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Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/State.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/State.cpp | 1415 |
1 files changed, 1415 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/State.cpp b/src/3rdparty/angle/src/libGLESv2/State.cpp new file mode 100644 index 0000000000..b552701727 --- /dev/null +++ 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; +} + +} |