); + break; + + case GL_PACK_ALIGNMENT: + mGLState.setPackAlignment(param); + break; + + case GL_PACK_REVERSE_ROW_ORDER_ANGLE: + mGLState.setPackReverseRowOrder(param != 0); + break; + + case GL_UNPACK_ROW_LENGTH: + ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage); + mGLState.setUnpackRowLength(param); + break; + + case GL_UNPACK_IMAGE_HEIGHT: + ASSERT(getClientMajorVersion() >= 3); + mGLState.setUnpackImageHeight(param); + break; + + case GL_UNPACK_SKIP_IMAGES: + ASSERT(getClientMajorVersion() >= 3); + mGLState.setUnpackSkipImages(param); + break; + + case GL_UNPACK_SKIP_ROWS: + ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage); + mGLState.setUnpackSkipRows(param); + break; + + case GL_UNPACK_SKIP_PIXELS: + ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage); + mGLState.setUnpackSkipPixels(param); + break; + + case GL_PACK_ROW_LENGTH: + ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage); + mGLState.setPackRowLength(param); + break; + + case GL_PACK_SKIP_ROWS: + ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage); + mGLState.setPackSkipRows(param); + break; + + case GL_PACK_SKIP_PIXELS: + ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage); + mGLState.setPackSkipPixels(param); + break; + + default: + UNREACHABLE(); + return; + } +} + +void Context::polygonOffset(GLfloat factor, GLfloat units) +{ + mGLState.setPolygonOffsetParams(factor, units); +} + +void Context::sampleCoverage(GLfloat value, GLboolean invert) +{ + mGLState.setSampleCoverageParams(clamp01(value), ConvertToBool(invert)); +} + +void Context::sampleMaski(GLuint maskNumber, GLbitfield mask) +{ + mGLState.setSampleMaskParams(maskNumber, mask); +} + +void Context::scissor(GLint x, GLint y, GLsizei width, GLsizei height) +{ + mGLState.setScissorParams(x, y, width, height); +} + +void Context::stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) + { + mGLState.setStencilParams(func, ref, mask); + } + + if (face == GL_BACK || face == GL_FRONT_AND_BACK) + { + mGLState.setStencilBackParams(func, ref, mask); + } +} + +void Context::stencilMaskSeparate(GLenum face, GLuint mask) +{ + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) + { + mGLState.setStencilWritemask(mask); + } + + if (face == GL_BACK || face == GL_FRONT_AND_BACK) + { + mGLState.setStencilBackWritemask(mask); + } +} + +void Context::stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) +{ + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) + { + mGLState.setStencilOperations(fail, zfail, zpass); + } + + if (face == GL_BACK || face == GL_FRONT_AND_BACK) + { + mGLState.setStencilBackOperations(fail, zfail, zpass); + } +} + +void Context::vertexAttrib1f(GLuint index, GLfloat x) +{ + GLfloat vals[4] = {x, 0, 0, 1}; + mGLState.setVertexAttribf(index, vals); +} + +void Context::vertexAttrib1fv(GLuint index, const GLfloat *values) +{ + GLfloat vals[4] = {values[0], 0, 0, 1}; + mGLState.setVertexAttribf(index, vals); +} + +void Context::vertexAttrib2f(GLuint index, GLfloat x, GLfloat y) +{ + GLfloat vals[4] = {x, y, 0, 1}; + mGLState.setVertexAttribf(index, vals); +} + +void Context::vertexAttrib2fv(GLuint index, const GLfloat *values) +{ + GLfloat vals[4] = {values[0], values[1], 0, 1}; + mGLState.setVertexAttribf(index, vals); +} + +void Context::vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) +{ + GLfloat vals[4] = {x, y, z, 1}; + mGLState.setVertexAttribf(index, vals); +} + +void Context::vertexAttrib3fv(GLuint index, const GLfloat *values) +{ + GLfloat vals[4] = {values[0], values[1], values[2], 1}; + mGLState.setVertexAttribf(index, vals); +} + +void Context::vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + GLfloat vals[4] = {x, y, z, w}; + mGLState.setVertexAttribf(index, vals); +} + +void Context::vertexAttrib4fv(GLuint index, const GLfloat *values) +{ + mGLState.setVertexAttribf(index, values); +} + +void Context::vertexAttribPointer(GLuint index, + GLint size, + GLenum type, + GLboolean normalized, + GLsizei stride, + const void *ptr) +{ + mGLState.setVertexAttribPointer(this, index, mGLState.getTargetBuffer(BufferBinding::Array), + size, type, ConvertToBool(normalized), false, stride, ptr); +} + +void Context::vertexAttribFormat(GLuint attribIndex, + GLint size, + GLenum type, + GLboolean normalized, + GLuint relativeOffset) +{ + mGLState.setVertexAttribFormat(attribIndex, size, type, ConvertToBool(normalized), false, + relativeOffset); +} + +void Context::vertexAttribIFormat(GLuint attribIndex, + GLint size, + GLenum type, + GLuint relativeOffset) +{ + mGLState.setVertexAttribFormat(attribIndex, size, type, false, true, relativeOffset); +} + +void Context::vertexAttribBinding(GLuint attribIndex, GLuint bindingIndex) +{ + mGLState.setVertexAttribBinding(this, attribIndex, bindingIndex); +} + +void Context::vertexBindingDivisor(GLuint bindingIndex, GLuint divisor) +{ + mGLState.setVertexBindingDivisor(bindingIndex, divisor); +} + +void Context::viewport(GLint x, GLint y, GLsizei width, GLsizei height) +{ + mGLState.setViewportParams(x, y, width, height); +} + +void Context::vertexAttribIPointer(GLuint index, + GLint size, + GLenum type, + GLsizei stride, + const void *pointer) +{ + mGLState.setVertexAttribPointer(this, index, mGLState.getTargetBuffer(BufferBinding::Array), + size, type, false, true, stride, pointer); +} + +void Context::vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) +{ + GLint vals[4] = {x, y, z, w}; + mGLState.setVertexAttribi(index, vals); +} + +void Context::vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) +{ + GLuint vals[4] = {x, y, z, w}; + mGLState.setVertexAttribu(index, vals); +} + +void Context::vertexAttribI4iv(GLuint index, const GLint *v) +{ + mGLState.setVertexAttribi(index, v); +} + +void Context::vertexAttribI4uiv(GLuint index, const GLuint *v) +{ + mGLState.setVertexAttribu(index, v); +} + +void Context::getVertexAttribiv(GLuint index, GLenum pname, GLint *params) +{ + const VertexAttribCurrentValueData ¤tValues = + getGLState().getVertexAttribCurrentValue(index); + const VertexArray *vao = getGLState().getVertexArray(); + QueryVertexAttribiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index), + currentValues, pname, params); +} + +void Context::getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) +{ + const VertexAttribCurrentValueData ¤tValues = + getGLState().getVertexAttribCurrentValue(index); + const VertexArray *vao = getGLState().getVertexArray(); + QueryVertexAttribfv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index), + currentValues, pname, params); +} + +void Context::getVertexAttribIiv(GLuint index, GLenum pname, GLint *params) +{ + const VertexAttribCurrentValueData ¤tValues = + getGLState().getVertexAttribCurrentValue(index); + const VertexArray *vao = getGLState().getVertexArray(); + QueryVertexAttribIiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index), + currentValues, pname, params); +} + +void Context::getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params) +{ + const VertexAttribCurrentValueData ¤tValues = + getGLState().getVertexAttribCurrentValue(index); + const VertexArray *vao = getGLState().getVertexArray(); + QueryVertexAttribIuiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index), + currentValues, pname, params); +} + +void Context::getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer) +{ + const VertexAttribute &attrib = getGLState().getVertexArray()->getVertexAttribute(index); + QueryVertexAttribPointerv(attrib, pname, pointer); +} + +void Context::debugMessageControl(GLenum source, + GLenum type, + GLenum severity, + GLsizei count, + const GLuint *ids, + GLboolean enabled) +{ + std::vector<GLuint> idVector(ids, ids + count); + mGLState.getDebug().setMessageControl(source, type, severity, std::move(idVector), + ConvertToBool(enabled)); +} + +void Context::debugMessageInsert(GLenum source, + GLenum type, + GLuint id, + GLenum severity, + GLsizei length, + const GLchar *buf) +{ + std::string msg(buf, (length > 0) ? static_cast<size_t>(length) : strlen(buf)); + mGLState.getDebug().insertMessage(source, type, id, severity, std::move(msg)); +} + +void Context::debugMessageCallback(GLDEBUGPROCKHR callback, const void *userParam) +{ + mGLState.getDebug().setCallback(callback, userParam); +} + +GLuint Context::getDebugMessageLog(GLuint count, + GLsizei bufSize, + GLenum *sources, + GLenum *types, + GLuint *ids, + GLenum *severities, + GLsizei *lengths, + GLchar *messageLog) +{ + return static_cast<GLuint>(mGLState.getDebug().getMessages(count, bufSize, sources, types, ids, + severities, lengths, messageLog)); +} + +void Context::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message) +{ + std::string msg(message, (length > 0) ? static_cast<size_t>(length) : strlen(message)); + mGLState.getDebug().pushGroup(source, id, std::move(msg)); + mImplementation->pushDebugGroup(source, id, length, message); +} + +void Context::popDebugGroup() +{ + mGLState.getDebug().popGroup(); + mImplementation->popDebugGroup(); +} + +void Context::bufferData(BufferBinding target, GLsizeiptr size, const void *data, BufferUsage usage) +{ + Buffer *buffer = mGLState.getTargetBuffer(target); + ASSERT(buffer); + handleError(buffer->bufferData(this, target, data, size, usage)); +} + +void Context::bufferSubData(BufferBinding target, + GLintptr offset, + GLsizeiptr size, + const void *data) +{ + if (data == nullptr) + { + return; + } + + Buffer *buffer = mGLState.getTargetBuffer(target); + ASSERT(buffer); + handleError(buffer->bufferSubData(this, target, data, size, offset)); +} + +void Context::attachShader(GLuint program, GLuint shader) +{ + Program *programObject = mState.mShaderPrograms->getProgram(program); + Shader *shaderObject = mState.mShaderPrograms->getShader(shader); + ASSERT(programObject && shaderObject); + programObject->attachShader(shaderObject); +} + +const Workarounds &Context::getWorkarounds() const +{ + return mWorkarounds; +} + +void Context::copyBufferSubData(BufferBinding readTarget, + BufferBinding writeTarget, + GLintptr readOffset, + GLintptr writeOffset, + GLsizeiptr size) +{ + // if size is zero, the copy is a successful no-op + if (size == 0) + { + return; + } + + // TODO(jmadill): cache these. + Buffer *readBuffer = mGLState.getTargetBuffer(readTarget); + Buffer *writeBuffer = mGLState.getTargetBuffer(writeTarget); + + handleError(writeBuffer->copyBufferSubData(this, readBuffer, readOffset, writeOffset, size)); +} + +void Context::bindAttribLocation(GLuint program, GLuint index, const GLchar *name) +{ + Program *programObject = getProgram(program); + // TODO(jmadill): Re-use this from the validation if possible. + ASSERT(programObject); + programObject->bindAttributeLocation(index, name); +} + +void Context::bindBuffer(BufferBinding target, GLuint buffer) +{ + Buffer *bufferObject = mState.mBuffers->checkBufferAllocation(mImplementation.get(), buffer); + mGLState.setBufferBinding(this, target, bufferObject); +} + +void Context::bindBufferBase(BufferBinding target, GLuint index, GLuint buffer) +{ + bindBufferRange(target, index, buffer, 0, 0); +} + +void Context::bindBufferRange(BufferBinding target, + GLuint index, + GLuint buffer, + GLintptr offset, + GLsizeiptr size) +{ + Buffer *bufferObject = mState.mBuffers->checkBufferAllocation(mImplementation.get(), buffer); + mGLState.setIndexedBufferBinding(this, target, index, bufferObject, offset, size); +} + +void Context::bindFramebuffer(GLenum target, GLuint framebuffer) +{ + if (target == GL_READ_FRAMEBUFFER || target == GL_FRAMEBUFFER) + { + bindReadFramebuffer(framebuffer); + } + + if (target == GL_DRAW_FRAMEBUFFER || target == GL_FRAMEBUFFER) + { + bindDrawFramebuffer(framebuffer); + } +} + +void Context::bindRenderbuffer(GLenum target, GLuint renderbuffer) +{ + ASSERT(target == GL_RENDERBUFFER); + Renderbuffer *object = + mState.mRenderbuffers->checkRenderbufferAllocation(mImplementation.get(), renderbuffer); + mGLState.setRenderbufferBinding(this, object); +} + +void Context::texStorage2DMultisample(GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLboolean fixedsamplelocations) +{ + Extents size(width, height, 1); + Texture *texture = getTargetTexture(target); + handleError(texture->setStorageMultisample(this, target, samples, internalformat, size, + ConvertToBool(fixedsamplelocations))); +} + +void Context::getMultisamplefv(GLenum pname, GLuint index, GLfloat *val) +{ + // According to spec 3.1 Table 20.49: Framebuffer Dependent Values, + // the sample position should be queried by DRAW_FRAMEBUFFER. + mGLState.syncDirtyObject(this, GL_DRAW_FRAMEBUFFER); + const Framebuffer *framebuffer = mGLState.getDrawFramebuffer(); + + switch (pname) + { + case GL_SAMPLE_POSITION: + handleError(framebuffer->getSamplePosition(index, val)); + break; + default: + UNREACHABLE(); + } +} + +void Context::renderbufferStorage(GLenum target, + GLenum internalformat, + GLsizei width, + GLsizei height) +{ + // Hack for the special WebGL 1 "DEPTH_STENCIL" internal format. + GLenum convertedInternalFormat = getConvertedRenderbufferFormat(internalformat); + + Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer(); + handleError(renderbuffer->setStorage(this, convertedInternalFormat, width, height)); +} + +void Context::renderbufferStorageMultisample(GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height) +{ + // Hack for the special WebGL 1 "DEPTH_STENCIL" internal format. + GLenum convertedInternalFormat = getConvertedRenderbufferFormat(internalformat); + + Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer(); + handleError( + renderbuffer->setStorageMultisample(this, samples, convertedInternalFormat, width, height)); +} + +void Context::getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) +{ + const Sync *syncObject = getSync(sync); + handleError(QuerySynciv(syncObject, pname, bufSize, length, values)); +} + +void Context::getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params) +{ + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); + QueryFramebufferParameteriv(framebuffer, pname, params); +} + +void Context::framebufferParameteri(GLenum target, GLenum pname, GLint param) +{ + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); + SetFramebufferParameteri(framebuffer, pname, param); +} + +Error Context::getScratchBuffer(size_t requstedSizeBytes, + angle::MemoryBuffer **scratchBufferOut) const +{ + if (!mScratchBuffer.get(requstedSizeBytes, scratchBufferOut)) + { + return OutOfMemory() << "Failed to allocate internal buffer."; + } + return NoError(); +} + +Error Context::getZeroFilledBuffer(size_t requstedSizeBytes, + angle::MemoryBuffer **zeroBufferOut) const +{ + if (!mZeroFilledBuffer.getInitialized(requstedSizeBytes, zeroBufferOut, 0)) + { + return OutOfMemory() << "Failed to allocate internal buffer."; + } + return NoError(); +} + +void Context::dispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ) +{ + if (numGroupsX == 0u || numGroupsY == 0u || numGroupsZ == 0u) + { + return; + } + + // TODO(jmadill): Dirty bits for compute. + if (isRobustResourceInitEnabled()) + { + ANGLE_CONTEXT_TRY(mGLState.clearUnclearedActiveTextures(this)); + } + + handleError(mImplementation->dispatchCompute(this, numGroupsX, numGroupsY, numGroupsZ)); +} + +void Context::dispatchComputeIndirect(GLintptr indirect) +{ + UNIMPLEMENTED(); +} + +void Context::texStorage2D(GLenum target, + GLsizei levels, + GLenum internalFormat, + GLsizei width, + GLsizei height) +{ + Extents size(width, height, 1); + Texture *texture = getTargetTexture(target); + handleError(texture->setStorage(this, target, levels, internalFormat, size)); +} + +void Context::texStorage3D(GLenum target, + GLsizei levels, + GLenum internalFormat, + GLsizei width, + GLsizei height, + GLsizei depth) +{ + Extents size(width, height, depth); + Texture *texture = getTargetTexture(target); + handleError(texture->setStorage(this, target, levels, internalFormat, size)); +} + +void Context::memoryBarrier(GLbitfield barriers) +{ + UNIMPLEMENTED(); +} + +void Context::memoryBarrierByRegion(GLbitfield barriers) +{ + UNIMPLEMENTED(); +} + +GLenum Context::checkFramebufferStatus(GLenum target) +{ + Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); + ASSERT(framebuffer); + + return framebuffer->checkStatus(this); +} + +void Context::compileShader(GLuint shader) +{ + Shader *shaderObject = GetValidShader(this, shader); + if (!shaderObject) + { + return; + } + shaderObject->compile(this); +} + +void Context::deleteBuffers(GLsizei n, const GLuint *buffers) +{ + for (int i = 0; i < n; i++) + { + deleteBuffer(buffers[i]); + } +} + +void Context::deleteFramebuffers(GLsizei n, const GLuint *framebuffers) +{ + for (int i = 0; i < n; i++) + { + if (framebuffers[i] != 0) + { + deleteFramebuffer(framebuffers[i]); + } + } +} + +void Context::deleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) +{ + for (int i = 0; i < n; i++) + { + deleteRenderbuffer(renderbuffers[i]); + } +} + +void Context::deleteTextures(GLsizei n, const GLuint *textures) +{ + for (int i = 0; i < n; i++) + { + if (textures[i] != 0) { - recordError(error); + deleteTexture(textures[i]); + } + } +} + +void Context::detachShader(GLuint program, GLuint shader) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + + Shader *shaderObject = getShader(shader); + ASSERT(shaderObject); + + programObject->detachShader(this, shaderObject); +} + +void Context::genBuffers(GLsizei n, GLuint *buffers) +{ + for (int i = 0; i < n; i++) + { + buffers[i] = createBuffer(); + } +} + +void Context::genFramebuffers(GLsizei n, GLuint *framebuffers) +{ + for (int i = 0; i < n; i++) + { + framebuffers[i] = createFramebuffer(); + } +} + +void Context::genRenderbuffers(GLsizei n, GLuint *renderbuffers) +{ + for (int i = 0; i < n; i++) + { + renderbuffers[i] = createRenderbuffer(); + } +} + +void Context::genTextures(GLsizei n, GLuint *textures) +{ + for (int i = 0; i < n; i++) + { + textures[i] = createTexture(); + } +} + +void Context::getActiveAttrib(GLuint program, + GLuint index, + GLsizei bufsize, + GLsizei *length, + GLint *size, + GLenum *type, + GLchar *name) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->getActiveAttribute(index, bufsize, length, size, type, name); +} + +void Context::getActiveUniform(GLuint program, + GLuint index, + GLsizei bufsize, + GLsizei *length, + GLint *size, + GLenum *type, + GLchar *name) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->getActiveUniform(index, bufsize, length, size, type, name); +} + +void Context::getAttachedShaders(GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->getAttachedShaders(maxcount, count, shaders); +} + +GLint Context::getAttribLocation(GLuint program, const GLchar *name) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + return programObject->getAttributeLocation(name); +} + +void Context::getBooleanv(GLenum pname, GLboolean *params) +{ + GLenum nativeType; + unsigned int numParams = 0; + getQueryParameterInfo(pname, &nativeType, &numParams); + + if (nativeType == GL_BOOL) + { + getBooleanvImpl(pname, params); + } + else + { + CastStateValues(this, nativeType, pname, numParams, params); + } +} + +void Context::getFloatv(GLenum pname, GLfloat *params) +{ + GLenum nativeType; + unsigned int numParams = 0; + getQueryParameterInfo(pname, &nativeType, &numParams); + + if (nativeType == GL_FLOAT) + { + getFloatvImpl(pname, params); + } + else + { + CastStateValues(this, nativeType, pname, numParams, params); + } +} + +void Context::getIntegerv(GLenum pname, GLint *params) +{ + GLenum nativeType; + unsigned int numParams = 0; + getQueryParameterInfo(pname, &nativeType, &numParams); + + if (nativeType == GL_INT) + { + getIntegervImpl(pname, params); + } + else + { + CastStateValues(this, nativeType, pname, numParams, params); + } +} + +void Context::getProgramiv(GLuint program, GLenum pname, GLint *params) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + QueryProgramiv(this, programObject, pname, params); +} + +void Context::getProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params) +{ + UNIMPLEMENTED(); +} + +void Context::getProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->getInfoLog(bufsize, length, infolog); +} + +void Context::getProgramPipelineInfoLog(GLuint pipeline, + GLsizei bufSize, + GLsizei *length, + GLchar *infoLog) +{ + UNIMPLEMENTED(); +} + +void Context::getShaderiv(GLuint shader, GLenum pname, GLint *params) +{ + Shader *shaderObject = getShader(shader); + ASSERT(shaderObject); + QueryShaderiv(this, shaderObject, pname, params); +} + +void Context::getShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *infolog) +{ + Shader *shaderObject = getShader(shader); + ASSERT(shaderObject); + shaderObject->getInfoLog(this, bufsize, length, infolog); +} + +void Context::getShaderPrecisionFormat(GLenum shadertype, + GLenum precisiontype, + GLint *range, + GLint *precision) +{ + // TODO(jmadill): Compute shaders. + + switch (shadertype) + { + case GL_VERTEX_SHADER: + switch (precisiontype) + { + case GL_LOW_FLOAT: + mCaps.vertexLowpFloat.get(range, precision); + break; + case GL_MEDIUM_FLOAT: + mCaps.vertexMediumpFloat.get(range, precision); + break; + case GL_HIGH_FLOAT: + mCaps.vertexHighpFloat.get(range, precision); + break; + + case GL_LOW_INT: + mCaps.vertexLowpInt.get(range, precision); + break; + case GL_MEDIUM_INT: + mCaps.vertexMediumpInt.get(range, precision); + break; + case GL_HIGH_INT: + mCaps.vertexHighpInt.get(range, precision); + break; + + default: + UNREACHABLE(); + return; + } + break; + + case GL_FRAGMENT_SHADER: + switch (precisiontype) + { + case GL_LOW_FLOAT: + mCaps.fragmentLowpFloat.get(range, precision); + break; + case GL_MEDIUM_FLOAT: + mCaps.fragmentMediumpFloat.get(range, precision); + break; + case GL_HIGH_FLOAT: + mCaps.fragmentHighpFloat.get(range, precision); + break; + + case GL_LOW_INT: + mCaps.fragmentLowpInt.get(range, precision); + break; + case GL_MEDIUM_INT: + mCaps.fragmentMediumpInt.get(range, precision); + break; + case GL_HIGH_INT: + mCaps.fragmentHighpInt.get(range, precision); + break; + + default: + UNREACHABLE(); + return; + } + break; + + default: + UNREACHABLE(); return; + } +} + +void Context::getShaderSource(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source) +{ + Shader *shaderObject = getShader(shader); + ASSERT(shaderObject); + shaderObject->getSource(bufsize, length, source); +} + +void Context::getUniformfv(GLuint program, GLint location, GLfloat *params) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->getUniformfv(this, location, params); +} + +void Context::getUniformiv(GLuint program, GLint location, GLint *params) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->getUniformiv(this, location, params); +} + +GLint Context::getUniformLocation(GLuint program, const GLchar *name) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + return programObject->getUniformLocation(name); +} + +GLboolean Context::isBuffer(GLuint buffer) +{ + if (buffer == 0) + { + return GL_FALSE; + } + + return (getBuffer(buffer) ? GL_TRUE : GL_FALSE); +} + +GLboolean Context::isEnabled(GLenum cap) +{ + return mGLState.getEnableFeature(cap); +} + +GLboolean Context::isFramebuffer(GLuint framebuffer) +{ + if (framebuffer == 0) + { + return GL_FALSE; + } + + return (getFramebuffer(framebuffer) ? GL_TRUE : GL_FALSE); +} + +GLboolean Context::isProgram(GLuint program) +{ + if (program == 0) + { + return GL_FALSE; + } + + return (getProgram(program) ? GL_TRUE : GL_FALSE); +} + +GLboolean Context::isRenderbuffer(GLuint renderbuffer) +{ + if (renderbuffer == 0) + { + return GL_FALSE; + } + + return (getRenderbuffer(renderbuffer) ? GL_TRUE : GL_FALSE); +} + +GLboolean Context::isShader(GLuint shader) +{ + if (shader == 0) + { + return GL_FALSE; + } + + return (getShader(shader) ? GL_TRUE : GL_FALSE); +} + +GLboolean Context::isTexture(GLuint texture) +{ + if (texture == 0) + { + return GL_FALSE; + } + + return (getTexture(texture) ? GL_TRUE : GL_FALSE); +} + +void Context::linkProgram(GLuint program) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + handleError(programObject->link(this)); + mGLState.onProgramExecutableChange(programObject); +} + +void Context::releaseShaderCompiler() +{ + mCompiler.set(this, nullptr); +} + +void Context::shaderBinary(GLsizei n, + const GLuint *shaders, + GLenum binaryformat, + const void *binary, + GLsizei length) +{ + // No binary shader formats are supported. + UNIMPLEMENTED(); +} + +void Context::shaderSource(GLuint shader, + GLsizei count, + const GLchar *const *string, + const GLint *length) +{ + Shader *shaderObject = getShader(shader); + ASSERT(shaderObject); + shaderObject->setSource(count, string, length); +} + +void Context::stencilFunc(GLenum func, GLint ref, GLuint mask) +{ + stencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask); +} + +void Context::stencilMask(GLuint mask) +{ + stencilMaskSeparate(GL_FRONT_AND_BACK, mask); +} + +void Context::stencilOp(GLenum fail, GLenum zfail, GLenum zpass) +{ + stencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass); +} + +void Context::uniform1f(GLint location, GLfloat x) +{ + Program *program = mGLState.getProgram(); + program->setUniform1fv(location, 1, &x); +} + +void Context::uniform1fv(GLint location, GLsizei count, const GLfloat *v) +{ + Program *program = mGLState.getProgram(); + program->setUniform1fv(location, count, v); +} + +void Context::uniform1i(GLint location, GLint x) +{ + Program *program = mGLState.getProgram(); + if (program->setUniform1iv(location, 1, &x) == Program::SetUniformResult::SamplerChanged) + { + mGLState.setObjectDirty(GL_PROGRAM); + } +} + +void Context::uniform1iv(GLint location, GLsizei count, const GLint *v) +{ + Program *program = mGLState.getProgram(); + if (program->setUniform1iv(location, count, v) == Program::SetUniformResult::SamplerChanged) + { + mGLState.setObjectDirty(GL_PROGRAM); + } +} + +void Context::uniform2f(GLint location, GLfloat x, GLfloat y) +{ + GLfloat xy[2] = {x, y}; + Program *program = mGLState.getProgram(); + program->setUniform2fv(location, 1, xy); +} + +void Context::uniform2fv(GLint location, GLsizei count, const GLfloat *v) +{ + Program *program = mGLState.getProgram(); + program->setUniform2fv(location, count, v); +} + +void Context::uniform2i(GLint location, GLint x, GLint y) +{ + GLint xy[2] = {x, y}; + Program *program = mGLState.getProgram(); + program->setUniform2iv(location, 1, xy); +} + +void Context::uniform2iv(GLint location, GLsizei count, const GLint *v) +{ + Program *program = mGLState.getProgram(); + program->setUniform2iv(location, count, v); +} + +void Context::uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) +{ + GLfloat xyz[3] = {x, y, z}; + Program *program = mGLState.getProgram(); + program->setUniform3fv(location, 1, xyz); +} + +void Context::uniform3fv(GLint location, GLsizei count, const GLfloat *v) +{ + Program *program = mGLState.getProgram(); + program->setUniform3fv(location, count, v); +} + +void Context::uniform3i(GLint location, GLint x, GLint y, GLint z) +{ + GLint xyz[3] = {x, y, z}; + Program *program = mGLState.getProgram(); + program->setUniform3iv(location, 1, xyz); +} + +void Context::uniform3iv(GLint location, GLsizei count, const GLint *v) +{ + Program *program = mGLState.getProgram(); + program->setUniform3iv(location, count, v); +} + +void Context::uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + GLfloat xyzw[4] = {x, y, z, w}; + Program *program = mGLState.getProgram(); + program->setUniform4fv(location, 1, xyzw); +} + +void Context::uniform4fv(GLint location, GLsizei count, const GLfloat *v) +{ + Program *program = mGLState.getProgram(); + program->setUniform4fv(location, count, v); +} + +void Context::uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) +{ + GLint xyzw[4] = {x, y, z, w}; + Program *program = mGLState.getProgram(); + program->setUniform4iv(location, 1, xyzw); +} + +void Context::uniform4iv(GLint location, GLsizei count, const GLint *v) +{ + Program *program = mGLState.getProgram(); + program->setUniform4iv(location, count, v); +} + +void Context::uniformMatrix2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix2fv(location, count, transpose, value); +} + +void Context::uniformMatrix3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix3fv(location, count, transpose, value); +} + +void Context::uniformMatrix4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix4fv(location, count, transpose, value); +} + +void Context::validateProgram(GLuint program) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->validate(mCaps); +} + +void Context::validateProgramPipeline(GLuint pipeline) +{ + UNIMPLEMENTED(); +} + +void Context::getProgramBinary(GLuint program, + GLsizei bufSize, + GLsizei *length, + GLenum *binaryFormat, + void *binary) +{ + Program *programObject = getProgram(program); + ASSERT(programObject != nullptr); + + handleError(programObject->saveBinary(this, binaryFormat, binary, bufSize, length)); +} + +void Context::programBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length) +{ + Program *programObject = getProgram(program); + ASSERT(programObject != nullptr); + + handleError(programObject->loadBinary(this, binaryFormat, binary, length)); +} + +void Context::uniform1ui(GLint location, GLuint v0) +{ + Program *program = mGLState.getProgram(); + program->setUniform1uiv(location, 1, &v0); +} + +void Context::uniform2ui(GLint location, GLuint v0, GLuint v1) +{ + Program *program = mGLState.getProgram(); + const GLuint xy[] = {v0, v1}; + program->setUniform2uiv(location, 1, xy); +} + +void Context::uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) +{ + Program *program = mGLState.getProgram(); + const GLuint xyz[] = {v0, v1, v2}; + program->setUniform3uiv(location, 1, xyz); +} + +void Context::uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) +{ + Program *program = mGLState.getProgram(); + const GLuint xyzw[] = {v0, v1, v2, v3}; + program->setUniform4uiv(location, 1, xyzw); +} + +void Context::uniform1uiv(GLint location, GLsizei count, const GLuint *value) +{ + Program *program = mGLState.getProgram(); + program->setUniform1uiv(location, count, value); +} +void Context::uniform2uiv(GLint location, GLsizei count, const GLuint *value) +{ + Program *program = mGLState.getProgram(); + program->setUniform2uiv(location, count, value); +} + +void Context::uniform3uiv(GLint location, GLsizei count, const GLuint *value) +{ + Program *program = mGLState.getProgram(); + program->setUniform3uiv(location, count, value); +} + +void Context::uniform4uiv(GLint location, GLsizei count, const GLuint *value) +{ + Program *program = mGLState.getProgram(); + program->setUniform4uiv(location, count, value); +} + +void Context::genQueries(GLsizei n, GLuint *ids) +{ + for (GLsizei i = 0; i < n; i++) + { + GLuint handle = mQueryHandleAllocator.allocate(); + mQueryMap.assign(handle, nullptr); + ids[i] = handle; + } +} + +void Context::deleteQueries(GLsizei n, const GLuint *ids) +{ + for (int i = 0; i < n; i++) + { + GLuint query = ids[i]; + + Query *queryObject = nullptr; + if (mQueryMap.erase(query, &queryObject)) + { + mQueryHandleAllocator.release(query); + if (queryObject) + { + queryObject->release(this); + } + } + } +} + +GLboolean Context::isQuery(GLuint id) +{ + return (getQuery(id, false, GL_NONE) != nullptr) ? GL_TRUE : GL_FALSE; +} + +void Context::uniformMatrix2x3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix2x3fv(location, count, transpose, value); +} + +void Context::uniformMatrix3x2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix3x2fv(location, count, transpose, value); +} + +void Context::uniformMatrix2x4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix2x4fv(location, count, transpose, value); +} + +void Context::uniformMatrix4x2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix4x2fv(location, count, transpose, value); +} + +void Context::uniformMatrix3x4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix3x4fv(location, count, transpose, value); +} + +void Context::uniformMatrix4x3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *program = mGLState.getProgram(); + program->setUniformMatrix4x3fv(location, count, transpose, value); +} + +void Context::deleteVertexArrays(GLsizei n, const GLuint *arrays) +{ + for (int arrayIndex = 0; arrayIndex < n; arrayIndex++) + { + GLuint vertexArray = arrays[arrayIndex]; + + if (arrays[arrayIndex] != 0) + { + VertexArray *vertexArrayObject = nullptr; + if (mVertexArrayMap.erase(vertexArray, &vertexArrayObject)) + { + if (vertexArrayObject != nullptr) + { + detachVertexArray(vertexArray); + vertexArrayObject->onDestroy(this); + } + + mVertexArrayHandleAllocator.release(vertexArray); + } } } } +void Context::genVertexArrays(GLsizei n, GLuint *arrays) +{ + for (int arrayIndex = 0; arrayIndex < n; arrayIndex++) + { + GLuint vertexArray = mVertexArrayHandleAllocator.allocate(); + mVertexArrayMap.assign(vertexArray, nullptr); + arrays[arrayIndex] = vertexArray; + } +} + +bool Context::isVertexArray(GLuint array) +{ + if (array == 0) + { + return GL_FALSE; + } + + VertexArray *vao = getVertexArray(array); + return (vao != nullptr ? GL_TRUE : GL_FALSE); +} + +void Context::endTransformFeedback() +{ + TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback(); + transformFeedback->end(this); +} + +void Context::transformFeedbackVaryings(GLuint program, + GLsizei count, + const GLchar *const *varyings, + GLenum bufferMode) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setTransformFeedbackVaryings(count, varyings, bufferMode); +} + +void Context::getTransformFeedbackVarying(GLuint program, + GLuint index, + GLsizei bufSize, + GLsizei *length, + GLsizei *size, + GLenum *type, + GLchar *name) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->getTransformFeedbackVarying(index, bufSize, length, size, type, name); +} + +void Context::deleteTransformFeedbacks(GLsizei n, const GLuint *ids) +{ + for (int i = 0; i < n; i++) + { + GLuint transformFeedback = ids[i]; + if (transformFeedback == 0) + { + continue; + } + + TransformFeedback *transformFeedbackObject = nullptr; + if (mTransformFeedbackMap.erase(transformFeedback, &transformFeedbackObject)) + { + if (transformFeedbackObject != nullptr) + { + detachTransformFeedback(transformFeedback); + transformFeedbackObject->release(this); + } + + mTransformFeedbackHandleAllocator.release(transformFeedback); + } + } +} + +void Context::genTransformFeedbacks(GLsizei n, GLuint *ids) +{ + for (int i = 0; i < n; i++) + { + GLuint transformFeedback = mTransformFeedbackHandleAllocator.allocate(); + mTransformFeedbackMap.assign(transformFeedback, nullptr); + ids[i] = transformFeedback; + } +} + +bool Context::isTransformFeedback(GLuint id) +{ + if (id == 0) + { + // The 3.0.4 spec [section 6.1.11] states that if ID is zero, IsTransformFeedback + // returns FALSE + return GL_FALSE; + } + + const TransformFeedback *transformFeedback = getTransformFeedback(id); + return ((transformFeedback != nullptr) ? GL_TRUE : GL_FALSE); +} + +void Context::pauseTransformFeedback() +{ + TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback(); + transformFeedback->pause(); +} + +void Context::resumeTransformFeedback() +{ + TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback(); + transformFeedback->resume(); +} + +void Context::getUniformuiv(GLuint program, GLint location, GLuint *params) +{ + const Program *programObject = getProgram(program); + programObject->getUniformuiv(this, location, params); +} + +GLint Context::getFragDataLocation(GLuint program, const GLchar *name) +{ + const Program *programObject = getProgram(program); + return programObject->getFragDataLocation(name); +} + +void Context::getUniformIndices(GLuint program, + GLsizei uniformCount, + const GLchar *const *uniformNames, + GLuint *uniformIndices) +{ + const Program *programObject = getProgram(program); + if (!programObject->isLinked()) + { + for (int uniformId = 0; uniformId < uniformCount; uniformId++) + { + uniformIndices[uniformId] = GL_INVALID_INDEX; + } + } + else + { + for (int uniformId = 0; uniformId < uniformCount; uniformId++) + { + uniformIndices[uniformId] = programObject->getUniformIndex(uniformNames[uniformId]); + } + } +} + +void Context::getActiveUniformsiv(GLuint program, + GLsizei uniformCount, + const GLuint *uniformIndices, + GLenum pname, + GLint *params) +{ + const Program *programObject = getProgram(program); + for (int uniformId = 0; uniformId < uniformCount; uniformId++) + { + const GLuint index = uniformIndices[uniformId]; + params[uniformId] = GetUniformResourceProperty(programObject, index, pname); + } +} + +GLuint Context::getUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) +{ + const Program *programObject = getProgram(program); + return programObject->getUniformBlockIndex(uniformBlockName); +} + +void Context::getActiveUniformBlockiv(GLuint program, + GLuint uniformBlockIndex, + GLenum pname, + GLint *params) +{ + const Program *programObject = getProgram(program); + QueryActiveUniformBlockiv(programObject, uniformBlockIndex, pname, params); +} + +void Context::getActiveUniformBlockName(GLuint program, + GLuint uniformBlockIndex, + GLsizei bufSize, + GLsizei *length, + GLchar *uniformBlockName) +{ + const Program *programObject = getProgram(program); + programObject->getActiveUniformBlockName(uniformBlockIndex, bufSize, length, uniformBlockName); +} + +void Context::uniformBlockBinding(GLuint program, + GLuint uniformBlockIndex, + GLuint uniformBlockBinding) +{ + Program *programObject = getProgram(program); + programObject->bindUniformBlock(uniformBlockIndex, uniformBlockBinding); +} + +GLsync Context::fenceSync(GLenum condition, GLbitfield flags) +{ + GLuint handle = mState.mSyncs->createSync(mImplementation.get()); + GLsync syncHandle = reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); + + Sync *syncObject = getSync(syncHandle); + Error error = syncObject->set(condition, flags); + if (error.isError()) + { + deleteSync(syncHandle); + handleError(error); + return nullptr; + } + + return syncHandle; +} + +GLboolean Context::isSync(GLsync sync) +{ + return (getSync(sync) != nullptr); +} + +GLenum Context::clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) +{ + Sync *syncObject = getSync(sync); + + GLenum result = GL_WAIT_FAILED; + handleError(syncObject->clientWait(flags, timeout, &result)); + return result; +} + +void Context::waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) +{ + Sync *syncObject = getSync(sync); + handleError(syncObject->serverWait(flags, timeout)); +} + +void Context::getInteger64v(GLenum pname, GLint64 *params) +{ + GLenum nativeType = GL_NONE; + unsigned int numParams = 0; + getQueryParameterInfo(pname, &nativeType, &numParams); + + if (nativeType == GL_INT_64_ANGLEX) + { + getInteger64vImpl(pname, params); + } + else + { + CastStateValues(this, nativeType, pname, numParams, params); + } +} + +void Context::getBufferParameteri64v(BufferBinding target, GLenum pname, GLint64 *params) +{ + Buffer *buffer = mGLState.getTargetBuffer(target); + QueryBufferParameteri64v(buffer, pname, params); +} + +void Context::genSamplers(GLsizei count, GLuint *samplers) +{ + for (int i = 0; i < count; i++) + { + samplers[i] = mState.mSamplers->createSampler(); + } +} + +void Context::deleteSamplers(GLsizei count, const GLuint *samplers) +{ + for (int i = 0; i < count; i++) + { + GLuint sampler = samplers[i]; + + if (mState.mSamplers->getSampler(sampler)) + { + detachSampler(sampler); + } + + mState.mSamplers->deleteObject(this, sampler); + } +} + +void Context::getInternalformativ(GLenum target, + GLenum internalformat, + GLenum pname, + GLsizei bufSize, + GLint *params) +{ + const TextureCaps &formatCaps = mTextureCaps.get(internalformat); + QueryInternalFormativ(formatCaps, pname, bufSize, params); +} + +void Context::programUniform1i(GLuint program, GLint location, GLint v0) +{ + programUniform1iv(program, location, 1, &v0); +} + +void Context::programUniform2i(GLuint program, GLint location, GLint v0, GLint v1) +{ + GLint xy[2] = {v0, v1}; + programUniform2iv(program, location, 1, xy); +} + +void Context::programUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2) +{ + GLint xyz[3] = {v0, v1, v2}; + programUniform3iv(program, location, 1, xyz); +} + +void Context::programUniform4i(GLuint program, + GLint location, + GLint v0, + GLint v1, + GLint v2, + GLint v3) +{ + GLint xyzw[4] = {v0, v1, v2, v3}; + programUniform4iv(program, location, 1, xyzw); +} + +void Context::programUniform1ui(GLuint program, GLint location, GLuint v0) +{ + programUniform1uiv(program, location, 1, &v0); +} + +void Context::programUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1) +{ + GLuint xy[2] = {v0, v1}; + programUniform2uiv(program, location, 1, xy); +} + +void Context::programUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) +{ + GLuint xyz[3] = {v0, v1, v2}; + programUniform3uiv(program, location, 1, xyz); +} + +void Context::programUniform4ui(GLuint program, + GLint location, + GLuint v0, + GLuint v1, + GLuint v2, + GLuint v3) +{ + GLuint xyzw[4] = {v0, v1, v2, v3}; + programUniform4uiv(program, location, 1, xyzw); +} + +void Context::programUniform1f(GLuint program, GLint location, GLfloat v0) +{ + programUniform1fv(program, location, 1, &v0); +} + +void Context::programUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1) +{ + GLfloat xy[2] = {v0, v1}; + programUniform2fv(program, location, 1, xy); +} + +void Context::programUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) +{ + GLfloat xyz[3] = {v0, v1, v2}; + programUniform3fv(program, location, 1, xyz); +} + +void Context::programUniform4f(GLuint program, + GLint location, + GLfloat v0, + GLfloat v1, + GLfloat v2, + GLfloat v3) +{ + GLfloat xyzw[4] = {v0, v1, v2, v3}; + programUniform4fv(program, location, 1, xyzw); +} + +void Context::programUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + if (programObject->setUniform1iv(location, count, value) == + Program::SetUniformResult::SamplerChanged) + { + mGLState.setObjectDirty(GL_PROGRAM); + } +} + +void Context::programUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform2iv(location, count, value); +} + +void Context::programUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform3iv(location, count, value); +} + +void Context::programUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform4iv(location, count, value); +} + +void Context::programUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform1uiv(location, count, value); +} + +void Context::programUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform2uiv(location, count, value); +} + +void Context::programUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform3uiv(location, count, value); +} + +void Context::programUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform4uiv(location, count, value); +} + +void Context::programUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform1fv(location, count, value); +} + +void Context::programUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform2fv(location, count, value); +} + +void Context::programUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform3fv(location, count, value); +} + +void Context::programUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniform4fv(location, count, value); +} + +void Context::programUniformMatrix2fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix2fv(location, count, transpose, value); +} + +void Context::programUniformMatrix3fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix3fv(location, count, transpose, value); +} + +void Context::programUniformMatrix4fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix4fv(location, count, transpose, value); +} + +void Context::programUniformMatrix2x3fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix2x3fv(location, count, transpose, value); +} + +void Context::programUniformMatrix3x2fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix3x2fv(location, count, transpose, value); +} + +void Context::programUniformMatrix2x4fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix2x4fv(location, count, transpose, value); +} + +void Context::programUniformMatrix4x2fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix4x2fv(location, count, transpose, value); +} + +void Context::programUniformMatrix3x4fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix3x4fv(location, count, transpose, value); +} + +void Context::programUniformMatrix4x3fv(GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value) +{ + Program *programObject = getProgram(program); + ASSERT(programObject); + programObject->setUniformMatrix4x3fv(location, count, transpose, value); +} + +void Context::onTextureChange(const Texture *texture) +{ + // Conservatively assume all textures are dirty. + // TODO(jmadill): More fine-grained update. + mGLState.setObjectDirty(GL_TEXTURE); +} + +void Context::genProgramPipelines(GLsizei count, GLuint *pipelines) +{ + for (int i = 0; i < count; i++) + { + pipelines[i] = createProgramPipeline(); + } +} + +void Context::deleteProgramPipelines(GLsizei count, const GLuint *pipelines) +{ + for (int i = 0; i < count; i++) + { + if (pipelines[i] != 0) + { + deleteProgramPipeline(pipelines[i]); + } + } +} + +GLboolean Context::isProgramPipeline(GLuint pipeline) +{ + if (pipeline == 0) + { + return GL_FALSE; + } + + return (getProgramPipeline(pipeline) ? GL_TRUE : GL_FALSE); +} + } // namespace gl |