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diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/RendererD3D.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/RendererD3D.cpp
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index 0000000000..97da6da7fd
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/RendererD3D.cpp
@@ -0,0 +1,796 @@
+//
+// 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.
+//
+
+// RendererD3D.cpp: Implementation of the base D3D Renderer.
+
+#include "libGLESv2/renderer/d3d/RendererD3D.h"
+
+#include "libGLESv2/renderer/d3d/IndexDataManager.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+#include "libGLESv2/ResourceManager.h"
+#include "libGLESv2/State.h"
+#include "libGLESv2/VertexArray.h"
+#include "libGLESv2/formatutils.h"
+#include "common/utilities.h"
+
+namespace rx
+{
+
+RendererD3D::RendererD3D(egl::Display *display)
+ : mDisplay(display)
+{
+}
+
+RendererD3D::~RendererD3D()
+{
+ for (gl::TextureMap::iterator i = mIncompleteTextures.begin(); i != mIncompleteTextures.end(); ++i)
+ {
+ i->second.set(NULL);
+ }
+ mIncompleteTextures.clear();
+}
+
+// static
+RendererD3D *RendererD3D::makeRendererD3D(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(RendererD3D*, renderer));
+ return static_cast<RendererD3D*>(renderer);
+}
+
+gl::Error RendererD3D::drawElements(const gl::Data &data,
+ GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices, GLsizei instances,
+ const RangeUI &indexRange)
+{
+ ASSERT(data.state->getCurrentProgramId() != 0);
+
+ gl::ProgramBinary *programBinary = data.state->getCurrentProgramBinary();
+ programBinary->updateSamplerMapping();
+
+ gl::Error error = generateSwizzles(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!applyPrimitiveType(mode, count))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ error = applyRenderTarget(data, mode, false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyState(data, mode);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::VertexArray *vao = data.state->getVertexArray();
+ TranslatedIndexData indexInfo;
+ indexInfo.indexRange = indexRange;
+ error = applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ GLsizei vertexCount = indexInfo.indexRange.length() + 1;
+ error = applyVertexBuffer(*data.state, indexInfo.indexRange.start, vertexCount, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ bool transformFeedbackActive = applyTransformFeedbackBuffers(data);
+ // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
+ // layer.
+ ASSERT(!transformFeedbackActive);
+
+ error = applyShaders(data, transformFeedbackActive);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyTextures(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyUniformBuffers(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!skipDraw(data, mode))
+ {
+ error = drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::drawArrays(const gl::Data &data,
+ GLenum mode, GLint first,
+ GLsizei count, GLsizei instances)
+{
+ ASSERT(data.state->getCurrentProgramId() != 0);
+
+ gl::ProgramBinary *programBinary = data.state->getCurrentProgramBinary();
+ programBinary->updateSamplerMapping();
+
+ gl::Error error = generateSwizzles(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!applyPrimitiveType(mode, count))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ error = applyRenderTarget(data, mode, false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyState(data, mode);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyVertexBuffer(*data.state, first, count, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ bool transformFeedbackActive = applyTransformFeedbackBuffers(data);
+
+ error = applyShaders(data, transformFeedbackActive);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyTextures(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyUniformBuffers(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!skipDraw(data, mode))
+ {
+ error = drawArrays(mode, count, instances, transformFeedbackActive);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (transformFeedbackActive)
+ {
+ markTransformFeedbackUsage(data);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::generateSwizzles(const gl::Data &data, gl::SamplerType type)
+{
+ gl::ProgramBinary *programBinary = data.state->getCurrentProgramBinary();
+
+ size_t samplerRange = programBinary->getUsedSamplerRange(type);
+
+ for (size_t i = 0; i < samplerRange; i++)
+ {
+ GLenum textureType = programBinary->getSamplerTextureType(type, i);
+ GLint textureUnit = programBinary->getSamplerMapping(type, i, *data.caps);
+ if (textureUnit != -1)
+ {
+ gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
+ ASSERT(texture);
+ if (texture->getSamplerState().swizzleRequired())
+ {
+ gl::Error error = generateSwizzle(texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::generateSwizzles(const gl::Data &data)
+{
+ gl::Error error = generateSwizzles(data, gl::SAMPLER_VERTEX);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = generateSwizzles(data, gl::SAMPLER_PIXEL);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// Applies the render target surface, depth stencil surface, viewport rectangle and
+// scissor rectangle to the renderer
+gl::Error RendererD3D::applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport)
+{
+ const gl::Framebuffer *framebufferObject = data.state->getDrawFramebuffer();
+ ASSERT(framebufferObject && framebufferObject->completeness(data) == GL_FRAMEBUFFER_COMPLETE);
+
+ gl::Error error = applyRenderTarget(framebufferObject);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ float nearZ, farZ;
+ data.state->getDepthRange(&nearZ, &farZ);
+ setViewport(data.state->getViewport(), nearZ, farZ, drawMode,
+ data.state->getRasterizerState().frontFace, ignoreViewport);
+
+ setScissorRectangle(data.state->getScissor(), data.state->isScissorTestEnabled());
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D device
+gl::Error RendererD3D::applyState(const gl::Data &data, GLenum drawMode)
+{
+ const gl::Framebuffer *framebufferObject = data.state->getDrawFramebuffer();
+ int samples = framebufferObject->getSamples(data);
+
+ gl::RasterizerState rasterizer = data.state->getRasterizerState();
+ rasterizer.pointDrawMode = (drawMode == GL_POINTS);
+ rasterizer.multiSample = (samples != 0);
+
+ gl::Error error = setRasterizerState(rasterizer);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int mask = 0;
+ if (data.state->isSampleCoverageEnabled())
+ {
+ GLclampf coverageValue;
+ bool coverageInvert = false;
+ data.state->getSampleCoverageParams(&coverageValue, &coverageInvert);
+ if (coverageValue != 0)
+ {
+ float threshold = 0.5f;
+
+ for (int i = 0; i < samples; ++i)
+ {
+ mask <<= 1;
+
+ if ((i + 1) * coverageValue >= threshold)
+ {
+ threshold += 1.0f;
+ mask |= 1;
+ }
+ }
+ }
+
+ if (coverageInvert)
+ {
+ mask = ~mask;
+ }
+ }
+ else
+ {
+ mask = 0xFFFFFFFF;
+ }
+ error = setBlendState(framebufferObject, data.state->getBlendState(), data.state->getBlendColor(), mask);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setDepthStencilState(data.state->getDepthStencilState(), data.state->getStencilRef(),
+ data.state->getStencilBackRef(), rasterizer.frontFace == GL_CCW);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool RendererD3D::applyTransformFeedbackBuffers(const gl::Data &data)
+{
+ gl::TransformFeedback *curTransformFeedback = data.state->getCurrentTransformFeedback();
+ if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused())
+ {
+ applyTransformFeedbackBuffers(*data.state);
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+// Applies the shaders and shader constants to the Direct3D device
+gl::Error RendererD3D::applyShaders(const gl::Data &data, bool transformFeedbackActive)
+{
+ gl::ProgramBinary *programBinary = data.state->getCurrentProgramBinary();
+
+ gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
+ gl::VertexFormat::GetInputLayout(inputLayout, programBinary, *data.state);
+
+ const gl::Framebuffer *fbo = data.state->getDrawFramebuffer();
+
+ gl::Error error = applyShaders(programBinary, inputLayout, fbo, data.state->getRasterizerState().rasterizerDiscard, transformFeedbackActive);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return programBinary->applyUniforms();
+}
+
+// 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).
+gl::Error RendererD3D::applyTextures(const gl::Data &data, gl::SamplerType shaderType,
+ const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount)
+{
+ gl::ProgramBinary *programBinary = data.state->getCurrentProgramBinary();
+
+ size_t samplerRange = programBinary->getUsedSamplerRange(shaderType);
+ for (size_t samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
+ {
+ GLenum textureType = programBinary->getSamplerTextureType(shaderType, samplerIndex);
+ GLint textureUnit = programBinary->getSamplerMapping(shaderType, samplerIndex, *data.caps);
+ if (textureUnit != -1)
+ {
+ gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
+ ASSERT(texture);
+ gl::SamplerState sampler = texture->getSamplerState();
+
+ gl::Sampler *samplerObject = data.state->getSampler(textureUnit);
+ if (samplerObject)
+ {
+ samplerObject->getState(&sampler);
+ }
+
+ // TODO: std::binary_search may become unavailable using older versions of GCC
+ if (texture->isSamplerComplete(sampler, *data.textureCaps, *data.extensions, data.clientVersion) &&
+ !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
+ {
+ gl::Error error = setSamplerState(shaderType, samplerIndex, texture, sampler);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setTexture(shaderType, samplerIndex, texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ // Texture is not sampler complete or it is in use by the framebuffer. Bind the incomplete texture.
+ gl::Texture *incompleteTexture = getIncompleteTexture(textureType);
+ gl::Error error = setTexture(shaderType, samplerIndex, incompleteTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else
+ {
+ // No texture bound to this slot even though it is used by the shader, bind a NULL texture
+ gl::Error error = setTexture(shaderType, samplerIndex, NULL);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ // Set all the remaining textures to NULL
+ size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? data.caps->maxTextureImageUnits
+ : data.caps->maxVertexTextureImageUnits;
+ for (size_t samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
+ {
+ gl::Error error = setTexture(shaderType, samplerIndex, NULL);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::applyTextures(const gl::Data &data)
+{
+ FramebufferTextureSerialArray framebufferSerials;
+ size_t framebufferSerialCount = getBoundFramebufferTextureSerials(data, &framebufferSerials);
+
+ gl::Error error = applyTextures(data, gl::SAMPLER_VERTEX, framebufferSerials, framebufferSerialCount);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyTextures(data, gl::SAMPLER_PIXEL, framebufferSerials, framebufferSerialCount);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::applyUniformBuffers(const gl::Data &data)
+{
+ gl::Program *programObject = data.resourceManager->getProgram(data.state->getCurrentProgramId());
+ gl::ProgramBinary *programBinary = programObject->getProgramBinary();
+
+ std::vector<gl::Buffer*> boundBuffers;
+
+ for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++)
+ {
+ GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex);
+
+ if (data.state->getIndexedUniformBuffer(blockBinding)->id() == 0)
+ {
+ // undefined behaviour
+ return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to have a used but unbound uniform buffer.");
+ }
+ else
+ {
+ gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(blockBinding);
+ ASSERT(uniformBuffer);
+ boundBuffers.push_back(uniformBuffer);
+ }
+ }
+
+ return programBinary->applyUniformBuffers(boundBuffers, *data.caps);
+}
+
+bool RendererD3D::skipDraw(const gl::Data &data, GLenum drawMode)
+{
+ if (drawMode == GL_POINTS)
+ {
+ // 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 (!data.state->getCurrentProgramBinary()->usesPointSize())
+ {
+ // This is stictly speaking not an error, but developers should be
+ // notified of risking undefined behavior.
+ ERR("Point rendering without writing to gl_PointSize.");
+
+ return true;
+ }
+ }
+ else if (gl::IsTriangleMode(drawMode))
+ {
+ if (data.state->getRasterizerState().cullFace && data.state->getRasterizerState().cullMode == GL_FRONT_AND_BACK)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void RendererD3D::markTransformFeedbackUsage(const gl::Data &data)
+{
+ for (size_t i = 0; i < data.caps->maxTransformFeedbackSeparateAttributes; i++)
+ {
+ gl::Buffer *buffer = data.state->getIndexedTransformFeedbackBuffer(i);
+ if (buffer)
+ {
+ buffer->markTransformFeedbackUsage();
+ }
+ }
+}
+
+size_t RendererD3D::getBoundFramebufferTextureSerials(const gl::Data &data,
+ FramebufferTextureSerialArray *outSerialArray)
+{
+ size_t serialCount = 0;
+
+ const gl::Framebuffer *drawFramebuffer = data.state->getDrawFramebuffer();
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; i++)
+ {
+ gl::FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
+ if (attachment && attachment->isTexture())
+ {
+ gl::Texture *texture = attachment->getTexture();
+ (*outSerialArray)[serialCount++] = texture->getTextureSerial();
+ }
+ }
+
+ gl::FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
+ if (depthStencilAttachment && depthStencilAttachment->isTexture())
+ {
+ gl::Texture *depthStencilTexture = depthStencilAttachment->getTexture();
+ (*outSerialArray)[serialCount++] = depthStencilTexture->getTextureSerial();
+ }
+
+ std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount);
+
+ return serialCount;
+}
+
+gl::Texture *RendererD3D::getIncompleteTexture(GLenum type)
+{
+ if (mIncompleteTextures.find(type) == mIncompleteTextures.end())
+ {
+ const GLubyte color[] = { 0, 0, 0, 255 };
+ const gl::PixelUnpackState incompleteUnpackState(1);
+
+ gl::Texture* t = NULL;
+ switch (type)
+ {
+ default:
+ UNREACHABLE();
+ // default falls through to TEXTURE_2D
+
+ case GL_TEXTURE_2D:
+ {
+ gl::Texture2D *incomplete2d = new gl::Texture2D(createTexture(GL_TEXTURE_2D), gl::Texture::INCOMPLETE_TEXTURE_ID);
+ incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ t = incomplete2d;
+ }
+ break;
+
+ case GL_TEXTURE_CUBE_MAP:
+ {
+ gl::TextureCubeMap *incompleteCube = new gl::TextureCubeMap(createTexture(GL_TEXTURE_CUBE_MAP), gl::Texture::INCOMPLETE_TEXTURE_ID);
+
+ incompleteCube->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ incompleteCube->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+
+ t = incompleteCube;
+ }
+ break;
+
+ case GL_TEXTURE_3D:
+ {
+ gl::Texture3D *incomplete3d = new gl::Texture3D(createTexture(GL_TEXTURE_3D), gl::Texture::INCOMPLETE_TEXTURE_ID);
+ incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+
+ t = incomplete3d;
+ }
+ break;
+
+ case GL_TEXTURE_2D_ARRAY:
+ {
+ gl::Texture2DArray *incomplete2darray = new gl::Texture2DArray(createTexture(GL_TEXTURE_2D_ARRAY), gl::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);
+ }
+
+ return mIncompleteTextures[type].get();
+}
+
+gl::Error RendererD3D::clear(const gl::Data &data, GLbitfield mask)
+{
+ gl::ClearParameters clearParams = data.state->getClearParameters(mask);
+
+ // Clips the clear to the scissor rectangle but not the viewport
+ gl::Error error = applyRenderTarget(data, GL_TRIANGLES, true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return clear(clearParams, data.state->getDrawFramebuffer());
+}
+
+gl::Error RendererD3D::clearBufferfv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLfloat *values)
+{
+ // glClearBufferfv can be called to clear the color buffer or depth buffer
+ gl::ClearParameters clearParams = data.state->getClearParameters(0);
+
+ if (buffer == GL_COLOR)
+ {
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
+ }
+ clearParams.colorFClearValue = gl::ColorF(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_FLOAT;
+ }
+
+ if (buffer == GL_DEPTH)
+ {
+ clearParams.clearDepth = true;
+ clearParams.depthClearValue = values[0];
+ }
+
+ // Clips the clear to the scissor rectangle but not the viewport
+ gl::Error error = applyRenderTarget(data, GL_TRIANGLES, true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return clear(clearParams, data.state->getDrawFramebuffer());
+}
+
+gl::Error RendererD3D::clearBufferuiv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLuint *values)
+{
+ // glClearBufferuiv can only be called to clear a color buffer
+ gl::ClearParameters clearParams = data.state->getClearParameters(0);
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
+ }
+ clearParams.colorUIClearValue = gl::ColorUI(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_UNSIGNED_INT;
+
+ // Clips the clear to the scissor rectangle but not the viewport
+ gl::Error error = applyRenderTarget(data, GL_TRIANGLES, true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return clear(clearParams, data.state->getDrawFramebuffer());
+}
+
+gl::Error RendererD3D::clearBufferiv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLint *values)
+{
+ // glClearBufferiv can be called to clear the color buffer or stencil buffer
+ gl::ClearParameters clearParams = data.state->getClearParameters(0);
+
+ if (buffer == GL_COLOR)
+ {
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
+ }
+ clearParams.colorIClearValue = gl::ColorI(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_INT;
+ }
+
+ if (buffer == GL_STENCIL)
+ {
+ clearParams.clearStencil = true;
+ clearParams.stencilClearValue = values[1];
+ }
+
+ // Clips the clear to the scissor rectangle but not the viewport
+ gl::Error error = applyRenderTarget(data, GL_TRIANGLES, true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return clear(clearParams, data.state->getDrawFramebuffer());
+}
+
+gl::Error RendererD3D::clearBufferfi(const gl::Data &data, GLenum buffer, GLint drawbuffer,
+ GLfloat depth, GLint stencil)
+{
+ if (data.state->isRasterizerDiscardEnabled())
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // glClearBufferfi can only be called to clear a depth stencil buffer
+ gl::ClearParameters clearParams = data.state->getClearParameters(0);
+ clearParams.clearDepth = true;
+ clearParams.depthClearValue = depth;
+ clearParams.clearStencil = true;
+ clearParams.stencilClearValue = stencil;
+
+ // Clips the clear to the scissor rectangle but not the viewport
+ gl::Error error = applyRenderTarget(data, GL_TRIANGLES, true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return clear(clearParams, data.state->getDrawFramebuffer());
+}
+
+gl::Error RendererD3D::blitFramebuffer(const gl::Data &data,
+ GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter)
+{
+ const gl::Framebuffer *readFramebuffer = data.state->getReadFramebuffer();
+ const gl::Framebuffer *drawFramebuffer = data.state->getDrawFramebuffer();
+
+ bool blitRenderTarget = false;
+ bool blitDepth = false;
+ bool blitStencil = false;
+ if ((mask & GL_COLOR_BUFFER_BIT) && readFramebuffer->getReadColorbuffer() && drawFramebuffer->getFirstColorbuffer())
+ {
+ blitRenderTarget = true;
+ }
+ if ((mask & GL_STENCIL_BUFFER_BIT) && readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
+ {
+ blitStencil = true;
+ }
+ if ((mask & GL_DEPTH_BUFFER_BIT) && readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
+ {
+ blitDepth = true;
+ }
+
+ gl::Rectangle srcRect(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
+ gl::Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
+ if (blitRenderTarget || blitDepth || blitStencil)
+ {
+ const gl::Rectangle *scissor = data.state->isScissorTestEnabled() ? &data.state->getScissor() : NULL;
+ gl::Error error = blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor,
+ blitRenderTarget, blitDepth, blitStencil, filter);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::readPixels(const gl::Data &data, GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
+{
+ const gl::Framebuffer *framebuffer = data.state->getReadFramebuffer();
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, type);
+ const gl::InternalFormat &sizedFormatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
+ GLuint outputPitch = sizedFormatInfo.computeRowPitch(type, width, data.state->getPackAlignment());
+
+ return readPixels(framebuffer, x, y, width, height, format, type, outputPitch, data.state->getPackState(),
+ reinterpret_cast<uint8_t*>(pixels));
+}
+
+}