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-rw-r--r--src/3rdparty/angle/src/libGLESv2/Context.cpp2937
1 files changed, 1255 insertions, 1682 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/Context.cpp b/src/3rdparty/angle/src/libGLESv2/Context.cpp
index e651785aed..8201acda10 100644
--- a/src/3rdparty/angle/src/libGLESv2/Context.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/Context.cpp
@@ -1,6 +1,6 @@
#include "precompiled.h"
//
-// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
@@ -11,19 +11,25 @@
#include "libGLESv2/Context.h"
#include "libGLESv2/main.h"
-#include "libGLESv2/utilities.h"
+#include "common/utilities.h"
+#include "libGLESv2/formatutils.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/Fence.h"
#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/Program.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Query.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/ResourceManager.h"
-#include "libGLESv2/renderer/IndexDataManager.h"
+#include "libGLESv2/renderer/d3d/IndexDataManager.h"
#include "libGLESv2/renderer/RenderTarget.h"
#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/VertexArray.h"
+#include "libGLESv2/Sampler.h"
+#include "libGLESv2/validationES.h"
+#include "libGLESv2/TransformFeedback.h"
#include "libEGL/Surface.h"
@@ -32,95 +38,17 @@
namespace gl
{
-static const char* makeStaticString(const std::string& str)
-{
- static std::set<std::string> strings;
- std::set<std::string>::iterator it = strings.find(str);
- if (it != strings.end())
- return it->c_str();
-
- return strings.insert(str).first->c_str();
-}
-Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer)
+Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
+ : mRenderer(renderer)
{
ASSERT(robustAccess == false); // Unimplemented
- mFenceHandleAllocator.setBaseHandle(0);
-
- setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-
- mState.depthClearValue = 1.0f;
- mState.stencilClearValue = 0;
-
- mState.rasterizer.cullFace = false;
- mState.rasterizer.cullMode = GL_BACK;
- mState.rasterizer.frontFace = GL_CCW;
- mState.rasterizer.polygonOffsetFill = false;
- mState.rasterizer.polygonOffsetFactor = 0.0f;
- mState.rasterizer.polygonOffsetUnits = 0.0f;
- mState.rasterizer.pointDrawMode = false;
- mState.rasterizer.multiSample = false;
- mState.scissorTest = false;
- mState.scissor.x = 0;
- mState.scissor.y = 0;
- mState.scissor.width = 0;
- mState.scissor.height = 0;
-
- mState.blend.blend = false;
- mState.blend.sourceBlendRGB = GL_ONE;
- mState.blend.sourceBlendAlpha = GL_ONE;
- mState.blend.destBlendRGB = GL_ZERO;
- mState.blend.destBlendAlpha = GL_ZERO;
- mState.blend.blendEquationRGB = GL_FUNC_ADD;
- mState.blend.blendEquationAlpha = GL_FUNC_ADD;
- mState.blend.sampleAlphaToCoverage = false;
- mState.blend.dither = true;
-
- mState.blendColor.red = 0;
- mState.blendColor.green = 0;
- mState.blendColor.blue = 0;
- mState.blendColor.alpha = 0;
-
- mState.depthStencil.depthTest = false;
- mState.depthStencil.depthFunc = GL_LESS;
- mState.depthStencil.depthMask = true;
- mState.depthStencil.stencilTest = false;
- mState.depthStencil.stencilFunc = GL_ALWAYS;
- mState.depthStencil.stencilMask = -1;
- mState.depthStencil.stencilWritemask = -1;
- mState.depthStencil.stencilBackFunc = GL_ALWAYS;
- mState.depthStencil.stencilBackMask = - 1;
- mState.depthStencil.stencilBackWritemask = -1;
- mState.depthStencil.stencilFail = GL_KEEP;
- mState.depthStencil.stencilPassDepthFail = GL_KEEP;
- mState.depthStencil.stencilPassDepthPass = GL_KEEP;
- mState.depthStencil.stencilBackFail = GL_KEEP;
- mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
- mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
-
- mState.stencilRef = 0;
- mState.stencilBackRef = 0;
-
- mState.sampleCoverage = false;
- mState.sampleCoverageValue = 1.0f;
- mState.sampleCoverageInvert = false;
- mState.generateMipmapHint = GL_DONT_CARE;
- mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
-
- mState.lineWidth = 1.0f;
-
- mState.viewport.x = 0;
- mState.viewport.y = 0;
- mState.viewport.width = 0;
- mState.viewport.height = 0;
- mState.zNear = 0.0f;
- mState.zFar = 1.0f;
-
- mState.blend.colorMaskRed = true;
- mState.blend.colorMaskGreen = true;
- mState.blend.colorMaskBlue = true;
- mState.blend.colorMaskAlpha = true;
+ initCaps(clientVersion);
+
+ mClientVersion = clientVersion;
+
+ mFenceNVHandleAllocator.setBaseHandle(0);
if (shareContext != NULL)
{
@@ -138,10 +66,12 @@ Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool n
// In order that access to these initial textures not be lost, they are treated as texture
// objects all of whose names are 0.
- mTexture2DZero.set(new Texture2D(mRenderer, 0));
- mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
+ mTexture2DZero.set(new Texture2D(mRenderer->createTexture2D(), 0));
+ mTextureCubeMapZero.set(new TextureCubeMap(mRenderer->createTextureCube(), 0));
+ mTexture3DZero.set(new Texture3D(mRenderer->createTexture3D(), 0));
+ mTexture2DArrayZero.set(new Texture2DArray(mRenderer->createTexture2DArray(), 0));
- mState.activeSampler = 0;
+ bindVertexArray(0);
bindArrayBuffer(0);
bindElementArrayBuffer(0);
bindTextureCubeMap(0);
@@ -150,15 +80,29 @@ Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool n
bindDrawFramebuffer(0);
bindRenderbuffer(0);
- mState.currentProgram = 0;
- mCurrentProgramBinary.set(NULL);
+ bindGenericUniformBuffer(0);
+ for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
+ {
+ bindIndexedUniformBuffer(0, i, 0, -1);
+ }
- mState.packAlignment = 4;
- mState.unpackAlignment = 4;
- mState.packReverseRowOrder = false;
+ bindGenericTransformFeedbackBuffer(0);
+ for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ bindIndexedTransformFeedbackBuffer(0, i, 0, -1);
+ }
- mExtensionString = NULL;
- mRendererString = NULL;
+ bindCopyReadBuffer(0);
+ bindCopyWriteBuffer(0);
+ bindPixelPackBuffer(0);
+ bindPixelUnpackBuffer(0);
+
+ // [OpenGL ES 3.0.2] section 2.14.1 pg 85:
+ // In the initial state, a default transform feedback object is bound and treated as
+ // a transform feedback object with a name of zero. That object is bound any time
+ // BindTransformFeedback is called with id of zero
+ mTransformFeedbackZero.set(new TransformFeedback(0));
+ bindTransformFeedback(0);
mInvalidEnum = false;
mInvalidValue = false;
@@ -172,36 +116,33 @@ Context::Context(const gl::Context *shareContext, rx::Renderer *renderer, bool n
mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
mRobustAccess = robustAccess;
- mSupportsBGRATextures = false;
- mSupportsDXT1Textures = false;
- mSupportsDXT3Textures = false;
- mSupportsDXT5Textures = false;
- mSupportsEventQueries = false;
- mSupportsOcclusionQueries = false;
mNumCompressedTextureFormats = 0;
+
+ mState.setContext(this);
}
Context::~Context()
{
- if (mState.currentProgram != 0)
+ GLuint currentProgram = mState.getCurrentProgramId();
+ if (currentProgram != 0)
{
- Program *programObject = mResourceManager->getProgram(mState.currentProgram);
+ Program *programObject = mResourceManager->getProgram(currentProgram);
if (programObject)
{
programObject->release();
}
- mState.currentProgram = 0;
+ currentProgram = 0;
}
- mCurrentProgramBinary.set(NULL);
+ mState.setCurrentProgram(0, NULL);
while (!mFramebufferMap.empty())
{
deleteFramebuffer(mFramebufferMap.begin()->first);
}
- while (!mFenceMap.empty())
+ while (!mFenceNVMap.empty())
{
- deleteFence(mFenceMap.begin()->first);
+ deleteFenceNV(mFenceNVMap.begin()->first);
}
while (!mQueryMap.empty())
@@ -209,35 +150,26 @@ Context::~Context()
deleteQuery(mQueryMap.begin()->first);
}
- for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+ while (!mVertexArrayMap.empty())
{
- for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
- {
- mState.samplerTexture[type][sampler].set(NULL);
- }
+ deleteVertexArray(mVertexArrayMap.begin()->first);
}
- for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+ mTransformFeedbackZero.set(NULL);
+ while (!mTransformFeedbackMap.empty())
{
- mIncompleteTextures[type].set(NULL);
+ deleteTransformFeedback(mTransformFeedbackMap.begin()->first);
}
- for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
- {
- mState.vertexAttribute[i].mBoundBuffer.set(NULL);
- }
-
- for (int i = 0; i < QUERY_TYPE_COUNT; i++)
+ for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
- mState.activeQuery[i].set(NULL);
+ mIncompleteTextures[type].set(NULL);
}
- mState.arrayBuffer.set(NULL);
- mState.elementArrayBuffer.set(NULL);
- mState.renderbuffer.set(NULL);
-
mTexture2DZero.set(NULL);
mTextureCubeMapZero.set(NULL);
+ mTexture3DZero.set(NULL);
+ mTexture2DArrayZero.set(NULL);
mResourceManager->release();
}
@@ -247,61 +179,27 @@ void Context::makeCurrent(egl::Surface *surface)
if (!mHasBeenCurrent)
{
mMajorShaderModel = mRenderer->getMajorShaderModel();
- mMaximumPointSize = mRenderer->getMaxPointSize();
mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
- mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
- mSupportsInstancing = mRenderer->getInstancingSupport();
-
- mMaxViewportDimension = mRenderer->getMaxViewportDimension();
- mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
- (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
- mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
- mMaxRenderbufferDimension = mMaxTextureDimension;
- mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
- mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
- TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f",
- mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy);
-
- mSupportsEventQueries = mRenderer->getEventQuerySupport();
- mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
- mSupportsBGRATextures = mRenderer->getBGRATextureSupport();
- mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
- mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
- mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
- mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
- mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
- mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
- mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
- mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
- mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
- mSupports32bitIndices = mRenderer->get32BitIndexSupport();
mNumCompressedTextureFormats = 0;
- if (supportsDXT1Textures())
+ if (mExtensions.textureCompressionDXT1)
{
mNumCompressedTextureFormats += 2;
}
- if (supportsDXT3Textures())
+ if (mExtensions.textureCompressionDXT3)
{
mNumCompressedTextureFormats += 1;
}
- if (supportsDXT5Textures())
+ if (mExtensions.textureCompressionDXT5)
{
mNumCompressedTextureFormats += 1;
}
- initExtensionString();
initRendererString();
+ initExtensionStrings();
- mState.viewport.x = 0;
- mState.viewport.y = 0;
- mState.viewport.width = surface->getWidth();
- mState.viewport.height = surface->getHeight();
-
- mState.scissor.x = 0;
- mState.scissor.y = 0;
- mState.scissor.width = surface->getWidth();
- mState.scissor.height = surface->getHeight();
+ mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight());
+ mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight());
mHasBeenCurrent = true;
}
@@ -314,6 +212,9 @@ void Context::makeCurrent(egl::Surface *surface)
Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
setFramebufferZero(framebufferZero);
+
+ // Store the current client version in the renderer
+ mRenderer->setCurrentClientVersion(mClientVersion);
}
// NOTE: this function should not assume that this context is current!
@@ -329,608 +230,446 @@ bool Context::isContextLost()
return mContextLost;
}
-void Context::setClearColor(float red, float green, float blue, float alpha)
+GLuint Context::createBuffer()
{
- mState.colorClearValue.red = red;
- mState.colorClearValue.green = green;
- mState.colorClearValue.blue = blue;
- mState.colorClearValue.alpha = alpha;
+ return mResourceManager->createBuffer();
}
-void Context::setClearDepth(float depth)
+GLuint Context::createProgram()
{
- mState.depthClearValue = depth;
+ return mResourceManager->createProgram();
}
-void Context::setClearStencil(int stencil)
+GLuint Context::createShader(GLenum type)
{
- mState.stencilClearValue = stencil;
+ return mResourceManager->createShader(type);
}
-void Context::setCullFace(bool enabled)
+GLuint Context::createTexture()
{
- mState.rasterizer.cullFace = enabled;
+ return mResourceManager->createTexture();
}
-bool Context::isCullFaceEnabled() const
+GLuint Context::createRenderbuffer()
{
- return mState.rasterizer.cullFace;
+ return mResourceManager->createRenderbuffer();
}
-void Context::setCullMode(GLenum mode)
+GLsync Context::createFenceSync(GLenum condition)
{
- mState.rasterizer.cullMode = mode;
-}
+ GLuint handle = mResourceManager->createFenceSync();
-void Context::setFrontFace(GLenum front)
-{
- mState.rasterizer.frontFace = front;
-}
+ gl::FenceSync *fenceSync = mResourceManager->getFenceSync(handle);
+ ASSERT(fenceSync);
-void Context::setDepthTest(bool enabled)
-{
- mState.depthStencil.depthTest = enabled;
-}
+ fenceSync->set(condition);
-bool Context::isDepthTestEnabled() const
-{
- return mState.depthStencil.depthTest;
+ return reinterpret_cast<GLsync>(handle);
}
-void Context::setDepthFunc(GLenum depthFunc)
+GLuint Context::createVertexArray()
{
- mState.depthStencil.depthFunc = depthFunc;
-}
+ GLuint handle = mVertexArrayHandleAllocator.allocate();
-void Context::setDepthRange(float zNear, float zFar)
-{
- mState.zNear = zNear;
- mState.zFar = zFar;
+ // Although the spec states VAO state is not initialized until the object is bound,
+ // we create it immediately. The resulting behaviour is transparent to the application,
+ // since it's not currently possible to access the state until the object is bound.
+ VertexArray *vertexArray = new VertexArray(mRenderer->createVertexArray(), handle, MAX_VERTEX_ATTRIBS);
+ mVertexArrayMap[handle] = vertexArray;
+ return handle;
}
-void Context::setBlend(bool enabled)
+GLuint Context::createSampler()
{
- mState.blend.blend = enabled;
+ return mResourceManager->createSampler();
}
-bool Context::isBlendEnabled() const
+GLuint Context::createTransformFeedback()
{
- return mState.blend.blend;
+ GLuint handle = mTransformFeedbackAllocator.allocate();
+ TransformFeedback *transformFeedback = new TransformFeedback(handle);
+ transformFeedback->addRef();
+ mTransformFeedbackMap[handle] = transformFeedback;
+ return handle;
}
-void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
+// Returns an unused framebuffer name
+GLuint Context::createFramebuffer()
{
- mState.blend.sourceBlendRGB = sourceRGB;
- mState.blend.destBlendRGB = destRGB;
- mState.blend.sourceBlendAlpha = sourceAlpha;
- mState.blend.destBlendAlpha = destAlpha;
-}
+ GLuint handle = mFramebufferHandleAllocator.allocate();
-void Context::setBlendColor(float red, float green, float blue, float alpha)
-{
- mState.blendColor.red = red;
- mState.blendColor.green = green;
- mState.blendColor.blue = blue;
- mState.blendColor.alpha = alpha;
-}
+ mFramebufferMap[handle] = NULL;
-void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
-{
- mState.blend.blendEquationRGB = rgbEquation;
- mState.blend.blendEquationAlpha = alphaEquation;
+ return handle;
}
-void Context::setStencilTest(bool enabled)
+GLuint Context::createFenceNV()
{
- mState.depthStencil.stencilTest = enabled;
-}
+ GLuint handle = mFenceNVHandleAllocator.allocate();
-bool Context::isStencilTestEnabled() const
-{
- return mState.depthStencil.stencilTest;
-}
+ mFenceNVMap[handle] = new FenceNV(mRenderer);
-void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
-{
- mState.depthStencil.stencilFunc = stencilFunc;
- mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
- mState.depthStencil.stencilMask = stencilMask;
+ return handle;
}
-void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
+// Returns an unused query name
+GLuint Context::createQuery()
{
- mState.depthStencil.stencilBackFunc = stencilBackFunc;
- mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
- mState.depthStencil.stencilBackMask = stencilBackMask;
-}
+ GLuint handle = mQueryHandleAllocator.allocate();
-void Context::setStencilWritemask(GLuint stencilWritemask)
-{
- mState.depthStencil.stencilWritemask = stencilWritemask;
-}
+ mQueryMap[handle] = NULL;
-void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
-{
- mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
+ return handle;
}
-void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
+void Context::deleteBuffer(GLuint buffer)
{
- mState.depthStencil.stencilFail = stencilFail;
- mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
- mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
-}
+ if (mResourceManager->getBuffer(buffer))
+ {
+ detachBuffer(buffer);
+ }
-void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
-{
- mState.depthStencil.stencilBackFail = stencilBackFail;
- mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
- mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
+ mResourceManager->deleteBuffer(buffer);
}
-void Context::setPolygonOffsetFill(bool enabled)
+void Context::deleteShader(GLuint shader)
{
- mState.rasterizer.polygonOffsetFill = enabled;
+ mResourceManager->deleteShader(shader);
}
-bool Context::isPolygonOffsetFillEnabled() const
+void Context::deleteProgram(GLuint program)
{
- return mState.rasterizer.polygonOffsetFill;
+ mResourceManager->deleteProgram(program);
}
-void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
+void Context::deleteTexture(GLuint texture)
{
- // An application can pass NaN values here, so handle this gracefully
- mState.rasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
- mState.rasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
-}
+ if (mResourceManager->getTexture(texture))
+ {
+ detachTexture(texture);
+ }
-void Context::setSampleAlphaToCoverage(bool enabled)
-{
- mState.blend.sampleAlphaToCoverage = enabled;
+ mResourceManager->deleteTexture(texture);
}
-bool Context::isSampleAlphaToCoverageEnabled() const
+void Context::deleteRenderbuffer(GLuint renderbuffer)
{
- return mState.blend.sampleAlphaToCoverage;
-}
+ if (mResourceManager->getRenderbuffer(renderbuffer))
+ {
+ detachRenderbuffer(renderbuffer);
+ }
-void Context::setSampleCoverage(bool enabled)
-{
- mState.sampleCoverage = enabled;
+ mResourceManager->deleteRenderbuffer(renderbuffer);
}
-bool Context::isSampleCoverageEnabled() const
+void Context::deleteFenceSync(GLsync fenceSync)
{
- return mState.sampleCoverage;
+ // The spec specifies the underlying Fence object is not deleted until all current
+ // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
+ // and since our API is currently designed for being called from a single thread, we can delete
+ // the fence immediately.
+ mResourceManager->deleteFenceSync(reinterpret_cast<GLuint>(fenceSync));
}
-void Context::setSampleCoverageParams(GLclampf value, bool invert)
+void Context::deleteVertexArray(GLuint vertexArray)
{
- mState.sampleCoverageValue = value;
- mState.sampleCoverageInvert = invert;
-}
+ auto vertexArrayObject = mVertexArrayMap.find(vertexArray);
-void Context::setScissorTest(bool enabled)
-{
- mState.scissorTest = enabled;
-}
+ if (vertexArrayObject != mVertexArrayMap.end())
+ {
+ detachVertexArray(vertexArray);
-bool Context::isScissorTestEnabled() const
-{
- return mState.scissorTest;
+ mVertexArrayHandleAllocator.release(vertexArrayObject->first);
+ delete vertexArrayObject->second;
+ mVertexArrayMap.erase(vertexArrayObject);
+ }
}
-void Context::setDither(bool enabled)
+void Context::deleteSampler(GLuint sampler)
{
- mState.blend.dither = enabled;
-}
+ if (mResourceManager->getSampler(sampler))
+ {
+ detachSampler(sampler);
+ }
-bool Context::isDitherEnabled() const
-{
- return mState.blend.dither;
+ mResourceManager->deleteSampler(sampler);
}
-void Context::setLineWidth(GLfloat width)
+void Context::deleteTransformFeedback(GLuint transformFeedback)
{
- mState.lineWidth = width;
+ TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(transformFeedback);
+ if (iter != mTransformFeedbackMap.end())
+ {
+ detachTransformFeedback(transformFeedback);
+ mTransformFeedbackAllocator.release(transformFeedback);
+ iter->second->release();
+ mTransformFeedbackMap.erase(iter);
+ }
}
-void Context::setGenerateMipmapHint(GLenum hint)
+void Context::deleteFramebuffer(GLuint framebuffer)
{
- mState.generateMipmapHint = hint;
-}
+ FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
-void Context::setFragmentShaderDerivativeHint(GLenum hint)
-{
- mState.fragmentShaderDerivativeHint = hint;
- // TODO: Propagate the hint to shader translator so we can write
- // ddx, ddx_coarse, or ddx_fine depending on the hint.
- // Ignore for now. It is valid for implementations to ignore hint.
-}
+ if (framebufferObject != mFramebufferMap.end())
+ {
+ detachFramebuffer(framebuffer);
-void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
-{
- mState.viewport.x = x;
- mState.viewport.y = y;
- mState.viewport.width = width;
- mState.viewport.height = height;
+ mFramebufferHandleAllocator.release(framebufferObject->first);
+ delete framebufferObject->second;
+ mFramebufferMap.erase(framebufferObject);
+ }
}
-void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
+void Context::deleteFenceNV(GLuint fence)
{
- mState.scissor.x = x;
- mState.scissor.y = y;
- mState.scissor.width = width;
- mState.scissor.height = height;
+ FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence);
+
+ if (fenceObject != mFenceNVMap.end())
+ {
+ mFenceNVHandleAllocator.release(fenceObject->first);
+ delete fenceObject->second;
+ mFenceNVMap.erase(fenceObject);
+ }
}
-void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
+void Context::deleteQuery(GLuint query)
{
- mState.blend.colorMaskRed = red;
- mState.blend.colorMaskGreen = green;
- mState.blend.colorMaskBlue = blue;
- mState.blend.colorMaskAlpha = alpha;
+ QueryMap::iterator queryObject = mQueryMap.find(query);
+ if (queryObject != mQueryMap.end())
+ {
+ mQueryHandleAllocator.release(queryObject->first);
+ if (queryObject->second)
+ {
+ queryObject->second->release();
+ }
+ mQueryMap.erase(queryObject);
+ }
}
-void Context::setDepthMask(bool mask)
+Buffer *Context::getBuffer(GLuint handle)
{
- mState.depthStencil.depthMask = mask;
+ return mResourceManager->getBuffer(handle);
}
-void Context::setActiveSampler(unsigned int active)
+Shader *Context::getShader(GLuint handle) const
{
- mState.activeSampler = active;
+ return mResourceManager->getShader(handle);
}
-GLuint Context::getReadFramebufferHandle() const
+Program *Context::getProgram(GLuint handle) const
{
- return mState.readFramebuffer;
+ return mResourceManager->getProgram(handle);
}
-GLuint Context::getDrawFramebufferHandle() const
+Texture *Context::getTexture(GLuint handle) const
{
- return mState.drawFramebuffer;
+ return mResourceManager->getTexture(handle);
}
-GLuint Context::getRenderbufferHandle() const
+Renderbuffer *Context::getRenderbuffer(GLuint handle)
{
- return mState.renderbuffer.id();
+ return mResourceManager->getRenderbuffer(handle);
}
-GLuint Context::getArrayBufferHandle() const
+FenceSync *Context::getFenceSync(GLsync handle) const
{
- return mState.arrayBuffer.id();
+ return mResourceManager->getFenceSync(reinterpret_cast<GLuint>(handle));
}
-GLuint Context::getActiveQuery(GLenum target) const
+VertexArray *Context::getVertexArray(GLuint handle) const
{
- Query *queryObject = NULL;
-
- switch (target)
- {
- case GL_ANY_SAMPLES_PASSED_EXT:
- queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
- break;
- case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
- queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
- break;
- default:
- ASSERT(false);
- }
+ auto vertexArray = mVertexArrayMap.find(handle);
- if (queryObject)
+ if (vertexArray == mVertexArrayMap.end())
{
- return queryObject->id();
+ return NULL;
}
else
{
- return 0;
+ return vertexArray->second;
}
}
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
-{
- mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
-}
-
-const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
-{
- return mState.vertexAttribute[attribNum];
-}
-
-void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
- GLsizei stride, const void *pointer)
-{
- mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
- mState.vertexAttribute[attribNum].mSize = size;
- mState.vertexAttribute[attribNum].mType = type;
- mState.vertexAttribute[attribNum].mNormalized = normalized;
- mState.vertexAttribute[attribNum].mStride = stride;
- mState.vertexAttribute[attribNum].mPointer = pointer;
-}
-
-const void *Context::getVertexAttribPointer(unsigned int attribNum) const
-{
- return mState.vertexAttribute[attribNum].mPointer;
-}
-
-void Context::setPackAlignment(GLint alignment)
+Sampler *Context::getSampler(GLuint handle) const
{
- mState.packAlignment = alignment;
+ return mResourceManager->getSampler(handle);
}
-GLint Context::getPackAlignment() const
+TransformFeedback *Context::getTransformFeedback(GLuint handle) const
{
- return mState.packAlignment;
-}
-
-void Context::setUnpackAlignment(GLint alignment)
-{
- mState.unpackAlignment = alignment;
-}
-
-GLint Context::getUnpackAlignment() const
-{
- return mState.unpackAlignment;
+ if (handle == 0)
+ {
+ return mTransformFeedbackZero.get();
+ }
+ else
+ {
+ TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(handle);
+ return (iter != mTransformFeedbackMap.end()) ? iter->second : NULL;
+ }
}
-void Context::setPackReverseRowOrder(bool reverseRowOrder)
+bool Context::isSampler(GLuint samplerName) const
{
- mState.packReverseRowOrder = reverseRowOrder;
+ return mResourceManager->isSampler(samplerName);
}
-bool Context::getPackReverseRowOrder() const
+void Context::bindArrayBuffer(unsigned int buffer)
{
- return mState.packReverseRowOrder;
-}
+ mResourceManager->checkBufferAllocation(buffer);
-GLuint Context::createBuffer()
-{
- return mResourceManager->createBuffer();
+ mState.setArrayBufferBinding(getBuffer(buffer));
}
-GLuint Context::createProgram()
+void Context::bindElementArrayBuffer(unsigned int buffer)
{
- return mResourceManager->createProgram();
-}
+ mResourceManager->checkBufferAllocation(buffer);
-GLuint Context::createShader(GLenum type)
-{
- return mResourceManager->createShader(type);
+ mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer));
}
-GLuint Context::createTexture()
+void Context::bindTexture2D(GLuint texture)
{
- return mResourceManager->createTexture();
-}
+ mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
-GLuint Context::createRenderbuffer()
-{
- return mResourceManager->createRenderbuffer();
+ mState.setSamplerTexture(TEXTURE_2D, getTexture(texture));
}
-// Returns an unused framebuffer name
-GLuint Context::createFramebuffer()
+void Context::bindTextureCubeMap(GLuint texture)
{
- GLuint handle = mFramebufferHandleAllocator.allocate();
-
- mFramebufferMap[handle] = NULL;
+ mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
- return handle;
+ mState.setSamplerTexture(TEXTURE_CUBE, getTexture(texture));
}
-GLuint Context::createFence()
+void Context::bindTexture3D(GLuint texture)
{
- GLuint handle = mFenceHandleAllocator.allocate();
-
- mFenceMap[handle] = new Fence(mRenderer);
+ mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
- return handle;
+ mState.setSamplerTexture(TEXTURE_3D, getTexture(texture));
}
-// Returns an unused query name
-GLuint Context::createQuery()
+void Context::bindTexture2DArray(GLuint texture)
{
- GLuint handle = mQueryHandleAllocator.allocate();
-
- mQueryMap[handle] = NULL;
+ mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
- return handle;
+ mState.setSamplerTexture(TEXTURE_2D_ARRAY, getTexture(texture));
}
-void Context::deleteBuffer(GLuint buffer)
+void Context::bindReadFramebuffer(GLuint framebuffer)
{
- if (mResourceManager->getBuffer(buffer))
+ if (!getFramebuffer(framebuffer))
{
- detachBuffer(buffer);
+ mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer);
}
-
- mResourceManager->deleteBuffer(buffer);
-}
-void Context::deleteShader(GLuint shader)
-{
- mResourceManager->deleteShader(shader);
-}
-
-void Context::deleteProgram(GLuint program)
-{
- mResourceManager->deleteProgram(program);
+ mState.setReadFramebufferBinding(getFramebuffer(framebuffer));
}
-void Context::deleteTexture(GLuint texture)
+void Context::bindDrawFramebuffer(GLuint framebuffer)
{
- if (mResourceManager->getTexture(texture))
+ if (!getFramebuffer(framebuffer))
{
- detachTexture(texture);
+ mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer);
}
- mResourceManager->deleteTexture(texture);
-}
-
-void Context::deleteRenderbuffer(GLuint renderbuffer)
-{
- if (mResourceManager->getRenderbuffer(renderbuffer))
- {
- detachRenderbuffer(renderbuffer);
- }
-
- mResourceManager->deleteRenderbuffer(renderbuffer);
+ mState.setDrawFramebufferBinding(getFramebuffer(framebuffer));
}
-void Context::deleteFramebuffer(GLuint framebuffer)
+void Context::bindRenderbuffer(GLuint renderbuffer)
{
- FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
-
- if (framebufferObject != mFramebufferMap.end())
- {
- detachFramebuffer(framebuffer);
+ mResourceManager->checkRenderbufferAllocation(renderbuffer);
- mFramebufferHandleAllocator.release(framebufferObject->first);
- delete framebufferObject->second;
- mFramebufferMap.erase(framebufferObject);
- }
+ mState.setRenderbufferBinding(getRenderbuffer(renderbuffer));
}
-void Context::deleteFence(GLuint fence)
+void Context::bindVertexArray(GLuint vertexArray)
{
- FenceMap::iterator fenceObject = mFenceMap.find(fence);
-
- if (fenceObject != mFenceMap.end())
+ if (!getVertexArray(vertexArray))
{
- mFenceHandleAllocator.release(fenceObject->first);
- delete fenceObject->second;
- mFenceMap.erase(fenceObject);
+ VertexArray *vertexArrayObject = new VertexArray(mRenderer->createVertexArray(), vertexArray, MAX_VERTEX_ATTRIBS);
+ mVertexArrayMap[vertexArray] = vertexArrayObject;
}
-}
-void Context::deleteQuery(GLuint query)
-{
- QueryMap::iterator queryObject = mQueryMap.find(query);
- if (queryObject != mQueryMap.end())
- {
- mQueryHandleAllocator.release(queryObject->first);
- if (queryObject->second)
- {
- queryObject->second->release();
- }
- mQueryMap.erase(queryObject);
- }
-}
-
-Buffer *Context::getBuffer(GLuint handle)
-{
- return mResourceManager->getBuffer(handle);
-}
-
-Shader *Context::getShader(GLuint handle)
-{
- return mResourceManager->getShader(handle);
-}
-
-Program *Context::getProgram(GLuint handle)
-{
- return mResourceManager->getProgram(handle);
+ mState.setVertexArrayBinding(getVertexArray(vertexArray));
}
-Texture *Context::getTexture(GLuint handle)
+void Context::bindSampler(GLuint textureUnit, GLuint sampler)
{
- return mResourceManager->getTexture(handle);
-}
+ ASSERT(textureUnit < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS); // TODO: Update for backend-determined array size
+ mResourceManager->checkSamplerAllocation(sampler);
-Renderbuffer *Context::getRenderbuffer(GLuint handle)
-{
- return mResourceManager->getRenderbuffer(handle);
+ mState.setSamplerBinding(textureUnit, getSampler(sampler));
}
-Framebuffer *Context::getReadFramebuffer()
+void Context::bindGenericUniformBuffer(GLuint buffer)
{
- return getFramebuffer(mState.readFramebuffer);
-}
+ mResourceManager->checkBufferAllocation(buffer);
-Framebuffer *Context::getDrawFramebuffer()
-{
- return mBoundDrawFramebuffer;
+ mState.setGenericUniformBufferBinding(getBuffer(buffer));
}
-void Context::bindArrayBuffer(unsigned int buffer)
+void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.arrayBuffer.set(getBuffer(buffer));
+ mState.setIndexedUniformBufferBinding(index, getBuffer(buffer), offset, size);
}
-void Context::bindElementArrayBuffer(unsigned int buffer)
+void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.elementArrayBuffer.set(getBuffer(buffer));
+ mState.setGenericTransformFeedbackBufferBinding(getBuffer(buffer));
}
-void Context::bindTexture2D(GLuint texture)
+void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
{
- mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
+ mResourceManager->checkBufferAllocation(buffer);
- mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
+ mState.setIndexedTransformFeedbackBufferBinding(index, getBuffer(buffer), offset, size);
}
-void Context::bindTextureCubeMap(GLuint texture)
+void Context::bindCopyReadBuffer(GLuint buffer)
{
- mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
+ mResourceManager->checkBufferAllocation(buffer);
- mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
+ mState.setCopyReadBufferBinding(getBuffer(buffer));
}
-void Context::bindReadFramebuffer(GLuint framebuffer)
+void Context::bindCopyWriteBuffer(GLuint buffer)
{
- if (!getFramebuffer(framebuffer))
- {
- mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
- }
+ mResourceManager->checkBufferAllocation(buffer);
- mState.readFramebuffer = framebuffer;
+ mState.setCopyWriteBufferBinding(getBuffer(buffer));
}
-void Context::bindDrawFramebuffer(GLuint framebuffer)
+void Context::bindPixelPackBuffer(GLuint buffer)
{
- if (!getFramebuffer(framebuffer))
- {
- mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
- }
-
- mState.drawFramebuffer = framebuffer;
+ mResourceManager->checkBufferAllocation(buffer);
- mBoundDrawFramebuffer = getFramebuffer(framebuffer);
+ mState.setPixelPackBufferBinding(getBuffer(buffer));
}
-void Context::bindRenderbuffer(GLuint renderbuffer)
+void Context::bindPixelUnpackBuffer(GLuint buffer)
{
- mResourceManager->checkRenderbufferAllocation(renderbuffer);
+ mResourceManager->checkBufferAllocation(buffer);
- mState.renderbuffer.set(getRenderbuffer(renderbuffer));
+ mState.setPixelUnpackBufferBinding(getBuffer(buffer));
}
void Context::useProgram(GLuint program)
{
- GLuint priorProgram = mState.currentProgram;
- mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
+ GLuint priorProgramId = mState.getCurrentProgramId();
+ Program *priorProgram = mResourceManager->getProgram(priorProgramId);
- if (priorProgram != program)
+ if (priorProgramId != program)
{
- Program *newProgram = mResourceManager->getProgram(program);
- Program *oldProgram = mResourceManager->getProgram(priorProgram);
- mCurrentProgramBinary.set(NULL);
+ mState.setCurrentProgram(program, mResourceManager->getProgram(program));
- if (newProgram)
- {
- newProgram->addRef();
- mCurrentProgramBinary.set(newProgram->getProgramBinary());
- }
-
- if (oldProgram)
+ if (priorProgram)
{
- oldProgram->release();
+ priorProgram->release();
}
}
}
@@ -943,9 +682,9 @@ void Context::linkProgram(GLuint program)
// if the current program was relinked successfully we
// need to install the new executables
- if (linked && program == mState.currentProgram)
+ if (linked && program == mState.getCurrentProgramId())
{
- mCurrentProgramBinary.set(programObject->getProgramBinary());
+ mState.setCurrentProgramBinary(programObject->getProgramBinary());
}
}
@@ -957,68 +696,25 @@ void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
// if the current program was reloaded successfully we
// need to install the new executables
- if (loaded && program == mState.currentProgram)
+ if (loaded && program == mState.getCurrentProgramId())
{
- mCurrentProgramBinary.set(programObject->getProgramBinary());
+ mState.setCurrentProgramBinary(programObject->getProgramBinary());
}
}
-void Context::beginQuery(GLenum target, GLuint query)
+void Context::bindTransformFeedback(GLuint transformFeedback)
{
- // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
- // of zero, if the active query object name for <target> is non-zero (for the
- // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
- // the active query for either target is non-zero), if <id> is the name of an
- // existing query object whose type does not match <target>, or if <id> is the
- // active query object name for any query type, the error INVALID_OPERATION is
- // generated.
-
- // Ensure no other queries are active
- // NOTE: If other queries than occlusion are supported, we will need to check
- // separately that:
- // a) The query ID passed is not the current active query for any target/type
- // b) There are no active queries for the requested target (and in the case
- // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
- // no query may be active for either if glBeginQuery targets either.
- for (int i = 0; i < QUERY_TYPE_COUNT; i++)
- {
- if (mState.activeQuery[i].get() != NULL)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
- }
-
- QueryType qType;
- switch (target)
- {
- case GL_ANY_SAMPLES_PASSED_EXT:
- qType = QUERY_ANY_SAMPLES_PASSED;
- break;
- case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
- qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
- break;
- default:
- ASSERT(false);
- return;
- }
+ mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback));
+}
+void Context::beginQuery(GLenum target, GLuint query)
+{
Query *queryObject = getQuery(query, true, target);
-
- // check that name was obtained with glGenQueries
- if (!queryObject)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
-
- // check for type mismatch
- if (queryObject->getType() != target)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
+ ASSERT(queryObject);
// set query as active for specified target
- mState.activeQuery[qType].set(queryObject);
+ mState.setActiveQuery(target, queryObject);
// begin query
queryObject->begin();
@@ -1026,76 +722,62 @@ void Context::beginQuery(GLenum target, GLuint query)
void Context::endQuery(GLenum target)
{
- QueryType qType;
-
- switch (target)
- {
- case GL_ANY_SAMPLES_PASSED_EXT:
- qType = QUERY_ANY_SAMPLES_PASSED;
- break;
- case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
- qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
- break;
- default:
- ASSERT(false);
- return;
- }
-
- Query *queryObject = mState.activeQuery[qType].get();
-
- if (queryObject == NULL)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
+ Query *queryObject = mState.getActiveQuery(target);
+ ASSERT(queryObject);
queryObject->end();
- mState.activeQuery[qType].set(NULL);
+ mState.setActiveQuery(target, NULL);
}
void Context::setFramebufferZero(Framebuffer *buffer)
{
- delete mFramebufferMap[0];
- mFramebufferMap[0] = buffer;
- if (mState.drawFramebuffer == 0)
+ // First, check to see if the old default framebuffer
+ // was set for draw or read framebuffer, and change
+ // the bindings to point to the new one before deleting it.
+ if (mState.getDrawFramebuffer()->id() == 0)
{
- mBoundDrawFramebuffer = buffer;
+ mState.setDrawFramebufferBinding(buffer);
}
+
+ if (mState.getReadFramebuffer()->id() == 0)
+ {
+ mState.setReadFramebufferBinding(buffer);
+ }
+
+ delete mFramebufferMap[0];
+ mFramebufferMap[0] = buffer;
}
void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
{
+ ASSERT(getTextureCaps().get(internalformat).renderable);
+
RenderbufferStorage *renderbuffer = NULL;
- switch (internalformat)
+
+ if (GetDepthBits(internalformat) > 0 && GetStencilBits(internalformat) > 0)
+ {
+ renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
+ }
+ else if (GetDepthBits(internalformat) > 0)
{
- case GL_DEPTH_COMPONENT16:
renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
- break;
- case GL_RGBA4:
- case GL_RGB5_A1:
- case GL_RGB565:
- case GL_RGB8_OES:
- case GL_RGBA8_OES:
- case GL_BGRA8_EXT:
- renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
- break;
- case GL_STENCIL_INDEX8:
+ }
+ else if (GetStencilBits(internalformat) > 0)
+ {
renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
- break;
- case GL_DEPTH24_STENCIL8_OES:
- renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
- break;
- default:
- UNREACHABLE(); return;
+ }
+ else
+ {
+ renderbuffer = new gl::Colorbuffer(mRenderer, width, height, internalformat, samples);
}
- Renderbuffer *renderbufferObject = mState.renderbuffer.get();
- renderbufferObject->setStorage(renderbuffer);
+ mState.getCurrentRenderbuffer()->setStorage(renderbuffer);
}
-Framebuffer *Context::getFramebuffer(unsigned int handle)
+Framebuffer *Context::getFramebuffer(unsigned int handle) const
{
- FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
+ FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle);
if (framebuffer == mFramebufferMap.end())
{
@@ -1107,11 +789,11 @@ Framebuffer *Context::getFramebuffer(unsigned int handle)
}
}
-Fence *Context::getFence(unsigned int handle)
+FenceNV *Context::getFenceNV(unsigned int handle)
{
- FenceMap::iterator fence = mFenceMap.find(handle);
+ FenceNVMap::iterator fence = mFenceNVMap.find(handle);
- if (fence == mFenceMap.end())
+ if (fence == mFenceNVMap.end())
{
return NULL;
}
@@ -1140,390 +822,248 @@ Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
}
}
-Buffer *Context::getArrayBuffer()
+Texture *Context::getTargetTexture(GLenum target) const
{
- return mState.arrayBuffer.get();
+ if (!ValidTextureTarget(this, target))
+ {
+ return NULL;
+ }
+
+ switch (target)
+ {
+ case GL_TEXTURE_2D: return getTexture2D();
+ case GL_TEXTURE_CUBE_MAP: return getTextureCubeMap();
+ case GL_TEXTURE_3D: return getTexture3D();
+ case GL_TEXTURE_2D_ARRAY: return getTexture2DArray();
+ default: return NULL;
+ }
}
-Buffer *Context::getElementArrayBuffer()
+Texture2D *Context::getTexture2D() const
{
- return mState.elementArrayBuffer.get();
+ return static_cast<Texture2D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D));
}
-ProgramBinary *Context::getCurrentProgramBinary()
+TextureCubeMap *Context::getTextureCubeMap() const
{
- return mCurrentProgramBinary.get();
+ return static_cast<TextureCubeMap*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_CUBE));
}
-Texture2D *Context::getTexture2D()
+Texture3D *Context::getTexture3D() const
{
- return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
+ return static_cast<Texture3D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_3D));
}
-TextureCubeMap *Context::getTextureCubeMap()
+Texture2DArray *Context::getTexture2DArray() const
{
- return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
+ return static_cast<Texture2DArray*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D_ARRAY));
}
-Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
+Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
{
- GLuint texid = mState.samplerTexture[type][sampler].id();
-
- if (texid == 0) // Special case: 0 refers to different initial textures based on the target
+ if (mState.getSamplerTextureId(sampler, type) == 0)
{
switch (type)
{
default: UNREACHABLE();
- case TEXTURE_2D: return mTexture2DZero.get();
- case TEXTURE_CUBE: return mTextureCubeMapZero.get();
+ case TEXTURE_2D: return mTexture2DZero.get();
+ case TEXTURE_CUBE: return mTextureCubeMapZero.get();
+ case TEXTURE_3D: return mTexture3DZero.get();
+ case TEXTURE_2D_ARRAY: return mTexture2DArrayZero.get();
}
}
-
- return mState.samplerTexture[type][sampler].get();
+ else
+ {
+ return mState.getSamplerTexture(sampler, type);
+ }
}
-bool Context::getBooleanv(GLenum pname, GLboolean *params)
+void Context::getBooleanv(GLenum pname, GLboolean *params)
{
switch (pname)
{
case GL_SHADER_COMPILER: *params = GL_TRUE; break;
- case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
- case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
- case GL_COLOR_WRITEMASK:
- params[0] = mState.blend.colorMaskRed;
- params[1] = mState.blend.colorMaskGreen;
- params[2] = mState.blend.colorMaskBlue;
- params[3] = mState.blend.colorMaskAlpha;
- break;
- case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
- case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
- case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
- case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
- case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
- case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
- case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
- case GL_BLEND: *params = mState.blend.blend; break;
- case GL_DITHER: *params = mState.blend.dither; break;
case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
default:
- return false;
+ mState.getBooleanv(pname, params);
+ break;
}
-
- return true;
}
-bool Context::getFloatv(GLenum pname, GLfloat *params)
+void Context::getFloatv(GLenum pname, GLfloat *params)
{
- // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
- // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
- // GetIntegerv as its native query function. As it would require conversion in any
- // case, this should make no difference to the calling application.
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
switch (pname)
{
- case GL_LINE_WIDTH: *params = mState.lineWidth; break;
- case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
- case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
- case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
- case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
case GL_ALIASED_LINE_WIDTH_RANGE:
- params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
- params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
+ params[0] = mCaps.minAliasedLineWidth;
+ params[1] = mCaps.maxAliasedLineWidth;
break;
case GL_ALIASED_POINT_SIZE_RANGE:
- params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
- params[1] = getMaximumPointSize();
- break;
- case GL_DEPTH_RANGE:
- params[0] = mState.zNear;
- params[1] = mState.zFar;
- break;
- case GL_COLOR_CLEAR_VALUE:
- params[0] = mState.colorClearValue.red;
- params[1] = mState.colorClearValue.green;
- params[2] = mState.colorClearValue.blue;
- params[3] = mState.colorClearValue.alpha;
- break;
- case GL_BLEND_COLOR:
- params[0] = mState.blendColor.red;
- params[1] = mState.blendColor.green;
- params[2] = mState.blendColor.blue;
- params[3] = mState.blendColor.alpha;
+ params[0] = mCaps.minAliasedPointSize;
+ params[1] = mCaps.maxAliasedPointSize;
break;
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
- if (!supportsTextureFilterAnisotropy())
- {
- return false;
- }
- *params = mMaxTextureAnisotropy;
+ ASSERT(mExtensions.textureFilterAnisotropic);
+ *params = mExtensions.maxTextureAnisotropy;
break;
default:
- return false;
+ mState.getFloatv(pname, params);
+ break;
}
-
- return true;
}
-bool Context::getIntegerv(GLenum pname, GLint *params)
+void Context::getIntegerv(GLenum pname, GLint *params)
{
- if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
- {
- unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
-
- if (colorAttachment >= mRenderer->getMaxRenderTargets())
- {
- // return true to stop further operation in the parent call
- return gl::error(GL_INVALID_OPERATION, true);
- }
-
- Framebuffer *framebuffer = getDrawFramebuffer();
-
- *params = framebuffer->getDrawBufferState(colorAttachment);
- return true;
- }
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
- // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
- // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
- // GetIntegerv as its native query function. As it would require conversion in any
- // case, this should make no difference to the calling application. You may find it in
- // Context::getFloatv.
switch (pname)
{
- case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
- case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mRenderer->getMaxVertexUniformVectors(); break;
- case GL_MAX_VARYING_VECTORS: *params = mRenderer->getMaxVaryingVectors(); break;
- case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxCombinedTextureImageUnits(); break;
- case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxVertexTextureImageUnits(); break;
- case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
- case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mRenderer->getMaxFragmentUniformVectors(); break;
- case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
- case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mRenderer->getMaxRenderTargets(); break;
- case GL_MAX_DRAW_BUFFERS_EXT: *params = mRenderer->getMaxRenderTargets(); break;
- case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
- case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
- case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
- case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break;
- //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
- case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
- case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
- case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
- case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
- case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
- case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
- case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
- case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
- case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
- case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
- case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
- case GL_STENCIL_REF: *params = mState.stencilRef; break;
- case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
- case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
- case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
- case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
- case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
- case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
- case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
- case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
- case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
- case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
- case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
- case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
- case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
- case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
- case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
- case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
- case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
- case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
- case GL_SUBPIXEL_BITS: *params = 4; break;
- case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
- case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
- case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
+ case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
+ case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mRenderer->getMaxVertexUniformVectors(); break;
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS: *params = mRenderer->getMaxVertexUniformVectors() * 4; break;
+ case GL_MAX_VARYING_VECTORS: *params = mRenderer->getMaxVaryingVectors(); break;
+ case GL_MAX_VARYING_COMPONENTS: *params = mRenderer->getMaxVaryingVectors() * 4; break;
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxCombinedTextureImageUnits(); break;
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxVertexTextureImageUnits(); break;
+ case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
+ case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mRenderer->getMaxFragmentUniformVectors(); break;
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = mRenderer->getMaxFragmentUniformVectors() * 4; 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_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
+ case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ 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 = getUniformBufferOffsetAlignment(); break;
+ case GL_MAX_UNIFORM_BUFFER_BINDINGS: *params = getMaximumCombinedUniformBufferBindings(); break;
+ case GL_MAX_VERTEX_UNIFORM_BLOCKS: *params = mRenderer->getMaxVertexShaderUniformBuffers(); break;
+ case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: *params = mRenderer->getMaxFragmentShaderUniformBuffers(); break;
+ case GL_MAX_COMBINED_UNIFORM_BLOCKS: *params = getMaximumCombinedUniformBufferBindings(); break;
+ case GL_MAJOR_VERSION: *params = mClientVersion; break;
+ case GL_MINOR_VERSION: *params = 0; break;
+ case GL_MAX_ELEMENTS_INDICES: *params = mRenderer->getMaxRecommendedElementsIndices(); break;
+ case GL_MAX_ELEMENTS_VERTICES: *params = mRenderer->getMaxRecommendedElementsVertices(); break;
+ case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackInterleavedComponents(); break;
+ case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = mRenderer->getMaxTransformFeedbackBuffers(); break;
+ case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackSeparateComponents(); break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
params[0] = mNumCompressedTextureFormats;
break;
case GL_MAX_SAMPLES_ANGLE:
- {
- GLsizei maxSamples = getMaxSupportedSamples();
- if (maxSamples != 0)
- {
- *params = maxSamples;
- }
- else
- {
- return false;
- }
-
- break;
- }
- case GL_SAMPLE_BUFFERS:
- case GL_SAMPLES:
- {
- gl::Framebuffer *framebuffer = getDrawFramebuffer();
- if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
- {
- switch (pname)
- {
- case GL_SAMPLE_BUFFERS:
- if (framebuffer->getSamples() != 0)
- {
- *params = 1;
- }
- else
- {
- *params = 0;
- }
- break;
- case GL_SAMPLES:
- *params = framebuffer->getSamples();
- break;
- }
- }
- else
- {
- *params = 0;
- }
- }
+ *params = static_cast<GLint>(getMaxSupportedSamples());
break;
case GL_IMPLEMENTATION_COLOR_READ_TYPE:
case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
{
- GLenum format, type;
- if (getCurrentReadFormatType(&format, &type))
- {
- if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
- *params = format;
- else
- *params = type;
- }
+ GLenum internalFormat, format, type;
+ getCurrentReadFormatType(&internalFormat, &format, &type);
+ if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
+ *params = format;
+ else
+ *params = type;
}
break;
case GL_MAX_VIEWPORT_DIMS:
{
- params[0] = mMaxViewportDimension;
- params[1] = mMaxViewportDimension;
+ params[0] = mCaps.maxViewportWidth;
+ params[1] = mCaps.maxViewportHeight;
}
break;
case GL_COMPRESSED_TEXTURE_FORMATS:
{
- if (supportsDXT1Textures())
+ if (mExtensions.textureCompressionDXT1)
{
*params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
*params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
}
- if (supportsDXT3Textures())
+ if (mExtensions.textureCompressionDXT3)
{
*params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
}
- if (supportsDXT5Textures())
+ if (mExtensions.textureCompressionDXT5)
{
*params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
}
}
break;
- case GL_VIEWPORT:
- params[0] = mState.viewport.x;
- params[1] = mState.viewport.y;
- params[2] = mState.viewport.width;
- params[3] = mState.viewport.height;
+ case GL_RESET_NOTIFICATION_STRATEGY_EXT:
+ *params = mResetStrategy;
break;
- case GL_SCISSOR_BOX:
- params[0] = mState.scissor.x;
- params[1] = mState.scissor.y;
- params[2] = mState.scissor.width;
- params[3] = mState.scissor.height;
+ case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
+ *params = 1;
break;
- case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
- case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
- case GL_RED_BITS:
- case GL_GREEN_BITS:
- case GL_BLUE_BITS:
- case GL_ALPHA_BITS:
- {
- gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::Renderbuffer *colorbuffer = framebuffer->getFirstColorbuffer();
-
- if (colorbuffer)
- {
- switch (pname)
- {
- case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
- case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
- case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
- case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
- }
- }
- else
- {
- *params = 0;
- }
- }
+ case GL_PROGRAM_BINARY_FORMATS_OES:
+ *params = GL_PROGRAM_BINARY_ANGLE;
break;
- case GL_DEPTH_BITS:
- {
- gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
-
- if (depthbuffer)
- {
- *params = depthbuffer->getDepthSize();
- }
- else
- {
- *params = 0;
- }
- }
+ case GL_NUM_EXTENSIONS:
+ *params = static_cast<GLint>(mExtensionStrings.size());
break;
- case GL_STENCIL_BITS:
- {
- gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
+ default:
+ mState.getIntegerv(pname, params);
+ break;
+ }
+}
- if (stencilbuffer)
- {
- *params = stencilbuffer->getStencilSize();
- }
- else
- {
- *params = 0;
- }
- }
+void Context::getInteger64v(GLenum pname, GLint64 *params)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+ switch (pname)
+ {
+ case GL_MAX_ELEMENT_INDEX:
+ *params = mCaps.maxElementIndex;
break;
- case GL_TEXTURE_BINDING_2D:
+ case GL_MAX_UNIFORM_BLOCK_SIZE:
+ *params = static_cast<GLint64>(mRenderer->getMaxUniformBufferSize());
+ break;
+ case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
{
- if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1)
- {
- gl::error(GL_INVALID_OPERATION);
- return false;
- }
-
- *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
+ GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
+ GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
+ *params = uniformBufferComponents + defaultBufferComponents;
}
break;
- case GL_TEXTURE_BINDING_CUBE_MAP:
+ case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
{
- if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1)
- {
- gl::error(GL_INVALID_OPERATION);
- return false;
- }
-
- *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
+ GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxFragmentShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
+ GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
+ *params = uniformBufferComponents + defaultBufferComponents;
}
break;
- case GL_RESET_NOTIFICATION_STRATEGY_EXT:
- *params = mResetStrategy;
- break;
- case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
- *params = 1;
- break;
- case GL_PROGRAM_BINARY_FORMATS_OES:
- *params = GL_PROGRAM_BINARY_ANGLE;
+ case GL_MAX_SERVER_WAIT_TIMEOUT:
+ // We do not wait for server fence objects internally, so report a max timeout of zero.
+ *params = 0;
break;
default:
- return false;
+ UNREACHABLE();
+ break;
}
+}
- return true;
+bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+ // Indexed integer queries all refer to current state, so this function is a
+ // mere passthrough.
+ return mState.getIndexedIntegerv(target, index, data);
+}
+
+bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+ // Indexed integer queries all refer to current state, so this function is a
+ // mere passthrough.
+ return mState.getIndexedInteger64v(target, index, data);
}
bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
@@ -1538,7 +1078,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
// 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
+ // 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.
@@ -1549,13 +1089,13 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
*type = GL_INT;
*numParams = mNumCompressedTextureFormats;
}
- break;
+ return true;
case GL_SHADER_BINARY_FORMATS:
{
*type = GL_INT;
*numParams = 0;
}
- break;
+ return true;
case GL_MAX_VERTEX_ATTRIBS:
case GL_MAX_VERTEX_UNIFORM_VECTORS:
case GL_MAX_VARYING_VECTORS:
@@ -1569,7 +1109,9 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
case GL_NUM_SHADER_BINARY_FORMATS:
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
case GL_ARRAY_BUFFER_BINDING:
- case GL_FRAMEBUFFER_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:
@@ -1625,10 +1167,10 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
*type = GL_INT;
*numParams = 1;
}
- break;
+ return true;
case GL_MAX_SAMPLES_ANGLE:
{
- if (getMaxSupportedSamples() != 0)
+ if (mExtensions.framebufferMultisample)
{
*type = GL_INT;
*numParams = 1;
@@ -1638,20 +1180,34 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
return false;
}
}
- break;
+ return true;
+ case GL_PIXEL_PACK_BUFFER_BINDING:
+ case GL_PIXEL_UNPACK_BUFFER_BINDING:
+ {
+ if (mExtensions.pixelBufferObject)
+ {
+ *type = GL_INT;
+ *numParams = 1;
+ }
+ else
+ {
+ return false;
+ }
+ }
+ return true;
case GL_MAX_VIEWPORT_DIMS:
{
*type = GL_INT;
*numParams = 2;
}
- break;
+ return true;
case GL_VIEWPORT:
case GL_SCISSOR_BOX:
{
*type = GL_INT;
*numParams = 4;
}
- break;
+ return true;
case GL_SHADER_COMPILER:
case GL_SAMPLE_COVERAGE_INVERT:
case GL_DEPTH_WRITEMASK:
@@ -1669,13 +1225,13 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
*type = GL_BOOL;
*numParams = 1;
}
- break;
+ return true;
case GL_COLOR_WRITEMASK:
{
*type = GL_BOOL;
*numParams = 4;
}
- break;
+ return true;
case GL_POLYGON_OFFSET_FACTOR:
case GL_POLYGON_OFFSET_UNITS:
case GL_SAMPLE_COVERAGE_VALUE:
@@ -1685,7 +1241,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
*type = GL_FLOAT;
*numParams = 1;
}
- break;
+ return true;
case GL_ALIASED_LINE_WIDTH_RANGE:
case GL_ALIASED_POINT_SIZE_RANGE:
case GL_DEPTH_RANGE:
@@ -1693,49 +1249,133 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
*type = GL_FLOAT;
*numParams = 2;
}
- break;
+ return true;
case GL_COLOR_CLEAR_VALUE:
case GL_BLEND_COLOR:
{
*type = GL_FLOAT;
*numParams = 4;
}
- break;
+ return true;
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
- if (!supportsTextureFilterAnisotropy())
+ if (!mExtensions.maxTextureAnisotropy)
{
return false;
}
*type = GL_FLOAT;
*numParams = 1;
- break;
- default:
+ return true;
+ }
+
+ if (mClientVersion < 3)
+ {
return false;
}
- return true;
+ // Check for ES3.0+ parameter names
+ switch (pname)
+ {
+ case GL_MAX_UNIFORM_BUFFER_BINDINGS:
+ case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
+ case GL_UNIFORM_BUFFER_BINDING:
+ case GL_TRANSFORM_FEEDBACK_BINDING:
+ case GL_COPY_READ_BUFFER_BINDING:
+ case GL_COPY_WRITE_BUFFER_BINDING:
+ case GL_TEXTURE_BINDING_3D:
+ case GL_TEXTURE_BINDING_2D_ARRAY:
+ case GL_MAX_3D_TEXTURE_SIZE:
+ case GL_MAX_ARRAY_TEXTURE_LAYERS:
+ case GL_MAX_VERTEX_UNIFORM_BLOCKS:
+ case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
+ case GL_MAX_COMBINED_UNIFORM_BLOCKS:
+ case GL_MAX_VARYING_COMPONENTS:
+ case GL_VERTEX_ARRAY_BINDING:
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
+ case GL_NUM_EXTENSIONS:
+ case GL_MAJOR_VERSION:
+ case GL_MINOR_VERSION:
+ case GL_MAX_ELEMENTS_INDICES:
+ case GL_MAX_ELEMENTS_VERTICES:
+ case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
+ case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
+ case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
+ {
+ *type = GL_INT;
+ *numParams = 1;
+ }
+ return true;
+
+ case GL_MAX_ELEMENT_INDEX:
+ case GL_MAX_UNIFORM_BLOCK_SIZE:
+ case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
+ case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
+ case GL_MAX_SERVER_WAIT_TIMEOUT:
+ {
+ *type = GL_INT_64_ANGLEX;
+ *numParams = 1;
+ }
+ return true;
+
+ case GL_TRANSFORM_FEEDBACK_ACTIVE:
+ case GL_TRANSFORM_FEEDBACK_PAUSED:
+ {
+ *type = GL_BOOL;
+ *numParams = 1;
+ }
+ return true;
+ }
+
+ return false;
}
-// Applies the render target surface, depth stencil surface, viewport rectangle and
-// scissor rectangle to the renderer
-bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
+bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams)
{
- Framebuffer *framebufferObject = getDrawFramebuffer();
+ if (mClientVersion < 3)
+ {
+ return false;
+ }
- if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ switch (target)
{
- return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
+ case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
+ case GL_UNIFORM_BUFFER_BINDING:
+ {
+ *type = GL_INT;
+ *numParams = 1;
+ }
+ return true;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_START:
+ case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
+ case GL_UNIFORM_BUFFER_START:
+ case GL_UNIFORM_BUFFER_SIZE:
+ {
+ *type = GL_INT_64_ANGLEX;
+ *numParams = 1;
+ }
}
+ return false;
+}
+
+// Applies the render target surface, depth stencil surface, viewport rectangle and
+// scissor rectangle to the renderer
+bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
+{
+ Framebuffer *framebufferObject = mState.getDrawFramebuffer();
+ ASSERT(framebufferObject && framebufferObject->completeness() == GL_FRAMEBUFFER_COMPLETE);
+
mRenderer->applyRenderTarget(framebufferObject);
- if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace,
+ float nearZ, farZ;
+ mState.getDepthRange(&nearZ, &farZ);
+ if (!mRenderer->setViewport(mState.getViewport(), nearZ, farZ, drawMode, mState.getRasterizerState().frontFace,
ignoreViewport))
{
return false;
}
- mRenderer->setScissorRectangle(mState.scissor, mState.scissorTest);
+ mRenderer->setScissorRectangle(mState.getScissor(), mState.isScissorTestEnabled());
return true;
}
@@ -1743,17 +1383,22 @@ bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
void Context::applyState(GLenum drawMode)
{
- Framebuffer *framebufferObject = getDrawFramebuffer();
+ Framebuffer *framebufferObject = mState.getDrawFramebuffer();
int samples = framebufferObject->getSamples();
- mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS);
- mState.rasterizer.multiSample = (samples != 0);
- mRenderer->setRasterizerState(mState.rasterizer);
+ RasterizerState rasterizer = mState.getRasterizerState();
+ rasterizer.pointDrawMode = (drawMode == GL_POINTS);
+ rasterizer.multiSample = (samples != 0);
+
+ mRenderer->setRasterizerState(rasterizer);
unsigned int mask = 0;
- if (mState.sampleCoverage)
+ if (mState.isSampleCoverageEnabled())
{
- if (mState.sampleCoverageValue != 0)
+ GLclampf coverageValue;
+ bool coverageInvert = false;
+ mState.getSampleCoverageParams(&coverageValue, &coverageInvert);
+ if (coverageValue != 0)
{
float threshold = 0.5f;
@@ -1762,7 +1407,7 @@ void Context::applyState(GLenum drawMode)
{
mask <<= 1;
- if ((i + 1) * mState.sampleCoverageValue >= threshold)
+ if ((i + 1) * coverageValue >= threshold)
{
threshold += 1.0f;
mask |= 1;
@@ -1770,7 +1415,7 @@ void Context::applyState(GLenum drawMode)
}
}
- if (mState.sampleCoverageInvert)
+ if (coverageInvert)
{
mask = ~mask;
}
@@ -1779,192 +1424,333 @@ void Context::applyState(GLenum drawMode)
{
mask = 0xFFFFFFFF;
}
- mRenderer->setBlendState(framebufferObject, mState.blend, mState.blendColor, mask);
+ mRenderer->setBlendState(framebufferObject, mState.getBlendState(), mState.getBlendColor(), mask);
- mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
- mState.rasterizer.frontFace == GL_CCW);
+ mRenderer->setDepthStencilState(mState.getDepthStencilState(), mState.getStencilRef(), mState.getStencilBackRef(),
+ rasterizer.frontFace == GL_CCW);
}
// Applies the shaders and shader constants to the Direct3D 9 device
-void Context::applyShaders()
+void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive)
{
- ProgramBinary *programBinary = getCurrentProgramBinary();
+ const VertexAttribute *vertexAttributes = mState.getVertexArray()->getVertexAttributes();
+
+ VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
+ VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.getVertexAttribCurrentValues());
+
+ const Framebuffer *fbo = mState.getDrawFramebuffer();
+
+ mRenderer->applyShaders(programBinary, inputLayout, fbo, mState.getRasterizerState().rasterizerDiscard, transformFeedbackActive);
- mRenderer->applyShaders(programBinary);
-
programBinary->applyUniforms();
}
-// Applies the textures and sampler states to the Direct3D 9 device
-void Context::applyTextures()
+size_t Context::getCurrentTexturesAndSamplerStates(ProgramBinary *programBinary, SamplerType type, Texture **outTextures,
+ TextureType *outTextureTypes, SamplerState *outSamplers)
{
- applyTextures(SAMPLER_PIXEL);
+ size_t samplerRange = programBinary->getUsedSamplerRange(type);
+ for (size_t i = 0; i < samplerRange; i++)
+ {
+ outTextureTypes[i] = programBinary->getSamplerTextureType(type, i);
+ GLint textureUnit = programBinary->getSamplerMapping(type, i); // OpenGL texture image unit index
+ if (textureUnit != -1)
+ {
+ outTextures[i] = getSamplerTexture(textureUnit, outTextureTypes[i]);
+ outTextures[i]->getSamplerStateWithNativeOffset(&outSamplers[i]);
+ Sampler *samplerObject = mState.getSampler(textureUnit);
+ if (samplerObject)
+ {
+ samplerObject->getState(&outSamplers[i]);
+ }
+ }
+ else
+ {
+ outTextures[i] = NULL;
+ }
+ }
+
+ return samplerRange;
+}
- if (mSupportsVertexTexture)
+void Context::generateSwizzles(Texture *textures[], size_t count)
+{
+ for (size_t i = 0; i < count; i++)
{
- applyTextures(SAMPLER_VERTEX);
+ if (textures[i] && textures[i]->getSamplerState().swizzleRequired())
+ {
+ mRenderer->generateSwizzle(textures[i]);
+ }
}
}
-// For each Direct3D 9 sampler of either the pixel or vertex stage,
+// For each Direct3D sampler of either the pixel or vertex stage,
// looks up the corresponding OpenGL texture image unit and texture type,
// and sets the texture and its addressing/filtering state (or NULL when inactive).
-void Context::applyTextures(SamplerType type)
+void Context::applyTextures(SamplerType shaderType, Texture *textures[], TextureType *textureTypes, SamplerState *samplers,
+ size_t textureCount, const FramebufferTextureSerialArray& framebufferSerials,
+ size_t framebufferSerialCount)
{
- ProgramBinary *programBinary = getCurrentProgramBinary();
-
- FramebufferTextureSerialSet boundFramebufferTextures = getBoundFramebufferTextureSerials();
-
// Range of Direct3D samplers of given sampler type
- int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : mRenderer->getMaxVertexTextureImageUnits();
- int samplerRange = programBinary->getUsedSamplerRange(type);
+ size_t samplerCount = (shaderType == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS
+ : mRenderer->getMaxVertexTextureImageUnits();
- for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
+ for (size_t samplerIndex = 0; samplerIndex < textureCount; samplerIndex++)
{
- int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
+ Texture *texture = textures[samplerIndex];
+ const SamplerState &sampler = samplers[samplerIndex];
+ TextureType textureType = textureTypes[samplerIndex];
- if (textureUnit != -1)
+ if (texture)
{
- TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
- Texture *texture = getSamplerTexture(textureUnit, textureType);
-
- if (texture->isSamplerComplete() &&
- boundFramebufferTextures.find(texture->getTextureSerial()) == boundFramebufferTextures.end())
+ // TODO: std::binary_search may become unavailable using older versions of GCC
+ if (texture->isSamplerComplete(sampler) &&
+ !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
{
- SamplerState samplerState;
- texture->getSamplerState(&samplerState);
- mRenderer->setSamplerState(type, samplerIndex, samplerState);
-
- mRenderer->setTexture(type, samplerIndex, texture);
-
+ mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
+ mRenderer->setTexture(shaderType, samplerIndex, texture);
texture->resetDirty();
}
else
{
- mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType));
+ Texture *incompleteTexture = getIncompleteTexture(textureType);
+ mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture);
+ incompleteTexture->resetDirty();
}
}
else
{
- mRenderer->setTexture(type, samplerIndex, NULL);
+ mRenderer->setTexture(shaderType, samplerIndex, NULL);
}
}
- for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
+ for (size_t samplerIndex = textureCount; samplerIndex < samplerCount; samplerIndex++)
{
- mRenderer->setTexture(type, samplerIndex, NULL);
+ mRenderer->setTexture(shaderType, samplerIndex, NULL);
}
}
-void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
- GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
+bool Context::applyUniformBuffers()
{
- Framebuffer *framebuffer = getReadFramebuffer();
+ Program *programObject = getProgram(mState.getCurrentProgramId());
+ ProgramBinary *programBinary = programObject->getProgramBinary();
+
+ std::vector<gl::Buffer*> boundBuffers;
- if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++)
{
- return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
+ GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex);
+
+ if (mState.getIndexedUniformBuffer(blockBinding)->id() == 0)
+ {
+ // undefined behaviour
+ return false;
+ }
+ else
+ {
+ Buffer *uniformBuffer = mState.getIndexedUniformBuffer(blockBinding);
+ ASSERT(uniformBuffer);
+ boundBuffers.push_back(uniformBuffer);
+ }
}
- if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
+ return programBinary->applyUniformBuffers(boundBuffers);
+}
+
+bool Context::applyTransformFeedbackBuffers()
+{
+ TransformFeedback *curTransformFeedback = mState.getCurrentTransformFeedback();
+ if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused())
+ {
+ Buffer *transformFeedbackBuffers[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ GLintptr transformFeedbackOffsets[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ transformFeedbackBuffers[i] = mState.getIndexedTransformFeedbackBuffer(i);
+ transformFeedbackOffsets[i] = mState.getIndexedTransformFeedbackBufferOffset(i);
+ }
+ mRenderer->applyTransformFeedbackBuffers(transformFeedbackBuffers, transformFeedbackOffsets);
+ return true;
+ }
+ else
{
- return gl::error(GL_INVALID_OPERATION);
+ return false;
}
+}
- GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
- // sized query sanity check
- if (bufSize)
+void Context::markTransformFeedbackUsage()
+{
+ for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
{
- int requiredSize = outputPitch * height;
- if (requiredSize > *bufSize)
+ Buffer *buffer = mState.getIndexedTransformFeedbackBuffer(i);
+ if (buffer)
{
- return gl::error(GL_INVALID_OPERATION);
+ buffer->markTransformFeedbackUsage();
}
}
-
- mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels);
}
void Context::clear(GLbitfield mask)
{
- Framebuffer *framebufferObject = getDrawFramebuffer();
+ if (mState.isRasterizerDiscardEnabled())
+ {
+ return;
+ }
+
+ ClearParameters clearParams = mState.getClearParameters(mask);
- if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
{
- return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
+ return;
}
- DWORD flags = 0;
- GLbitfield finalMask = 0;
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
+}
- if (mask & GL_COLOR_BUFFER_BIT)
+void Context::clearBufferfv(GLenum buffer, int drawbuffer, const float *values)
+{
+ if (mState.isRasterizerDiscardEnabled())
{
- mask &= ~GL_COLOR_BUFFER_BIT;
+ return;
+ }
- if (framebufferObject->hasEnabledColorAttachment())
+ // glClearBufferfv can be called to clear the color buffer or depth buffer
+ ClearParameters clearParams = mState.getClearParameters(0);
+
+ if (buffer == GL_COLOR)
+ {
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
- finalMask |= GL_COLOR_BUFFER_BIT;
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
}
+ clearParams.colorFClearValue = ColorF(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_FLOAT;
+ }
+
+ if (buffer == GL_DEPTH)
+ {
+ clearParams.clearDepth = true;
+ clearParams.depthClearValue = values[0];
+ }
+
+ if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
+ {
+ return;
+ }
+
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
+}
+
+void Context::clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values)
+{
+ if (mState.isRasterizerDiscardEnabled())
+ {
+ return;
+ }
+
+ // glClearBufferuv can only be called to clear a color buffer
+ ClearParameters clearParams = mState.getClearParameters(0);
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
+ }
+ clearParams.colorUIClearValue = ColorUI(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_UNSIGNED_INT;
+
+ if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
+ {
+ return;
+ }
+
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
+}
+
+void Context::clearBufferiv(GLenum buffer, int drawbuffer, const int *values)
+{
+ if (mState.isRasterizerDiscardEnabled())
+ {
+ return;
}
- if (mask & GL_DEPTH_BUFFER_BIT)
+ // glClearBufferfv can be called to clear the color buffer or stencil buffer
+ ClearParameters clearParams = mState.getClearParameters(0);
+
+ if (buffer == GL_COLOR)
{
- mask &= ~GL_DEPTH_BUFFER_BIT;
- if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
- finalMask |= GL_DEPTH_BUFFER_BIT;
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
}
+ clearParams.colorIClearValue = ColorI(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_INT;
}
- if (mask & GL_STENCIL_BUFFER_BIT)
+ if (buffer == GL_STENCIL)
{
- mask &= ~GL_STENCIL_BUFFER_BIT;
- if (framebufferObject->getStencilbufferType() != GL_NONE)
- {
- rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
- if (!depthStencil)
- {
- ERR("Depth stencil pointer unexpectedly null.");
- return;
- }
+ clearParams.clearStencil = true;
+ clearParams.stencilClearValue = values[1];
+ }
- if (GetStencilSize(depthStencil->getActualFormat()) > 0)
- {
- finalMask |= GL_STENCIL_BUFFER_BIT;
- }
- }
+ if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
+ {
+ return;
}
- if (mask != 0)
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
+}
+
+void Context::clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil)
+{
+ if (mState.isRasterizerDiscardEnabled())
{
- return gl::error(GL_INVALID_VALUE);
+ return;
}
+ // glClearBufferfi can only be called to clear a depth stencil buffer
+ ClearParameters clearParams = mState.getClearParameters(0);
+ clearParams.clearDepth = true;
+ clearParams.depthClearValue = depth;
+ clearParams.clearStencil = true;
+ clearParams.stencilClearValue = stencil;
+
if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
{
return;
}
- ClearParameters clearParams;
- clearParams.mask = finalMask;
- clearParams.colorClearValue = mState.colorClearValue;
- clearParams.colorMaskRed = mState.blend.colorMaskRed;
- clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
- clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
- clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
- clearParams.depthClearValue = mState.depthClearValue;
- clearParams.stencilClearValue = mState.stencilClearValue;
- clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
+}
+
+void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
+{
+ gl::Framebuffer *framebuffer = mState.getReadFramebuffer();
+
+ bool isSized = IsSizedInternalFormat(format);
+ GLenum sizedInternalFormat = (isSized ? format : GetSizedInternalFormat(format, type));
+ GLuint outputPitch = GetRowPitch(sizedInternalFormat, type, width, mState.getPackAlignment());
- mRenderer->clear(clearParams, framebufferObject);
+ mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.getPackState(), pixels);
}
void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
{
- if (!mState.currentProgram)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
+ ASSERT(mState.getCurrentProgramId() != 0);
+
+ ProgramBinary *programBinary = mState.getCurrentProgramBinary();
+ programBinary->updateSamplerMapping();
+
+ Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
+
+ Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
+ TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
+ SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
+ size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
+
+ generateSwizzles(vsTextures, vsTextureCount);
+ generateSwizzles(psTextures, psTextureCount);
if (!mRenderer->applyPrimitiveType(mode, count))
{
@@ -1978,40 +1764,58 @@ void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instan
applyState(mode);
- ProgramBinary *programBinary = getCurrentProgramBinary();
-
- GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, first, count, instances);
+ GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.getVertexArray()->getVertexAttributes(), mState.getVertexAttribCurrentValues(), first, count, instances);
if (err != GL_NO_ERROR)
{
return gl::error(err);
}
- applyShaders();
- applyTextures();
+ bool transformFeedbackActive = applyTransformFeedbackBuffers();
+
+ applyShaders(programBinary, transformFeedbackActive);
- if (!programBinary->validateSamplers(NULL))
+ FramebufferTextureSerialArray frameBufferSerials;
+ size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
+
+ applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
+ applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
+
+ if (!applyUniformBuffers())
{
- return gl::error(GL_INVALID_OPERATION);
+ return;
}
if (!skipDraw(mode))
{
- mRenderer->drawArrays(mode, count, instances);
+ mRenderer->drawArrays(mode, count, instances, transformFeedbackActive);
+
+ if (transformFeedbackActive)
+ {
+ markTransformFeedbackUsage();
+ }
}
}
void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
{
- if (!mState.currentProgram)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
+ ASSERT(mState.getCurrentProgramId() != 0);
+
+ ProgramBinary *programBinary = mState.getCurrentProgramBinary();
+ programBinary->updateSamplerMapping();
+
+ Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
+
+ Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
+ TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
+ SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
+ size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
+
+ generateSwizzles(vsTextures, vsTextureCount);
+ generateSwizzles(psTextures, psTextureCount);
- if (!indices && !mState.elementArrayBuffer)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
-
if (!mRenderer->applyPrimitiveType(mode, count))
{
return;
@@ -2024,33 +1828,42 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid
applyState(mode);
+ VertexArray *vao = mState.getVertexArray();
rx::TranslatedIndexData indexInfo;
- GLenum err = mRenderer->applyIndexBuffer(indices, mState.elementArrayBuffer.get(), count, mode, type, &indexInfo);
+ GLenum err = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
if (err != GL_NO_ERROR)
{
return gl::error(err);
}
- ProgramBinary *programBinary = getCurrentProgramBinary();
-
GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
- err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, indexInfo.minIndex, vertexCount, instances);
+ err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(), mState.getVertexAttribCurrentValues(), indexInfo.minIndex, vertexCount, instances);
if (err != GL_NO_ERROR)
{
return gl::error(err);
}
- applyShaders();
- applyTextures();
+ bool transformFeedbackActive = applyTransformFeedbackBuffers();
+ // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
+ // layer.
+ ASSERT(!transformFeedbackActive);
+
+ applyShaders(programBinary, transformFeedbackActive);
- if (!programBinary->validateSamplers(NULL))
+ FramebufferTextureSerialArray frameBufferSerials;
+ size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
+
+ applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
+ applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
+
+ if (!applyUniformBuffers())
{
- return gl::error(GL_INVALID_OPERATION);
+ return;
}
if (!skipDraw(mode))
{
- mRenderer->drawElements(mode, count, type, indices, mState.elementArrayBuffer.get(), indexInfo, instances);
+ mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
}
}
@@ -2147,7 +1960,7 @@ GLenum Context::getResetStatus()
mResetStatus = GL_NO_ERROR;
}
}
-
+
return status;
}
@@ -2156,244 +1969,129 @@ bool Context::isResetNotificationEnabled()
return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
}
-int Context::getMajorShaderModel() const
-{
- return mMajorShaderModel;
-}
-
-float Context::getMaximumPointSize() const
-{
- return mMaximumPointSize;
-}
-
-unsigned int Context::getMaximumCombinedTextureImageUnits() const
-{
- return mRenderer->getMaxCombinedTextureImageUnits();
-}
-
-int Context::getMaxSupportedSamples() const
-{
- return mRenderer->getMaxSupportedSamples();
-}
-
-unsigned int Context::getMaximumRenderTargets() const
-{
- return mRenderer->getMaxRenderTargets();
-}
-
-bool Context::supportsEventQueries() const
-{
- return mSupportsEventQueries;
-}
-
-bool Context::supportsOcclusionQueries() const
-{
- return mSupportsOcclusionQueries;
-}
-
-bool Context::supportsBGRATextures() const
-{
- return mSupportsBGRATextures;
-}
-
-bool Context::supportsDXT1Textures() const
-{
- return mSupportsDXT1Textures;
-}
-
-bool Context::supportsDXT3Textures() const
-{
- return mSupportsDXT3Textures;
-}
-
-bool Context::supportsDXT5Textures() const
-{
- return mSupportsDXT5Textures;
-}
-
-bool Context::supportsFloat32Textures() const
-{
- return mSupportsFloat32Textures;
-}
-
-bool Context::supportsFloat32LinearFilter() const
-{
- return mSupportsFloat32LinearFilter;
-}
-
-bool Context::supportsFloat32RenderableTextures() const
+int Context::getClientVersion() const
{
- return mSupportsFloat32RenderableTextures;
+ return mClientVersion;
}
-bool Context::supportsFloat16Textures() const
+const Caps &Context::getCaps() const
{
- return mSupportsFloat16Textures;
+ return mCaps;
}
-bool Context::supportsFloat16LinearFilter() const
+const TextureCapsMap &Context::getTextureCaps() const
{
- return mSupportsFloat16LinearFilter;
+ return mTextureCaps;
}
-bool Context::supportsFloat16RenderableTextures() const
+const Extensions &Context::getExtensions() const
{
- return mSupportsFloat16RenderableTextures;
+ return mExtensions;
}
-int Context::getMaximumRenderbufferDimension() const
+int Context::getMajorShaderModel() const
{
- return mMaxRenderbufferDimension;
+ return mMajorShaderModel;
}
-int Context::getMaximumTextureDimension() const
+unsigned int Context::getMaximumCombinedTextureImageUnits() const
{
- return mMaxTextureDimension;
+ return mRenderer->getMaxCombinedTextureImageUnits();
}
-int Context::getMaximumCubeTextureDimension() const
+unsigned int Context::getMaximumCombinedUniformBufferBindings() const
{
- return mMaxCubeTextureDimension;
+ return mRenderer->getMaxVertexShaderUniformBuffers() +
+ mRenderer->getMaxFragmentShaderUniformBuffers();
}
-int Context::getMaximumTextureLevel() const
+int Context::getMaxSupportedSamples() const
{
- return mMaxTextureLevel;
+ return mRenderer->getMaxSupportedSamples();
}
-bool Context::supportsLuminanceTextures() const
+GLsizei Context::getMaxSupportedFormatSamples(GLenum internalFormat) const
{
- return mSupportsLuminanceTextures;
+ return mRenderer->getMaxSupportedFormatSamples(internalFormat);
}
-bool Context::supportsLuminanceAlphaTextures() const
+GLsizei Context::getNumSampleCounts(GLenum internalFormat) const
{
- return mSupportsLuminanceAlphaTextures;
+ return mRenderer->getNumSampleCounts(internalFormat);
}
-bool Context::supportsDepthTextures() const
+void Context::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
{
- return mSupportsDepthTextures;
+ mRenderer->getSampleCounts(internalFormat, bufSize, params);
}
-bool Context::supports32bitIndices() const
+unsigned int Context::getMaxTransformFeedbackBufferBindings() const
{
- return mSupports32bitIndices;
+ return mRenderer->getMaxTransformFeedbackBuffers();
}
-bool Context::supportsNonPower2Texture() const
+GLintptr Context::getUniformBufferOffsetAlignment() const
{
- return mSupportsNonPower2Texture;
+ // setting a large alignment forces uniform buffers to bind with zero offset
+ return static_cast<GLintptr>(std::numeric_limits<GLint>::max());
}
-bool Context::supportsInstancing() const
+void Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type)
{
- return mSupportsInstancing;
-}
+ Framebuffer *framebuffer = mState.getReadFramebuffer();
+ ASSERT(framebuffer && framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE);
-bool Context::supportsTextureFilterAnisotropy() const
-{
- return mSupportsTextureFilterAnisotropy;
-}
+ FramebufferAttachment *attachment = framebuffer->getReadColorbuffer();
+ ASSERT(attachment);
-float Context::getTextureMaxAnisotropy() const
-{
- return mMaxTextureAnisotropy;
+ *internalFormat = attachment->getActualFormat();
+ *format = gl::GetFormat(attachment->getActualFormat());
+ *type = gl::GetType(attachment->getActualFormat());
}
-bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
+void Context::detachTexture(GLuint texture)
{
- Framebuffer *framebuffer = getReadFramebuffer();
- if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
- {
- return gl::error(GL_INVALID_OPERATION, false);
- }
-
- Renderbuffer *renderbuffer = framebuffer->getReadColorbuffer();
- if (!renderbuffer)
- {
- return gl::error(GL_INVALID_OPERATION, false);
- }
-
- *format = gl::ExtractFormat(renderbuffer->getActualFormat());
- *type = gl::ExtractType(renderbuffer->getActualFormat());
-
- return true;
+ // Simple pass-through to State's detachTexture method, as textures do not require
+ // allocation map management either here or in the resource manager at detach time.
+ // Zero textures are held by the Context, and we don't attempt to request them from
+ // the State.
+ mState.detachTexture(texture);
}
void Context::detachBuffer(GLuint buffer)
{
+ // Buffer detachment is handled by Context, because the buffer must also be
+ // attached from any VAOs in existence, and Context holds the VAO map.
+
// [OpenGL ES 2.0.24] section 2.9 page 22:
// If a buffer object is deleted while it is bound, all bindings to that object in the current context
// (i.e. in the thread that called Delete-Buffers) are reset to zero.
- if (mState.arrayBuffer.id() == buffer)
- {
- mState.arrayBuffer.set(NULL);
- }
-
- if (mState.elementArrayBuffer.id() == buffer)
- {
- mState.elementArrayBuffer.set(NULL);
- }
-
- for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
- {
- if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
- {
- mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
- }
- }
-}
-
-void Context::detachTexture(GLuint texture)
-{
- // [OpenGL ES 2.0.24] section 3.8 page 84:
- // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
- // rebound to texture object zero
-
- for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
- {
- for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
- {
- if (mState.samplerTexture[type][sampler].id() == texture)
- {
- mState.samplerTexture[type][sampler].set(NULL);
- }
- }
- }
-
- // [OpenGL ES 2.0.24] section 4.4 page 112:
- // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
- // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
- // image was attached in the currently bound framebuffer.
+ mState.removeArrayBufferBinding(buffer);
- Framebuffer *readFramebuffer = getReadFramebuffer();
- Framebuffer *drawFramebuffer = getDrawFramebuffer();
-
- if (readFramebuffer)
- {
- readFramebuffer->detachTexture(texture);
- }
-
- if (drawFramebuffer && drawFramebuffer != readFramebuffer)
+ // mark as freed among the vertex array objects
+ for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++)
{
- drawFramebuffer->detachTexture(texture);
+ vaoIt->second->detachBuffer(buffer);
}
}
void Context::detachFramebuffer(GLuint framebuffer)
{
+ // Framebuffer detachment is handled by Context, because 0 is a valid
+ // Framebuffer object, and a pointer to it must be passed from Context
+ // to State at binding time.
+
// [OpenGL ES 2.0.24] section 4.4 page 107:
// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
- if (mState.readFramebuffer == framebuffer)
+ if (mState.removeReadFramebufferBinding(framebuffer))
{
bindReadFramebuffer(0);
}
- if (mState.drawFramebuffer == framebuffer)
+ if (mState.removeDrawFramebufferBinding(framebuffer))
{
bindDrawFramebuffer(0);
}
@@ -2401,32 +2099,32 @@ void Context::detachFramebuffer(GLuint framebuffer)
void Context::detachRenderbuffer(GLuint renderbuffer)
{
- // [OpenGL ES 2.0.24] section 4.4 page 109:
- // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
- // had been executed with the target RENDERBUFFER and name of zero.
-
- if (mState.renderbuffer.id() == renderbuffer)
- {
- bindRenderbuffer(0);
- }
-
- // [OpenGL ES 2.0.24] section 4.4 page 111:
- // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
- // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
- // point to which this image was attached in the currently bound framebuffer.
+ mState.detachRenderbuffer(renderbuffer);
+}
- Framebuffer *readFramebuffer = getReadFramebuffer();
- Framebuffer *drawFramebuffer = getDrawFramebuffer();
+void Context::detachVertexArray(GLuint vertexArray)
+{
+ // Vertex array detachment is handled by Context, because 0 is a valid
+ // VAO, and a pointer to it must be passed from Context to State at
+ // binding time.
- if (readFramebuffer)
+ // [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))
{
- readFramebuffer->detachRenderbuffer(renderbuffer);
+ bindVertexArray(0);
}
+}
- if (drawFramebuffer && drawFramebuffer != readFramebuffer)
- {
- drawFramebuffer->detachRenderbuffer(renderbuffer);
- }
+void Context::detachTransformFeedback(GLuint transformFeedback)
+{
+ mState.detachTransformFeedback(transformFeedback);
+}
+
+void Context::detachSampler(GLuint sampler)
+{
+ mState.detachSampler(sampler);
}
Texture *Context::getIncompleteTexture(TextureType type)
@@ -2435,7 +2133,8 @@ Texture *Context::getIncompleteTexture(TextureType type)
if (t == NULL)
{
- static const GLubyte color[] = { 0, 0, 0, 255 };
+ const GLubyte color[] = { 0, 0, 0, 255 };
+ const PixelUnpackState incompleteUnpackState(1);
switch (type)
{
@@ -2445,26 +2144,44 @@ Texture *Context::getIncompleteTexture(TextureType type)
case TEXTURE_2D:
{
- Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
- incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ Texture2D *incomplete2d = new Texture2D(mRenderer->createTexture2D(), Texture::INCOMPLETE_TEXTURE_ID);
+ incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
t = incomplete2d;
}
break;
case TEXTURE_CUBE:
{
- TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
+ TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer->createTextureCube(), Texture::INCOMPLETE_TEXTURE_ID);
- incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
- incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
- incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
- incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
- incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
- incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
t = incompleteCube;
}
break;
+
+ case TEXTURE_3D:
+ {
+ Texture3D *incomplete3d = new Texture3D(mRenderer->createTexture3D(), Texture::INCOMPLETE_TEXTURE_ID);
+ incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+
+ t = incomplete3d;
+ }
+ break;
+
+ case TEXTURE_2D_ARRAY:
+ {
+ Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer->createTexture2DArray(), Texture::INCOMPLETE_TEXTURE_ID);
+ incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+
+ t = incomplete2darray;
+ }
+ break;
}
mIncompleteTextures[type].set(t);
@@ -2480,9 +2197,9 @@ bool Context::skipDraw(GLenum drawMode)
// ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
// which affects varying interpolation. Since the value of gl_PointSize is
// undefined when not written, just skip drawing to avoid unexpected results.
- if (!getCurrentProgramBinary()->usesPointSize())
+ if (!mState.getCurrentProgramBinary()->usesPointSize())
{
- // This is stictly speaking not an error, but developers should be
+ // This is stictly speaking not an error, but developers should be
// notified of risking undefined behavior.
ERR("Point rendering without writing to gl_PointSize.");
@@ -2491,7 +2208,7 @@ bool Context::skipDraw(GLenum drawMode)
}
else if (IsTriangleMode(drawMode))
{
- if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
+ if (mState.getRasterizerState().cullFace && mState.getRasterizerState().cullMode == GL_FRONT_AND_BACK)
{
return true;
}
@@ -2500,148 +2217,97 @@ bool Context::skipDraw(GLenum drawMode)
return false;
}
-void Context::setVertexAttrib(GLuint index, const GLfloat *values)
-{
- ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
-
- mState.vertexAttribute[index].mCurrentValue[0] = values[0];
- mState.vertexAttribute[index].mCurrentValue[1] = values[1];
- mState.vertexAttribute[index].mCurrentValue[2] = values[2];
- mState.vertexAttribute[index].mCurrentValue[3] = values[3];
-}
-
void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
{
- ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
-
- mState.vertexAttribute[index].mDivisor = divisor;
+ mState.getVertexArray()->setVertexAttribDivisor(index, divisor);
}
-// keep list sorted in following order
-// OES extensions
-// EXT extensions
-// Vendor extensions
-void Context::initExtensionString()
+void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
- std::string extensionString = "";
-
- // OES extensions
- if (supports32bitIndices())
- {
- extensionString += "GL_OES_element_index_uint ";
- }
-
- extensionString += "GL_OES_packed_depth_stencil ";
- extensionString += "GL_OES_get_program_binary ";
- extensionString += "GL_OES_rgb8_rgba8 ";
- if (mRenderer->getDerivativeInstructionSupport())
- {
- extensionString += "GL_OES_standard_derivatives ";
- }
-
- if (supportsFloat16Textures())
- {
- extensionString += "GL_OES_texture_half_float ";
- }
- if (supportsFloat16LinearFilter())
- {
- extensionString += "GL_OES_texture_half_float_linear ";
- }
- if (supportsFloat32Textures())
- {
- extensionString += "GL_OES_texture_float ";
- }
- if (supportsFloat32LinearFilter())
- {
- extensionString += "GL_OES_texture_float_linear ";
- }
+ mResourceManager->checkSamplerAllocation(sampler);
- if (supportsNonPower2Texture())
- {
- extensionString += "GL_OES_texture_npot ";
- }
-
- // Multi-vendor (EXT) extensions
- if (supportsOcclusionQueries())
- {
- extensionString += "GL_EXT_occlusion_query_boolean ";
- }
-
- extensionString += "GL_EXT_read_format_bgra ";
- extensionString += "GL_EXT_robustness ";
-
- if (supportsDXT1Textures())
- {
- extensionString += "GL_EXT_texture_compression_dxt1 ";
- }
-
- if (supportsTextureFilterAnisotropy())
- {
- extensionString += "GL_EXT_texture_filter_anisotropic ";
- }
+ Sampler *samplerObject = getSampler(sampler);
+ ASSERT(samplerObject);
- if (supportsBGRATextures())
- {
- extensionString += "GL_EXT_texture_format_BGRA8888 ";
- }
-
- if (mRenderer->getMaxRenderTargets() > 1)
+ switch (pname)
{
- extensionString += "GL_EXT_draw_buffers ";
+ case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
+ case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
+ case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
+ case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
+ case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
+ case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
+ case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
+ case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break;
+ case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break;
+ default: UNREACHABLE(); break;
}
+}
- extensionString += "GL_EXT_texture_storage ";
- extensionString += "GL_EXT_frag_depth ";
+void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
+{
+ mResourceManager->checkSamplerAllocation(sampler);
- // ANGLE-specific extensions
- if (supportsDepthTextures())
- {
- extensionString += "GL_ANGLE_depth_texture ";
- }
+ Sampler *samplerObject = getSampler(sampler);
+ ASSERT(samplerObject);
- extensionString += "GL_ANGLE_framebuffer_blit ";
- if (getMaxSupportedSamples() != 0)
+ switch (pname)
{
- extensionString += "GL_ANGLE_framebuffer_multisample ";
+ case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(uiround<GLenum>(param)); break;
+ case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(uiround<GLenum>(param)); break;
+ case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(uiround<GLenum>(param)); break;
+ case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(uiround<GLenum>(param)); break;
+ case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(uiround<GLenum>(param)); break;
+ case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
+ case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
+ case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(uiround<GLenum>(param)); break;
+ case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(uiround<GLenum>(param)); break;
+ default: UNREACHABLE(); break;
}
+}
- if (supportsInstancing())
- {
- extensionString += "GL_ANGLE_instanced_arrays ";
- }
+GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
+{
+ mResourceManager->checkSamplerAllocation(sampler);
- extensionString += "GL_ANGLE_pack_reverse_row_order ";
+ Sampler *samplerObject = getSampler(sampler);
+ ASSERT(samplerObject);
- if (supportsDXT3Textures())
- {
- extensionString += "GL_ANGLE_texture_compression_dxt3 ";
- }
- if (supportsDXT5Textures())
+ switch (pname)
{
- extensionString += "GL_ANGLE_texture_compression_dxt5 ";
+ case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
+ case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
+ case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
+ case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
+ case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
+ case GL_TEXTURE_MIN_LOD: return uiround<GLint>(samplerObject->getMinLod());
+ case GL_TEXTURE_MAX_LOD: return uiround<GLint>(samplerObject->getMaxLod());
+ case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode());
+ case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc());
+ default: UNREACHABLE(); return 0;
}
+}
- extensionString += "GL_ANGLE_texture_usage ";
- extensionString += "GL_ANGLE_translated_shader_source ";
+GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
+{
+ mResourceManager->checkSamplerAllocation(sampler);
- // Other vendor-specific extensions
- if (supportsEventQueries())
- {
- extensionString += "GL_NV_fence ";
- }
+ Sampler *samplerObject = getSampler(sampler);
+ ASSERT(samplerObject);
- std::string::size_type end = extensionString.find_last_not_of(' ');
- if (end != std::string::npos)
+ switch (pname)
{
- extensionString.resize(end+1);
+ case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
+ case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
+ case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
+ case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
+ case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
+ case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
+ case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
+ case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode());
+ case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc());
+ default: UNREACHABLE(); return 0;
}
-
- mExtensionString = makeStaticString(extensionString);
-}
-
-const char *Context::getExtensionString() const
-{
- return mExtensionString;
}
void Context::initRendererString()
@@ -2651,319 +2317,226 @@ void Context::initRendererString()
rendererString << mRenderer->getRendererDescription();
rendererString << ")";
- mRendererString = makeStaticString(rendererString.str());
+ mRendererString = MakeStaticString(rendererString.str());
}
-const char *Context::getRendererString() const
+const std::string &Context::getRendererString() const
{
return mRendererString;
}
-Context::FramebufferTextureSerialSet Context::getBoundFramebufferTextureSerials()
+void Context::initExtensionStrings()
{
- FramebufferTextureSerialSet set;
-
- Framebuffer *drawFramebuffer = getDrawFramebuffer();
- for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++)
- {
- Renderbuffer *renderBuffer = drawFramebuffer->getColorbuffer(i);
- if (renderBuffer && renderBuffer->getTextureSerial() != 0)
- {
- set.insert(renderBuffer->getTextureSerial());
- }
- }
+ mExtensionStrings = mExtensions.getStrings();
- Renderbuffer *depthStencilBuffer = drawFramebuffer->getDepthOrStencilbuffer();
- if (depthStencilBuffer && depthStencilBuffer->getTextureSerial() != 0)
- {
- set.insert(depthStencilBuffer->getTextureSerial());
- }
-
- return set;
+ std::ostringstream combinedStringStream;
+ std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator<std::string>(combinedStringStream, " "));
+ mExtensionString = combinedStringStream.str();
}
-void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
- GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
- GLbitfield mask)
+const std::string &Context::getExtensionString() const
{
- Framebuffer *readFramebuffer = getReadFramebuffer();
- Framebuffer *drawFramebuffer = getDrawFramebuffer();
-
- if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
- !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
- {
- return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
- }
-
- if (drawFramebuffer->getSamples() != 0)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
-
- Renderbuffer *readColorBuffer = readFramebuffer->getReadColorbuffer();
- Renderbuffer *drawColorBuffer = drawFramebuffer->getFirstColorbuffer();
-
- if (drawColorBuffer == NULL)
- {
- ERR("Draw buffers formats don't match, which is not supported in this implementation of BlitFramebufferANGLE");
- return gl::error(GL_INVALID_OPERATION);
- }
-
- int readBufferWidth = readColorBuffer->getWidth();
- int readBufferHeight = readColorBuffer->getHeight();
- int drawBufferWidth = drawColorBuffer->getWidth();
- int drawBufferHeight = drawColorBuffer->getHeight();
-
- Rectangle sourceRect;
- Rectangle destRect;
+ return mExtensionString;
+}
- if (srcX0 < srcX1)
- {
- sourceRect.x = srcX0;
- destRect.x = dstX0;
- sourceRect.width = srcX1 - srcX0;
- destRect.width = dstX1 - dstX0;
- }
- else
- {
- sourceRect.x = srcX1;
- destRect.x = dstX1;
- sourceRect.width = srcX0 - srcX1;
- destRect.width = dstX0 - dstX1;
- }
+const std::string &Context::getExtensionString(size_t idx) const
+{
+ return mExtensionStrings[idx];
+}
- if (srcY0 < srcY1)
- {
- sourceRect.height = srcY1 - srcY0;
- destRect.height = dstY1 - dstY0;
- sourceRect.y = srcY0;
- destRect.y = dstY0;
- }
- else
- {
- sourceRect.height = srcY0 - srcY1;
- destRect.height = dstY0 - srcY1;
- sourceRect.y = srcY1;
- destRect.y = dstY1;
- }
+size_t Context::getExtensionStringCount() const
+{
+ return mExtensionStrings.size();
+}
- Rectangle sourceScissoredRect = sourceRect;
- Rectangle destScissoredRect = destRect;
+size_t Context::getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray)
+{
+ size_t serialCount = 0;
- if (mState.scissorTest)
+ Framebuffer *drawFramebuffer = mState.getDrawFramebuffer();
+ for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++)
{
- // Only write to parts of the destination framebuffer which pass the scissor test.
- if (destRect.x < mState.scissor.x)
- {
- int xDiff = mState.scissor.x - destRect.x;
- destScissoredRect.x = mState.scissor.x;
- destScissoredRect.width -= xDiff;
- sourceScissoredRect.x += xDiff;
- sourceScissoredRect.width -= xDiff;
-
- }
-
- if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width)
- {
- int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width);
- destScissoredRect.width -= xDiff;
- sourceScissoredRect.width -= xDiff;
- }
-
- if (destRect.y < mState.scissor.y)
+ FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
+ if (attachment && attachment->isTexture())
{
- int yDiff = mState.scissor.y - destRect.y;
- destScissoredRect.y = mState.scissor.y;
- destScissoredRect.height -= yDiff;
- sourceScissoredRect.y += yDiff;
- sourceScissoredRect.height -= yDiff;
- }
-
- if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height)
- {
- int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height);
- destScissoredRect.height -= yDiff;
- sourceScissoredRect.height -= yDiff;
+ (*outSerialArray)[serialCount++] = attachment->getTextureSerial();
}
}
- bool blitRenderTarget = false;
- bool blitDepthStencil = false;
-
- Rectangle sourceTrimmedRect = sourceScissoredRect;
- Rectangle destTrimmedRect = destScissoredRect;
-
- // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
- // the actual draw and read surfaces.
- if (sourceTrimmedRect.x < 0)
+ FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
+ if (depthStencilAttachment && depthStencilAttachment->isTexture())
{
- int xDiff = 0 - sourceTrimmedRect.x;
- sourceTrimmedRect.x = 0;
- sourceTrimmedRect.width -= xDiff;
- destTrimmedRect.x += xDiff;
- destTrimmedRect.width -= xDiff;
+ (*outSerialArray)[serialCount++] = depthStencilAttachment->getTextureSerial();
}
- if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth)
- {
- int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth;
- sourceTrimmedRect.width -= xDiff;
- destTrimmedRect.width -= xDiff;
- }
+ std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount);
- if (sourceTrimmedRect.y < 0)
- {
- int yDiff = 0 - sourceTrimmedRect.y;
- sourceTrimmedRect.y = 0;
- sourceTrimmedRect.height -= yDiff;
- destTrimmedRect.y += yDiff;
- destTrimmedRect.height -= yDiff;
- }
+ return serialCount;
+}
- if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight)
- {
- int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight;
- sourceTrimmedRect.height -= yDiff;
- destTrimmedRect.height -= yDiff;
- }
+void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter)
+{
+ Framebuffer *readFramebuffer = mState.getReadFramebuffer();
+ Framebuffer *drawFramebuffer = mState.getDrawFramebuffer();
- if (destTrimmedRect.x < 0)
+ bool blitRenderTarget = false;
+ bool blitDepth = false;
+ bool blitStencil = false;
+ if ((mask & GL_COLOR_BUFFER_BIT) && readFramebuffer->getReadColorbuffer() && drawFramebuffer->getFirstColorbuffer())
{
- int xDiff = 0 - destTrimmedRect.x;
- destTrimmedRect.x = 0;
- destTrimmedRect.width -= xDiff;
- sourceTrimmedRect.x += xDiff;
- sourceTrimmedRect.width -= xDiff;
+ blitRenderTarget = true;
}
-
- if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth)
+ if ((mask & GL_STENCIL_BUFFER_BIT) && readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
{
- int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth;
- destTrimmedRect.width -= xDiff;
- sourceTrimmedRect.width -= xDiff;
+ blitStencil = true;
}
-
- if (destTrimmedRect.y < 0)
+ if ((mask & GL_DEPTH_BUFFER_BIT) && readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
{
- int yDiff = 0 - destTrimmedRect.y;
- destTrimmedRect.y = 0;
- destTrimmedRect.height -= yDiff;
- sourceTrimmedRect.y += yDiff;
- sourceTrimmedRect.height -= yDiff;
+ blitDepth = true;
}
- if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight)
+ gl::Rectangle srcRect(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
+ gl::Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
+ if (blitRenderTarget || blitDepth || blitStencil)
{
- int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight;
- destTrimmedRect.height -= yDiff;
- sourceTrimmedRect.height -= yDiff;
+ const gl::Rectangle *scissor = mState.isScissorTestEnabled() ? &mState.getScissor() : NULL;
+ mRenderer->blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor,
+ blitRenderTarget, blitDepth, blitStencil, filter);
}
+}
- bool partialBufferCopy = false;
- if (sourceTrimmedRect.height < readBufferHeight ||
- sourceTrimmedRect.width < readBufferWidth ||
- destTrimmedRect.height < drawBufferHeight ||
- destTrimmedRect.width < drawBufferWidth ||
- sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0)
+void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments,
+ GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ Framebuffer *frameBuffer = NULL;
+ switch (target)
{
- partialBufferCopy = true;
+ case GL_FRAMEBUFFER:
+ case GL_DRAW_FRAMEBUFFER:
+ frameBuffer = mState.getDrawFramebuffer();
+ break;
+ case GL_READ_FRAMEBUFFER:
+ frameBuffer = mState.getReadFramebuffer();
+ break;
+ default:
+ UNREACHABLE();
}
- if (mask & GL_COLOR_BUFFER_BIT)
+ if (frameBuffer && frameBuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
{
- const GLenum readColorbufferType = readFramebuffer->getReadColorbufferType();
- const bool validReadType = (readColorbufferType == GL_TEXTURE_2D) || (readColorbufferType == GL_RENDERBUFFER);
- bool validDrawType = true;
- bool validDrawFormat = true;
-
- for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ for (int i = 0; i < numAttachments; ++i)
{
- if (drawFramebuffer->isEnabledColorAttachment(colorAttachment))
+ rx::RenderTarget *renderTarget = NULL;
+
+ if (attachments[i] >= GL_COLOR_ATTACHMENT0 && attachments[i] <= GL_COLOR_ATTACHMENT15)
+ {
+ gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(attachments[i] - GL_COLOR_ATTACHMENT0);
+ if (attachment)
+ {
+ renderTarget = attachment->getRenderTarget();
+ }
+ }
+ else if (attachments[i] == GL_COLOR)
+ {
+ gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(0);
+ if (attachment)
+ {
+ renderTarget = attachment->getRenderTarget();
+ }
+ }
+ else
{
- if (drawFramebuffer->getColorbufferType(colorAttachment) != GL_TEXTURE_2D &&
- drawFramebuffer->getColorbufferType(colorAttachment) != GL_RENDERBUFFER)
+ gl::FramebufferAttachment *attachment = NULL;
+ switch (attachments[i])
{
- validDrawType = false;
+ case GL_DEPTH_ATTACHMENT:
+ case GL_DEPTH:
+ attachment = frameBuffer->getDepthbuffer();
+ break;
+ case GL_STENCIL_ATTACHMENT:
+ case GL_STENCIL:
+ attachment = frameBuffer->getStencilbuffer();
+ break;
+ case GL_DEPTH_STENCIL_ATTACHMENT:
+ attachment = frameBuffer->getDepthOrStencilbuffer();
+ break;
+ default:
+ UNREACHABLE();
}
- if (drawFramebuffer->getColorbuffer(colorAttachment)->getActualFormat() != readColorBuffer->getActualFormat())
+ if (attachment)
{
- validDrawFormat = false;
+ renderTarget = attachment->getDepthStencil();
}
}
- }
- if (!validReadType || !validDrawType || !validDrawFormat)
- {
- ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
- return gl::error(GL_INVALID_OPERATION);
- }
-
- if (partialBufferCopy && readFramebuffer->getSamples() != 0)
- {
- return gl::error(GL_INVALID_OPERATION);
+ if (renderTarget)
+ {
+ renderTarget->invalidate(x, y, width, height);
+ }
}
-
- blitRenderTarget = true;
-
}
+}
- if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
+bool Context::hasMappedBuffer(GLenum target) const
+{
+ if (target == GL_ARRAY_BUFFER)
{
- Renderbuffer *readDSBuffer = NULL;
- Renderbuffer *drawDSBuffer = NULL;
-
- // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
- // both a depth and stencil buffer, it will be the same buffer.
-
- if (mask & GL_DEPTH_BUFFER_BIT)
+ for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++)
{
- if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
+ const gl::VertexAttribute &vertexAttrib = mState.getVertexAttribState(attribIndex);
+ gl::Buffer *boundBuffer = vertexAttrib.buffer.get();
+ if (vertexAttrib.enabled && boundBuffer && boundBuffer->isMapped())
{
- if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
- readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
- {
- return gl::error(GL_INVALID_OPERATION);
- }
-
- blitDepthStencil = true;
- readDSBuffer = readFramebuffer->getDepthbuffer();
- drawDSBuffer = drawFramebuffer->getDepthbuffer();
+ return true;
}
}
+ }
+ else if (target == GL_ELEMENT_ARRAY_BUFFER)
+ {
+ Buffer *elementBuffer = mState.getTargetBuffer(target);
+ return (elementBuffer && elementBuffer->isMapped());
+ }
+ else if (target == GL_TRANSFORM_FEEDBACK_BUFFER)
+ {
+ UNIMPLEMENTED();
+ }
+ else UNREACHABLE();
+ return false;
+}
- if (mask & GL_STENCIL_BUFFER_BIT)
- {
- if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
- {
- if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
- readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
- {
- return gl::error(GL_INVALID_OPERATION);
- }
+void Context::initCaps(GLuint clientVersion)
+{
+ mCaps = mRenderer->getRendererCaps();
- blitDepthStencil = true;
- readDSBuffer = readFramebuffer->getStencilbuffer();
- drawDSBuffer = drawFramebuffer->getStencilbuffer();
- }
- }
+ mExtensions = mRenderer->getRendererExtensions();
- if (partialBufferCopy)
- {
- ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
- return gl::error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
- }
+ if (clientVersion < 3)
+ {
+ // Disable ES3+ extensions
+ mExtensions.colorBufferFloat = false;
+ }
- if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
- (readDSBuffer && readDSBuffer->getSamples() != 0))
- {
- return gl::error(GL_INVALID_OPERATION);
- }
+ if (clientVersion > 2)
+ {
+ // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
+ //mExtensions.sRGB = false;
}
- if (blitRenderTarget || blitDepthStencil)
+ const TextureCapsMap &rendererFormats = mRenderer->getRendererTextureCaps();
+ for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++)
{
- mRenderer->blitRect(readFramebuffer, sourceTrimmedRect, drawFramebuffer, destTrimmedRect, blitRenderTarget, blitDepthStencil);
+ GLenum format = i->first;
+ TextureCaps formatCaps = i->second;
+
+ if (formatCaps.texturable && IsValidInternalFormat(format, mExtensions, clientVersion))
+ {
+ // Update the format caps based on the client version and extensions
+ formatCaps.renderable = IsRenderingSupported(format, mExtensions, clientVersion);
+ formatCaps.filterable = IsFilteringSupported(format, mExtensions, clientVersion);
+ mTextureCaps.insert(format, formatCaps);
+ }
}
}
@@ -2971,9 +2544,9 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
extern "C"
{
-gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
+gl::Context *glCreateContext(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
{
- return new gl::Context(shareContext, renderer, notifyResets, robustAccess);
+ return new gl::Context(clientVersion, shareContext, renderer, notifyResets, robustAccess);
}
void glDestroyContext(gl::Context *context)