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-rw-r--r--src/3rdparty/angle/src/libGLESv2/State.cpp1415
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diff --git a/src/3rdparty/angle/src/libGLESv2/State.cpp b/src/3rdparty/angle/src/libGLESv2/State.cpp
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+++ b/src/3rdparty/angle/src/libGLESv2/State.cpp
@@ -0,0 +1,1415 @@
+#include "precompiled.h"
+//
+// Copyright (c) 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.
+//
+
+// State.cpp: Implements the State class, encapsulating raw GL state.
+
+#include "libGLESv2/State.h"
+
+#include "libGLESv2/Context.h"
+#include "libGLESv2/VertexArray.h"
+#include "libGLESv2/Query.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+#include "libGLESv2/renderer/RenderTarget.h"
+#include "libGLESv2/formatutils.h"
+
+namespace gl
+{
+State::State()
+{
+ mContext = NULL;
+
+ setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+ mDepthClearValue = 1.0f;
+ mStencilClearValue = 0;
+
+ mRasterizer.rasterizerDiscard = false;
+ mRasterizer.cullFace = false;
+ mRasterizer.cullMode = GL_BACK;
+ mRasterizer.frontFace = GL_CCW;
+ mRasterizer.polygonOffsetFill = false;
+ mRasterizer.polygonOffsetFactor = 0.0f;
+ mRasterizer.polygonOffsetUnits = 0.0f;
+ mRasterizer.pointDrawMode = false;
+ mRasterizer.multiSample = false;
+ mScissorTest = false;
+ mScissor.x = 0;
+ mScissor.y = 0;
+ mScissor.width = 0;
+ mScissor.height = 0;
+
+ mBlend.blend = false;
+ mBlend.sourceBlendRGB = GL_ONE;
+ mBlend.sourceBlendAlpha = GL_ONE;
+ mBlend.destBlendRGB = GL_ZERO;
+ mBlend.destBlendAlpha = GL_ZERO;
+ mBlend.blendEquationRGB = GL_FUNC_ADD;
+ mBlend.blendEquationAlpha = GL_FUNC_ADD;
+ mBlend.sampleAlphaToCoverage = false;
+ mBlend.dither = true;
+
+ mBlendColor.red = 0;
+ mBlendColor.green = 0;
+ mBlendColor.blue = 0;
+ mBlendColor.alpha = 0;
+
+ mDepthStencil.depthTest = false;
+ mDepthStencil.depthFunc = GL_LESS;
+ mDepthStencil.depthMask = true;
+ mDepthStencil.stencilTest = false;
+ mDepthStencil.stencilFunc = GL_ALWAYS;
+ mDepthStencil.stencilMask = -1;
+ mDepthStencil.stencilWritemask = -1;
+ mDepthStencil.stencilBackFunc = GL_ALWAYS;
+ mDepthStencil.stencilBackMask = - 1;
+ mDepthStencil.stencilBackWritemask = -1;
+ mDepthStencil.stencilFail = GL_KEEP;
+ mDepthStencil.stencilPassDepthFail = GL_KEEP;
+ mDepthStencil.stencilPassDepthPass = GL_KEEP;
+ mDepthStencil.stencilBackFail = GL_KEEP;
+ mDepthStencil.stencilBackPassDepthFail = GL_KEEP;
+ mDepthStencil.stencilBackPassDepthPass = GL_KEEP;
+
+ mStencilRef = 0;
+ mStencilBackRef = 0;
+
+ mSampleCoverage = false;
+ mSampleCoverageValue = 1.0f;
+ mSampleCoverageInvert = false;
+ mGenerateMipmapHint = GL_DONT_CARE;
+ mFragmentShaderDerivativeHint = GL_DONT_CARE;
+
+ mLineWidth = 1.0f;
+
+ mViewport.x = 0;
+ mViewport.y = 0;
+ mViewport.width = 0;
+ mViewport.height = 0;
+ mNearZ = 0.0f;
+ mFarZ = 1.0f;
+
+ mBlend.colorMaskRed = true;
+ mBlend.colorMaskGreen = true;
+ mBlend.colorMaskBlue = true;
+ mBlend.colorMaskAlpha = true;
+
+ const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
+ {
+ mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
+ }
+
+ for (unsigned int textureUnit = 0; textureUnit < ArraySize(mSamplers); textureUnit++)
+ {
+ mSamplers[textureUnit].set(NULL);
+ }
+
+ mActiveSampler = 0;
+
+ mActiveQueries[GL_ANY_SAMPLES_PASSED].set(NULL);
+ mActiveQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL);
+ mActiveQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL);
+
+ mCurrentProgramId = 0;
+ mCurrentProgramBinary.set(NULL);
+
+ mReadFramebuffer = NULL;
+ mDrawFramebuffer = NULL;
+}
+
+State::~State()
+{
+ for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+ {
+ for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
+ {
+ mSamplerTexture[type][sampler].set(NULL);
+ }
+ }
+
+ const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
+ {
+ mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
+ }
+
+ mArrayBuffer.set(NULL);
+ mRenderbuffer.set(NULL);
+
+ mTransformFeedback.set(NULL);
+
+ for (State::ActiveQueryMap::iterator i = mActiveQueries.begin(); i != mActiveQueries.end(); i++)
+ {
+ i->second.set(NULL);
+ }
+
+ mGenericUniformBuffer.set(NULL);
+ for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
+ {
+ mUniformBuffers[i].set(NULL);
+ }
+
+ mGenericTransformFeedbackBuffer.set(NULL);
+ for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ mTransformFeedbackBuffers[i].set(NULL);
+ }
+
+ mCopyReadBuffer.set(NULL);
+ mCopyWriteBuffer.set(NULL);
+
+ mPack.pixelBuffer.set(NULL);
+ mUnpack.pixelBuffer.set(NULL);
+}
+
+const RasterizerState &State::getRasterizerState() const
+{
+ return mRasterizer;
+}
+
+const BlendState &State::getBlendState() const
+{
+ return mBlend;
+}
+
+const DepthStencilState &State::getDepthStencilState() const
+{
+ return mDepthStencil;
+}
+
+void State::setClearColor(float red, float green, float blue, float alpha)
+{
+ mColorClearValue.red = red;
+ mColorClearValue.green = green;
+ mColorClearValue.blue = blue;
+ mColorClearValue.alpha = alpha;
+}
+
+void State::setClearDepth(float depth)
+{
+ mDepthClearValue = depth;
+}
+
+void State::setClearStencil(int stencil)
+{
+ mStencilClearValue = stencil;
+}
+
+ClearParameters State::getClearParameters(GLbitfield mask) const
+{
+ ClearParameters clearParams = { 0 };
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = false;
+ }
+ clearParams.colorFClearValue = mColorClearValue;
+ clearParams.colorClearType = GL_FLOAT;
+ clearParams.colorMaskRed = mBlend.colorMaskRed;
+ clearParams.colorMaskGreen = mBlend.colorMaskGreen;
+ clearParams.colorMaskBlue = mBlend.colorMaskBlue;
+ clearParams.colorMaskAlpha = mBlend.colorMaskAlpha;
+ clearParams.clearDepth = false;
+ clearParams.depthClearValue = mDepthClearValue;
+ clearParams.clearStencil = false;
+ clearParams.stencilClearValue = mStencilClearValue;
+ clearParams.stencilWriteMask = mDepthStencil.stencilWritemask;
+ clearParams.scissorEnabled = mScissorTest;
+ clearParams.scissor = mScissor;
+
+ const Framebuffer *framebufferObject = getDrawFramebuffer();
+ if (mask & GL_COLOR_BUFFER_BIT)
+ {
+ if (framebufferObject->hasEnabledColorAttachment())
+ {
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = true;
+ }
+ }
+ }
+
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ {
+ if (mDepthStencil.depthMask && framebufferObject->getDepthbuffer() != NULL)
+ {
+ clearParams.clearDepth = true;
+ }
+ }
+
+ if (mask & GL_STENCIL_BUFFER_BIT)
+ {
+ if (framebufferObject->getStencilbuffer() != NULL)
+ {
+ rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
+ if (!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ ClearParameters nullClearParam = { 0 };
+ return nullClearParam;
+ }
+
+ if (GetStencilBits(depthStencil->getActualFormat()) > 0)
+ {
+ clearParams.clearStencil = true;
+ }
+ }
+ }
+
+ return clearParams;
+}
+
+void State::setColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ mBlend.colorMaskRed = red;
+ mBlend.colorMaskGreen = green;
+ mBlend.colorMaskBlue = blue;
+ mBlend.colorMaskAlpha = alpha;
+}
+
+void State::setDepthMask(bool mask)
+{
+ mDepthStencil.depthMask = mask;
+}
+
+bool State::isRasterizerDiscardEnabled() const
+{
+ return mRasterizer.rasterizerDiscard;
+}
+
+void State::setRasterizerDiscard(bool enabled)
+{
+ mRasterizer.rasterizerDiscard = enabled;
+}
+
+bool State::isCullFaceEnabled() const
+{
+ return mRasterizer.cullFace;
+}
+
+void State::setCullFace(bool enabled)
+{
+ mRasterizer.cullFace = enabled;
+}
+
+void State::setCullMode(GLenum mode)
+{
+ mRasterizer.cullMode = mode;
+}
+
+void State::setFrontFace(GLenum front)
+{
+ mRasterizer.frontFace = front;
+}
+
+bool State::isDepthTestEnabled() const
+{
+ return mDepthStencil.depthTest;
+}
+
+void State::setDepthTest(bool enabled)
+{
+ mDepthStencil.depthTest = enabled;
+}
+
+void State::setDepthFunc(GLenum depthFunc)
+{
+ mDepthStencil.depthFunc = depthFunc;
+}
+
+void State::setDepthRange(float zNear, float zFar)
+{
+ mNearZ = zNear;
+ mFarZ = zFar;
+}
+
+void State::getDepthRange(float *zNear, float *zFar) const
+{
+ *zNear = mNearZ;
+ *zFar = mFarZ;
+}
+
+bool State::isBlendEnabled() const
+{
+ return mBlend.blend;
+}
+
+void State::setBlend(bool enabled)
+{
+ mBlend.blend = enabled;
+}
+
+void State::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
+{
+ mBlend.sourceBlendRGB = sourceRGB;
+ mBlend.destBlendRGB = destRGB;
+ mBlend.sourceBlendAlpha = sourceAlpha;
+ mBlend.destBlendAlpha = destAlpha;
+}
+
+void State::setBlendColor(float red, float green, float blue, float alpha)
+{
+ mBlendColor.red = red;
+ mBlendColor.green = green;
+ mBlendColor.blue = blue;
+ mBlendColor.alpha = alpha;
+}
+
+void State::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
+{
+ mBlend.blendEquationRGB = rgbEquation;
+ mBlend.blendEquationAlpha = alphaEquation;
+}
+
+const ColorF &State::getBlendColor() const
+{
+ return mBlendColor;
+}
+
+bool State::isStencilTestEnabled() const
+{
+ return mDepthStencil.stencilTest;
+}
+
+void State::setStencilTest(bool enabled)
+{
+ mDepthStencil.stencilTest = enabled;
+}
+
+void State::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
+{
+ mDepthStencil.stencilFunc = stencilFunc;
+ mStencilRef = (stencilRef > 0) ? stencilRef : 0;
+ mDepthStencil.stencilMask = stencilMask;
+}
+
+void State::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
+{
+ mDepthStencil.stencilBackFunc = stencilBackFunc;
+ mStencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+ mDepthStencil.stencilBackMask = stencilBackMask;
+}
+
+void State::setStencilWritemask(GLuint stencilWritemask)
+{
+ mDepthStencil.stencilWritemask = stencilWritemask;
+}
+
+void State::setStencilBackWritemask(GLuint stencilBackWritemask)
+{
+ mDepthStencil.stencilBackWritemask = stencilBackWritemask;
+}
+
+void State::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
+{
+ mDepthStencil.stencilFail = stencilFail;
+ mDepthStencil.stencilPassDepthFail = stencilPassDepthFail;
+ mDepthStencil.stencilPassDepthPass = stencilPassDepthPass;
+}
+
+void State::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
+{
+ mDepthStencil.stencilBackFail = stencilBackFail;
+ mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
+ mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
+}
+
+GLint State::getStencilRef() const
+{
+ return mStencilRef;
+}
+
+GLint State::getStencilBackRef() const
+{
+ return mStencilBackRef;
+}
+
+bool State::isPolygonOffsetFillEnabled() const
+{
+ return mRasterizer.polygonOffsetFill;
+}
+
+void State::setPolygonOffsetFill(bool enabled)
+{
+ mRasterizer.polygonOffsetFill = enabled;
+}
+
+void State::setPolygonOffsetParams(GLfloat factor, GLfloat units)
+{
+ // An application can pass NaN values here, so handle this gracefully
+ mRasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
+ mRasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
+}
+
+bool State::isSampleAlphaToCoverageEnabled() const
+{
+ return mBlend.sampleAlphaToCoverage;
+}
+
+void State::setSampleAlphaToCoverage(bool enabled)
+{
+ mBlend.sampleAlphaToCoverage = enabled;
+}
+
+bool State::isSampleCoverageEnabled() const
+{
+ return mSampleCoverage;
+}
+
+void State::setSampleCoverage(bool enabled)
+{
+ mSampleCoverage = enabled;
+}
+
+void State::setSampleCoverageParams(GLclampf value, bool invert)
+{
+ mSampleCoverageValue = value;
+ mSampleCoverageInvert = invert;
+}
+
+void State::getSampleCoverageParams(GLclampf *value, bool *invert)
+{
+ ASSERT(value != NULL && invert != NULL);
+
+ *value = mSampleCoverageValue;
+ *invert = mSampleCoverageInvert;
+}
+
+bool State::isScissorTestEnabled() const
+{
+ return mScissorTest;
+}
+
+void State::setScissorTest(bool enabled)
+{
+ mScissorTest = enabled;
+}
+
+void State::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mScissor.x = x;
+ mScissor.y = y;
+ mScissor.width = width;
+ mScissor.height = height;
+}
+
+const Rectangle &State::getScissor() const
+{
+ return mScissor;
+}
+
+bool State::isDitherEnabled() const
+{
+ return mBlend.dither;
+}
+
+void State::setDither(bool enabled)
+{
+ mBlend.dither = enabled;
+}
+
+void State::setEnableFeature(GLenum feature, bool enabled)
+{
+ switch (feature)
+ {
+ case GL_CULL_FACE: setCullFace(enabled); break;
+ case GL_POLYGON_OFFSET_FILL: setPolygonOffsetFill(enabled); break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: setSampleAlphaToCoverage(enabled); break;
+ case GL_SAMPLE_COVERAGE: setSampleCoverage(enabled); break;
+ case GL_SCISSOR_TEST: setScissorTest(enabled); break;
+ case GL_STENCIL_TEST: setStencilTest(enabled); break;
+ case GL_DEPTH_TEST: setDepthTest(enabled); break;
+ case GL_BLEND: setBlend(enabled); break;
+ case GL_DITHER: setDither(enabled); break;
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); break;
+ case GL_RASTERIZER_DISCARD: setRasterizerDiscard(enabled); break;
+ default: UNREACHABLE();
+ }
+}
+
+bool State::getEnableFeature(GLenum feature)
+{
+ switch (feature)
+ {
+ case GL_CULL_FACE: return isCullFaceEnabled();
+ case GL_POLYGON_OFFSET_FILL: return isPolygonOffsetFillEnabled();
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: return isSampleAlphaToCoverageEnabled();
+ case GL_SAMPLE_COVERAGE: return isSampleCoverageEnabled();
+ case GL_SCISSOR_TEST: return isScissorTestEnabled();
+ case GL_STENCIL_TEST: return isStencilTestEnabled();
+ case GL_DEPTH_TEST: return isDepthTestEnabled();
+ case GL_BLEND: return isBlendEnabled();
+ case GL_DITHER: return isDitherEnabled();
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); return false;
+ case GL_RASTERIZER_DISCARD: return isRasterizerDiscardEnabled();
+ default: UNREACHABLE(); return false;
+ }
+}
+
+void State::setLineWidth(GLfloat width)
+{
+ mLineWidth = width;
+}
+
+void State::setGenerateMipmapHint(GLenum hint)
+{
+ mGenerateMipmapHint = hint;
+}
+
+void State::setFragmentShaderDerivativeHint(GLenum hint)
+{
+ mFragmentShaderDerivativeHint = 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.
+}
+
+void State::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mViewport.x = x;
+ mViewport.y = y;
+ mViewport.width = width;
+ mViewport.height = height;
+}
+
+const Rectangle &State::getViewport() const
+{
+ return mViewport;
+}
+
+void State::setActiveSampler(unsigned int active)
+{
+ mActiveSampler = active;
+}
+
+unsigned int State::getActiveSampler() const
+{
+ return mActiveSampler;
+}
+
+void State::setSamplerTexture(TextureType type, Texture *texture)
+{
+ mSamplerTexture[type][mActiveSampler].set(texture);
+}
+
+Texture *State::getSamplerTexture(unsigned int sampler, TextureType type) const
+{
+ GLuint texid = mSamplerTexture[type][sampler].id();
+
+ if (texid == 0) // Special case: 0 refers to default textures held by Context
+ {
+ return NULL;
+ }
+
+ return mSamplerTexture[type][sampler].get();
+}
+
+GLuint State::getSamplerTextureId(unsigned int sampler, TextureType type) const
+{
+ return mSamplerTexture[type][sampler].id();
+}
+
+void State::detachTexture(GLuint texture)
+{
+ // Textures have a detach method on State rather than a simple
+ // removeBinding, because the zero/null texture objects are managed
+ // separately, and don't have to go through the Context's maps or
+ // the ResourceManager.
+
+ // [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 (mSamplerTexture[type][sampler].id() == texture)
+ {
+ mSamplerTexture[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 Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this
+ // image was attached in the currently bound framebuffer.
+
+ if (mReadFramebuffer)
+ {
+ mReadFramebuffer->detachTexture(texture);
+ }
+
+ if (mDrawFramebuffer)
+ {
+ mDrawFramebuffer->detachTexture(texture);
+ }
+}
+
+void State::setSamplerBinding(GLuint textureUnit, Sampler *sampler)
+{
+ mSamplers[textureUnit].set(sampler);
+}
+
+GLuint State::getSamplerId(GLuint textureUnit) const
+{
+ ASSERT(textureUnit < ArraySize(mSamplers));
+ return mSamplers[textureUnit].id();
+}
+
+Sampler *State::getSampler(GLuint textureUnit) const
+{
+ return mSamplers[textureUnit].get();
+}
+
+void State::detachSampler(GLuint sampler)
+{
+ // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
+ // If a sampler object that is currently bound to one or more texture units is
+ // deleted, it is as though BindSampler is called once for each texture unit to
+ // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
+ for (unsigned int textureUnit = 0; textureUnit < ArraySize(mSamplers); textureUnit++)
+ {
+ if (mSamplers[textureUnit].id() == sampler)
+ {
+ mSamplers[textureUnit].set(NULL);
+ }
+ }
+}
+
+void State::setRenderbufferBinding(Renderbuffer *renderbuffer)
+{
+ mRenderbuffer.set(renderbuffer);
+}
+
+GLuint State::getRenderbufferId() const
+{
+ return mRenderbuffer.id();
+}
+
+Renderbuffer *State::getCurrentRenderbuffer()
+{
+ return mRenderbuffer.get();
+}
+
+void State::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 (mRenderbuffer.id() == renderbuffer)
+ {
+ mRenderbuffer.set(NULL);
+ }
+
+ // [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.
+
+ Framebuffer *readFramebuffer = mReadFramebuffer;
+ Framebuffer *drawFramebuffer = mDrawFramebuffer;
+
+ if (readFramebuffer)
+ {
+ readFramebuffer->detachRenderbuffer(renderbuffer);
+ }
+
+ if (drawFramebuffer && drawFramebuffer != readFramebuffer)
+ {
+ drawFramebuffer->detachRenderbuffer(renderbuffer);
+ }
+
+}
+
+void State::setReadFramebufferBinding(Framebuffer *framebuffer)
+{
+ mReadFramebuffer = framebuffer;
+}
+
+void State::setDrawFramebufferBinding(Framebuffer *framebuffer)
+{
+ mDrawFramebuffer = framebuffer;
+}
+
+Framebuffer *State::getTargetFramebuffer(GLenum target) const
+{
+ switch (target)
+ {
+ case GL_READ_FRAMEBUFFER_ANGLE: return mReadFramebuffer;
+ case GL_DRAW_FRAMEBUFFER_ANGLE:
+ case GL_FRAMEBUFFER: return mDrawFramebuffer;
+ default: UNREACHABLE(); return NULL;
+ }
+}
+
+Framebuffer *State::getReadFramebuffer()
+{
+ return mReadFramebuffer;
+}
+
+Framebuffer *State::getDrawFramebuffer()
+{
+ return mDrawFramebuffer;
+}
+
+const Framebuffer *State::getReadFramebuffer() const
+{
+ return mReadFramebuffer;
+}
+
+const Framebuffer *State::getDrawFramebuffer() const
+{
+ return mDrawFramebuffer;
+}
+
+bool State::removeReadFramebufferBinding(GLuint framebuffer)
+{
+ if (mReadFramebuffer->id() == framebuffer)
+ {
+ mReadFramebuffer = NULL;
+ return true;
+ }
+
+ return false;
+}
+
+bool State::removeDrawFramebufferBinding(GLuint framebuffer)
+{
+ if (mDrawFramebuffer->id() == framebuffer)
+ {
+ mDrawFramebuffer = NULL;
+ return true;
+ }
+
+ return false;
+}
+
+void State::setVertexArrayBinding(VertexArray *vertexArray)
+{
+ mVertexArray = vertexArray;
+}
+
+GLuint State::getVertexArrayId() const
+{
+ ASSERT(mVertexArray != NULL);
+ return mVertexArray->id();
+}
+
+VertexArray *State::getVertexArray() const
+{
+ ASSERT(mVertexArray != NULL);
+ return mVertexArray;
+}
+
+bool State::removeVertexArrayBinding(GLuint vertexArray)
+{
+ if (mVertexArray->id() == vertexArray)
+ {
+ mVertexArray = NULL;
+ return true;
+ }
+
+ return false;
+}
+
+void State::setCurrentProgram(GLuint programId, Program *newProgram)
+{
+ mCurrentProgramId = programId; // set new ID before trying to delete program binary; otherwise it will only be flagged for deletion
+ mCurrentProgramBinary.set(NULL);
+
+ if (newProgram)
+ {
+ newProgram->addRef();
+ mCurrentProgramBinary.set(newProgram->getProgramBinary());
+ }
+}
+
+void State::setCurrentProgramBinary(ProgramBinary *binary)
+{
+ mCurrentProgramBinary.set(binary);
+}
+
+GLuint State::getCurrentProgramId() const
+{
+ return mCurrentProgramId;
+}
+
+ProgramBinary *State::getCurrentProgramBinary() const
+{
+ return mCurrentProgramBinary.get();
+}
+
+void State::setTransformFeedbackBinding(TransformFeedback *transformFeedback)
+{
+ mTransformFeedback.set(transformFeedback);
+}
+
+TransformFeedback *State::getCurrentTransformFeedback() const
+{
+ return mTransformFeedback.get();
+}
+
+void State::detachTransformFeedback(GLuint transformFeedback)
+{
+ if (mTransformFeedback.id() == transformFeedback)
+ {
+ mTransformFeedback.set(NULL);
+ }
+}
+
+bool State::isQueryActive() const
+{
+ for (State::ActiveQueryMap::const_iterator i = mActiveQueries.begin();
+ i != mActiveQueries.end(); i++)
+ {
+ if (i->second.get() != NULL)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void State::setActiveQuery(GLenum target, Query *query)
+{
+ mActiveQueries[target].set(query);
+}
+
+GLuint State::getActiveQueryId(GLenum target) const
+{
+ const Query *query = getActiveQuery(target);
+ return (query ? query->id() : 0u);
+}
+
+Query *State::getActiveQuery(GLenum target) const
+{
+ // All query types should already exist in the activeQueries map
+ ASSERT(mActiveQueries.find(target) != mActiveQueries.end());
+
+ return mActiveQueries.at(target).get();
+}
+
+void State::setArrayBufferBinding(Buffer *buffer)
+{
+ mArrayBuffer.set(buffer);
+}
+
+GLuint State::getArrayBufferId() const
+{
+ return mArrayBuffer.id();
+}
+
+bool State::removeArrayBufferBinding(GLuint buffer)
+{
+ if (mArrayBuffer.id() == buffer)
+ {
+ mArrayBuffer.set(NULL);
+ return true;
+ }
+
+ return false;
+}
+
+void State::setGenericUniformBufferBinding(Buffer *buffer)
+{
+ mGenericUniformBuffer.set(buffer);
+}
+
+void State::setIndexedUniformBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
+{
+ mUniformBuffers[index].set(buffer, offset, size);
+}
+
+GLuint State::getIndexedUniformBufferId(GLuint index) const
+{
+ ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
+
+ return mUniformBuffers[index].id();
+}
+
+Buffer *State::getIndexedUniformBuffer(GLuint index) const
+{
+ ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
+
+ return mUniformBuffers[index].get();
+}
+
+void State::setGenericTransformFeedbackBufferBinding(Buffer *buffer)
+{
+ mGenericTransformFeedbackBuffer.set(buffer);
+}
+
+void State::setIndexedTransformFeedbackBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
+{
+ mTransformFeedbackBuffers[index].set(buffer, offset, size);
+}
+
+GLuint State::getIndexedTransformFeedbackBufferId(GLuint index) const
+{
+ ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
+ return mTransformFeedbackBuffers[index].id();
+}
+
+Buffer *State::getIndexedTransformFeedbackBuffer(GLuint index) const
+{
+ ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
+ return mTransformFeedbackBuffers[index].get();
+}
+
+GLuint State::getIndexedTransformFeedbackBufferOffset(GLuint index) const
+{
+ ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
+ return mTransformFeedbackBuffers[index].getOffset();
+}
+
+void State::setCopyReadBufferBinding(Buffer *buffer)
+{
+ mCopyReadBuffer.set(buffer);
+}
+
+void State::setCopyWriteBufferBinding(Buffer *buffer)
+{
+ mCopyWriteBuffer.set(buffer);
+}
+
+void State::setPixelPackBufferBinding(Buffer *buffer)
+{
+ mPack.pixelBuffer.set(buffer);
+}
+
+void State::setPixelUnpackBufferBinding(Buffer *buffer)
+{
+ mUnpack.pixelBuffer.set(buffer);
+}
+
+Buffer *State::getTargetBuffer(GLenum target) const
+{
+ switch (target)
+ {
+ case GL_ARRAY_BUFFER: return mArrayBuffer.get();
+ case GL_COPY_READ_BUFFER: return mCopyReadBuffer.get();
+ case GL_COPY_WRITE_BUFFER: return mCopyWriteBuffer.get();
+ case GL_ELEMENT_ARRAY_BUFFER: return getVertexArray()->getElementArrayBuffer();
+ case GL_PIXEL_PACK_BUFFER: return mPack.pixelBuffer.get();
+ case GL_PIXEL_UNPACK_BUFFER: return mUnpack.pixelBuffer.get();
+ case GL_TRANSFORM_FEEDBACK_BUFFER: return mGenericTransformFeedbackBuffer.get();
+ case GL_UNIFORM_BUFFER: return mGenericUniformBuffer.get();
+ default: UNREACHABLE(); return NULL;
+ }
+}
+
+void State::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
+{
+ getVertexArray()->enableAttribute(attribNum, enabled);
+}
+
+void State::setVertexAttribf(GLuint index, const GLfloat values[4])
+{
+ ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
+ mVertexAttribCurrentValues[index].setFloatValues(values);
+}
+
+void State::setVertexAttribu(GLuint index, const GLuint values[4])
+{
+ ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
+ mVertexAttribCurrentValues[index].setUnsignedIntValues(values);
+}
+
+void State::setVertexAttribi(GLuint index, const GLint values[4])
+{
+ ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
+ mVertexAttribCurrentValues[index].setIntValues(values);
+}
+
+void State::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
+ bool pureInteger, GLsizei stride, const void *pointer)
+{
+ getVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
+}
+
+const VertexAttribute &State::getVertexAttribState(unsigned int attribNum) const
+{
+ return getVertexArray()->getVertexAttribute(attribNum);
+}
+
+const VertexAttribCurrentValueData &State::getVertexAttribCurrentValue(unsigned int attribNum) const
+{
+ ASSERT(attribNum < MAX_VERTEX_ATTRIBS);
+ return mVertexAttribCurrentValues[attribNum];
+}
+
+const VertexAttribCurrentValueData *State::getVertexAttribCurrentValues() const
+{
+ return mVertexAttribCurrentValues;
+}
+
+const void *State::getVertexAttribPointer(unsigned int attribNum) const
+{
+ return getVertexArray()->getVertexAttribute(attribNum).pointer;
+}
+
+void State::setPackAlignment(GLint alignment)
+{
+ mPack.alignment = alignment;
+}
+
+GLint State::getPackAlignment() const
+{
+ return mPack.alignment;
+}
+
+void State::setPackReverseRowOrder(bool reverseRowOrder)
+{
+ mPack.reverseRowOrder = reverseRowOrder;
+}
+
+bool State::getPackReverseRowOrder() const
+{
+ return mPack.reverseRowOrder;
+}
+
+const PixelPackState &State::getPackState() const
+{
+ return mPack;
+}
+
+void State::setUnpackAlignment(GLint alignment)
+{
+ mUnpack.alignment = alignment;
+}
+
+GLint State::getUnpackAlignment() const
+{
+ return mUnpack.alignment;
+}
+
+const PixelUnpackState &State::getUnpackState() const
+{
+ return mUnpack;
+}
+
+void State::getBooleanv(GLenum pname, GLboolean *params)
+{
+ switch (pname)
+ {
+ case GL_SAMPLE_COVERAGE_INVERT: *params = mSampleCoverageInvert; break;
+ case GL_DEPTH_WRITEMASK: *params = mDepthStencil.depthMask; break;
+ case GL_COLOR_WRITEMASK:
+ params[0] = mBlend.colorMaskRed;
+ params[1] = mBlend.colorMaskGreen;
+ params[2] = mBlend.colorMaskBlue;
+ params[3] = mBlend.colorMaskAlpha;
+ break;
+ case GL_CULL_FACE: *params = mRasterizer.cullFace; break;
+ case GL_POLYGON_OFFSET_FILL: *params = mRasterizer.polygonOffsetFill; break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mBlend.sampleAlphaToCoverage; break;
+ case GL_SAMPLE_COVERAGE: *params = mSampleCoverage; break;
+ case GL_SCISSOR_TEST: *params = mScissorTest; break;
+ case GL_STENCIL_TEST: *params = mDepthStencil.stencilTest; break;
+ case GL_DEPTH_TEST: *params = mDepthStencil.depthTest; break;
+ case GL_BLEND: *params = mBlend.blend; break;
+ case GL_DITHER: *params = mBlend.dither; break;
+ case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isStarted(); break;
+ case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused(); break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void State::getFloatv(GLenum pname, GLfloat *params)
+{
+ // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
+ // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+ // GetIntegerv as its native query function. As it would require conversion in any
+ // case, this should make no difference to the calling application.
+ switch (pname)
+ {
+ case GL_LINE_WIDTH: *params = mLineWidth; break;
+ case GL_SAMPLE_COVERAGE_VALUE: *params = mSampleCoverageValue; break;
+ case GL_DEPTH_CLEAR_VALUE: *params = mDepthClearValue; break;
+ case GL_POLYGON_OFFSET_FACTOR: *params = mRasterizer.polygonOffsetFactor; break;
+ case GL_POLYGON_OFFSET_UNITS: *params = mRasterizer.polygonOffsetUnits; break;
+ case GL_DEPTH_RANGE:
+ params[0] = mNearZ;
+ params[1] = mFarZ;
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ params[0] = mColorClearValue.red;
+ params[1] = mColorClearValue.green;
+ params[2] = mColorClearValue.blue;
+ params[3] = mColorClearValue.alpha;
+ break;
+ case GL_BLEND_COLOR:
+ params[0] = mBlendColor.red;
+ params[1] = mBlendColor.green;
+ params[2] = mBlendColor.blue;
+ params[3] = mBlendColor.alpha;
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void State::getIntegerv(GLenum pname, GLint *params)
+{
+ if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
+ {
+ unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
+ ASSERT(colorAttachment < mContext->getCaps().maxDrawBuffers);
+ Framebuffer *framebuffer = mDrawFramebuffer;
+ *params = framebuffer->getDrawBufferState(colorAttachment);
+ return;
+ }
+
+ // 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
+ // State::getFloatv.
+ switch (pname)
+ {
+ case GL_ARRAY_BUFFER_BINDING: *params = mArrayBuffer.id(); break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getVertexArray()->getElementArrayBufferId(); break;
+ //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
+ case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mDrawFramebuffer->id(); break;
+ case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mReadFramebuffer->id(); break;
+ case GL_RENDERBUFFER_BINDING: *params = mRenderbuffer.id(); break;
+ case GL_VERTEX_ARRAY_BINDING: *params = mVertexArray->id(); break;
+ case GL_CURRENT_PROGRAM: *params = mCurrentProgramId; break;
+ case GL_PACK_ALIGNMENT: *params = mPack.alignment; break;
+ case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mPack.reverseRowOrder; break;
+ case GL_UNPACK_ALIGNMENT: *params = mUnpack.alignment; break;
+ case GL_GENERATE_MIPMAP_HINT: *params = mGenerateMipmapHint; break;
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mFragmentShaderDerivativeHint; break;
+ case GL_ACTIVE_TEXTURE: *params = (mActiveSampler + GL_TEXTURE0); break;
+ case GL_STENCIL_FUNC: *params = mDepthStencil.stencilFunc; break;
+ case GL_STENCIL_REF: *params = mStencilRef; break;
+ case GL_STENCIL_VALUE_MASK: *params = clampToInt(mDepthStencil.stencilMask); break;
+ case GL_STENCIL_BACK_FUNC: *params = mDepthStencil.stencilBackFunc; break;
+ case GL_STENCIL_BACK_REF: *params = mStencilBackRef; break;
+ case GL_STENCIL_BACK_VALUE_MASK: *params = clampToInt(mDepthStencil.stencilBackMask); break;
+ case GL_STENCIL_FAIL: *params = mDepthStencil.stencilFail; break;
+ case GL_STENCIL_PASS_DEPTH_FAIL: *params = mDepthStencil.stencilPassDepthFail; break;
+ case GL_STENCIL_PASS_DEPTH_PASS: *params = mDepthStencil.stencilPassDepthPass; break;
+ case GL_STENCIL_BACK_FAIL: *params = mDepthStencil.stencilBackFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mDepthStencil.stencilBackPassDepthFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mDepthStencil.stencilBackPassDepthPass; break;
+ case GL_DEPTH_FUNC: *params = mDepthStencil.depthFunc; break;
+ case GL_BLEND_SRC_RGB: *params = mBlend.sourceBlendRGB; break;
+ case GL_BLEND_SRC_ALPHA: *params = mBlend.sourceBlendAlpha; break;
+ case GL_BLEND_DST_RGB: *params = mBlend.destBlendRGB; break;
+ case GL_BLEND_DST_ALPHA: *params = mBlend.destBlendAlpha; break;
+ case GL_BLEND_EQUATION_RGB: *params = mBlend.blendEquationRGB; break;
+ case GL_BLEND_EQUATION_ALPHA: *params = mBlend.blendEquationAlpha; break;
+ case GL_STENCIL_WRITEMASK: *params = clampToInt(mDepthStencil.stencilWritemask); break;
+ case GL_STENCIL_BACK_WRITEMASK: *params = clampToInt(mDepthStencil.stencilBackWritemask); break;
+ case GL_STENCIL_CLEAR_VALUE: *params = mStencilClearValue; break;
+ case GL_SAMPLE_BUFFERS:
+ case GL_SAMPLES:
+ {
+ gl::Framebuffer *framebuffer = mDrawFramebuffer;
+ 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;
+ }
+ }
+ break;
+ case GL_VIEWPORT:
+ params[0] = mViewport.x;
+ params[1] = mViewport.y;
+ params[2] = mViewport.width;
+ params[3] = mViewport.height;
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = mScissor.x;
+ params[1] = mScissor.y;
+ params[2] = mScissor.width;
+ params[3] = mScissor.height;
+ break;
+ case GL_CULL_FACE_MODE: *params = mRasterizer.cullMode; break;
+ case GL_FRONT_FACE: *params = mRasterizer.frontFace; break;
+ case GL_RED_BITS:
+ case GL_GREEN_BITS:
+ case GL_BLUE_BITS:
+ case GL_ALPHA_BITS:
+ {
+ gl::Framebuffer *framebuffer = getDrawFramebuffer();
+ gl::FramebufferAttachment *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;
+ }
+ }
+ break;
+ case GL_DEPTH_BITS:
+ {
+ gl::Framebuffer *framebuffer = getDrawFramebuffer();
+ gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
+
+ if (depthbuffer)
+ {
+ *params = depthbuffer->getDepthSize();
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_STENCIL_BITS:
+ {
+ gl::Framebuffer *framebuffer = getDrawFramebuffer();
+ gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
+
+ if (stencilbuffer)
+ {
+ *params = stencilbuffer->getStencilSize();
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
+ *params = mSamplerTexture[TEXTURE_2D][mActiveSampler].id();
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP:
+ ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
+ *params = mSamplerTexture[TEXTURE_CUBE][mActiveSampler].id();
+ break;
+ case GL_TEXTURE_BINDING_3D:
+ ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
+ *params = mSamplerTexture[TEXTURE_3D][mActiveSampler].id();
+ break;
+ case GL_TEXTURE_BINDING_2D_ARRAY:
+ ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
+ *params = mSamplerTexture[TEXTURE_2D_ARRAY][mActiveSampler].id();
+ break;
+ case GL_UNIFORM_BUFFER_BINDING:
+ *params = mGenericUniformBuffer.id();
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
+ *params = mGenericTransformFeedbackBuffer.id();
+ break;
+ case GL_COPY_READ_BUFFER_BINDING:
+ *params = mCopyReadBuffer.id();
+ break;
+ case GL_COPY_WRITE_BUFFER_BINDING:
+ *params = mCopyWriteBuffer.id();
+ break;
+ case GL_PIXEL_PACK_BUFFER_BINDING:
+ *params = mPack.pixelBuffer.id();
+ break;
+ case GL_PIXEL_UNPACK_BUFFER_BINDING:
+ *params = mUnpack.pixelBuffer.id();
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+bool State::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
+{
+ switch (target)
+ {
+ case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
+ if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
+ {
+ *data = mTransformFeedbackBuffers[index].id();
+ }
+ break;
+ case GL_UNIFORM_BUFFER_BINDING:
+ if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
+ {
+ *data = mUniformBuffers[index].id();
+ }
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+bool State::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
+{
+ switch (target)
+ {
+ case GL_TRANSFORM_FEEDBACK_BUFFER_START:
+ if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
+ {
+ *data = mTransformFeedbackBuffers[index].getOffset();
+ }
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
+ if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
+ {
+ *data = mTransformFeedbackBuffers[index].getSize();
+ }
+ break;
+ case GL_UNIFORM_BUFFER_START:
+ if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
+ {
+ *data = mUniformBuffers[index].getOffset();
+ }
+ break;
+ case GL_UNIFORM_BUFFER_SIZE:
+ if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
+ {
+ *data = mUniformBuffers[index].getSize();
+ }
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+}