// // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Context.cpp: Implements the gl::Context class, managing all GL state and performing // rendering operations. It is the GLES2 specific implementation of EGLContext. #include "libANGLE/Context.h" #include #include #include #include #include "common/matrix_utils.h" #include "common/platform.h" #include "common/utilities.h" #include "common/version.h" #include "libANGLE/Buffer.h" #include "libANGLE/Compiler.h" #include "libANGLE/Display.h" #include "libANGLE/Fence.h" #include "libANGLE/Framebuffer.h" #include "libANGLE/FramebufferAttachment.h" #include "libANGLE/Path.h" #include "libANGLE/Program.h" #include "libANGLE/ProgramPipeline.h" #include "libANGLE/Query.h" #include "libANGLE/Renderbuffer.h" #include "libANGLE/ResourceManager.h" #include "libANGLE/Sampler.h" #include "libANGLE/Surface.h" #include "libANGLE/Texture.h" #include "libANGLE/TransformFeedback.h" #include "libANGLE/VertexArray.h" #include "libANGLE/Workarounds.h" #include "libANGLE/formatutils.h" #include "libANGLE/queryconversions.h" #include "libANGLE/queryutils.h" #include "libANGLE/renderer/ContextImpl.h" #include "libANGLE/renderer/EGLImplFactory.h" #include "libANGLE/renderer/Format.h" #include "libANGLE/validationES.h" namespace { #define ANGLE_HANDLE_ERR(X) \ handleError(X); \ return; #define ANGLE_CONTEXT_TRY(EXPR) ANGLE_TRY_TEMPLATE(EXPR, ANGLE_HANDLE_ERR); template std::vector GatherPaths(gl::PathManager &resourceManager, GLsizei numPaths, const void *paths, GLuint pathBase) { std::vector ret; ret.reserve(numPaths); const auto *nameArray = static_cast(paths); for (GLsizei i = 0; i < numPaths; ++i) { const GLuint pathName = nameArray[i] + pathBase; ret.push_back(resourceManager.getPath(pathName)); } return ret; } std::vector GatherPaths(gl::PathManager &resourceManager, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase) { switch (pathNameType) { case GL_UNSIGNED_BYTE: return GatherPaths(resourceManager, numPaths, paths, pathBase); case GL_BYTE: return GatherPaths(resourceManager, numPaths, paths, pathBase); case GL_UNSIGNED_SHORT: return GatherPaths(resourceManager, numPaths, paths, pathBase); case GL_SHORT: return GatherPaths(resourceManager, numPaths, paths, pathBase); case GL_UNSIGNED_INT: return GatherPaths(resourceManager, numPaths, paths, pathBase); case GL_INT: return GatherPaths(resourceManager, numPaths, paths, pathBase); } UNREACHABLE(); return std::vector(); } template gl::Error GetQueryObjectParameter(gl::Query *query, GLenum pname, T *params) { ASSERT(query != nullptr); switch (pname) { case GL_QUERY_RESULT_EXT: return query->getResult(params); case GL_QUERY_RESULT_AVAILABLE_EXT: { bool available; gl::Error error = query->isResultAvailable(&available); if (!error.isError()) { *params = gl::CastFromStateValue(pname, static_cast(available)); } return error; } default: UNREACHABLE(); return gl::InternalError() << "Unreachable Error"; } } void MarkTransformFeedbackBufferUsage(gl::TransformFeedback *transformFeedback) { if (transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused()) { for (size_t tfBufferIndex = 0; tfBufferIndex < transformFeedback->getIndexedBufferCount(); tfBufferIndex++) { const gl::OffsetBindingPointer &buffer = transformFeedback->getIndexedBuffer(tfBufferIndex); if (buffer.get() != nullptr) { buffer->onTransformFeedback(); } } } } // Attribute map queries. EGLint GetClientMajorVersion(const egl::AttributeMap &attribs) { return static_cast(attribs.get(EGL_CONTEXT_CLIENT_VERSION, 1)); } EGLint GetClientMinorVersion(const egl::AttributeMap &attribs) { return static_cast(attribs.get(EGL_CONTEXT_MINOR_VERSION, 0)); } gl::Version GetClientVersion(const egl::AttributeMap &attribs) { return gl::Version(GetClientMajorVersion(attribs), GetClientMinorVersion(attribs)); } GLenum GetResetStrategy(const egl::AttributeMap &attribs) { EGLAttrib attrib = attribs.get(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT, EGL_NO_RESET_NOTIFICATION); switch (attrib) { case EGL_NO_RESET_NOTIFICATION: return GL_NO_RESET_NOTIFICATION_EXT; case EGL_LOSE_CONTEXT_ON_RESET: return GL_LOSE_CONTEXT_ON_RESET_EXT; default: UNREACHABLE(); return GL_NONE; } } bool GetRobustAccess(const egl::AttributeMap &attribs) { return (attribs.get(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE) == EGL_TRUE) || ((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR) != 0); } bool GetDebug(const egl::AttributeMap &attribs) { return (attribs.get(EGL_CONTEXT_OPENGL_DEBUG, EGL_FALSE) == EGL_TRUE) || ((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR) != 0); } bool GetNoError(const egl::AttributeMap &attribs) { return (attribs.get(EGL_CONTEXT_OPENGL_NO_ERROR_KHR, EGL_FALSE) == EGL_TRUE); } bool GetWebGLContext(const egl::AttributeMap &attribs) { return (attribs.get(EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE, EGL_FALSE) == EGL_TRUE); } bool GetBindGeneratesResource(const egl::AttributeMap &attribs) { return (attribs.get(EGL_CONTEXT_BIND_GENERATES_RESOURCE_CHROMIUM, EGL_TRUE) == EGL_TRUE); } bool GetClientArraysEnabled(const egl::AttributeMap &attribs) { return (attribs.get(EGL_CONTEXT_CLIENT_ARRAYS_ENABLED_ANGLE, EGL_TRUE) == EGL_TRUE); } bool GetRobustResourceInit(const egl::AttributeMap &attribs) { return (attribs.get(EGL_ROBUST_RESOURCE_INITIALIZATION_ANGLE, EGL_FALSE) == EGL_TRUE); } std::string GetObjectLabelFromPointer(GLsizei length, const GLchar *label) { std::string labelName; if (label != nullptr) { size_t labelLength = length < 0 ? strlen(label) : length; labelName = std::string(label, labelLength); } return labelName; } void GetObjectLabelBase(const std::string &objectLabel, GLsizei bufSize, GLsizei *length, GLchar *label) { size_t writeLength = objectLabel.length(); if (label != nullptr && bufSize > 0) { writeLength = std::min(static_cast(bufSize) - 1, objectLabel.length()); std::copy(objectLabel.begin(), objectLabel.begin() + writeLength, label); label[writeLength] = '\0'; } if (length != nullptr) { *length = static_cast(writeLength); } } template void LimitCap(CapT *cap, MaxT maximum) { *cap = std::min(*cap, static_cast(maximum)); } } // anonymous namespace namespace gl { Context::Context(rx::EGLImplFactory *implFactory, const egl::Config *config, const Context *shareContext, TextureManager *shareTextures, MemoryProgramCache *memoryProgramCache, const egl::AttributeMap &attribs, const egl::DisplayExtensions &displayExtensions) : ValidationContext(shareContext, shareTextures, GetClientVersion(attribs), &mGLState, mCaps, mTextureCaps, mExtensions, mLimitations, GetNoError(attribs)), mImplementation(implFactory->createContext(mState)), mCompiler(), mConfig(config), mClientType(EGL_OPENGL_ES_API), mHasBeenCurrent(false), mContextLost(false), mResetStatus(GL_NO_ERROR), mContextLostForced(false), mResetStrategy(GetResetStrategy(attribs)), mRobustAccess(GetRobustAccess(attribs)), mCurrentSurface(static_cast(EGL_NO_SURFACE)), mCurrentDisplay(static_cast(EGL_NO_DISPLAY)), mSurfacelessFramebuffer(nullptr), mWebGLContext(GetWebGLContext(attribs)), mMemoryProgramCache(memoryProgramCache), mScratchBuffer(1000u), mZeroFilledBuffer(1000u) { mImplementation->setMemoryProgramCache(memoryProgramCache); bool robustResourceInit = GetRobustResourceInit(attribs); initCaps(displayExtensions, robustResourceInit); initWorkarounds(); mGLState.initialize(this, GetDebug(attribs), GetBindGeneratesResource(attribs), GetClientArraysEnabled(attribs), robustResourceInit, mMemoryProgramCache != nullptr); mFenceNVHandleAllocator.setBaseHandle(0); // [OpenGL ES 2.0.24] section 3.7 page 83: // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have two-dimensional // and cube map texture state vectors respectively associated with them. // In order that access to these initial textures not be lost, they are treated as texture // objects all of whose names are 0. Texture *zeroTexture2D = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D); mZeroTextures[GL_TEXTURE_2D].set(this, zeroTexture2D); Texture *zeroTextureCube = new Texture(mImplementation.get(), 0, GL_TEXTURE_CUBE_MAP); mZeroTextures[GL_TEXTURE_CUBE_MAP].set(this, zeroTextureCube); if (getClientVersion() >= Version(3, 0)) { // TODO: These could also be enabled via extension Texture *zeroTexture3D = new Texture(mImplementation.get(), 0, GL_TEXTURE_3D); mZeroTextures[GL_TEXTURE_3D].set(this, zeroTexture3D); Texture *zeroTexture2DArray = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D_ARRAY); mZeroTextures[GL_TEXTURE_2D_ARRAY].set(this, zeroTexture2DArray); } if (getClientVersion() >= Version(3, 1)) { Texture *zeroTexture2DMultisample = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D_MULTISAMPLE); mZeroTextures[GL_TEXTURE_2D_MULTISAMPLE].set(this, zeroTexture2DMultisample); for (unsigned int i = 0; i < mCaps.maxAtomicCounterBufferBindings; i++) { bindBufferRange(BufferBinding::AtomicCounter, 0, i, 0, 0); } for (unsigned int i = 0; i < mCaps.maxShaderStorageBufferBindings; i++) { bindBufferRange(BufferBinding::ShaderStorage, i, 0, 0, 0); } } const Extensions &nativeExtensions = mImplementation->getNativeExtensions(); if (nativeExtensions.textureRectangle) { Texture *zeroTextureRectangle = new Texture(mImplementation.get(), 0, GL_TEXTURE_RECTANGLE_ANGLE); mZeroTextures[GL_TEXTURE_RECTANGLE_ANGLE].set(this, zeroTextureRectangle); } if (nativeExtensions.eglImageExternal || nativeExtensions.eglStreamConsumerExternal) { Texture *zeroTextureExternal = new Texture(mImplementation.get(), 0, GL_TEXTURE_EXTERNAL_OES); mZeroTextures[GL_TEXTURE_EXTERNAL_OES].set(this, zeroTextureExternal); } mGLState.initializeZeroTextures(this, mZeroTextures); bindVertexArray(0); if (getClientVersion() >= Version(3, 0)) { // [OpenGL ES 3.0.2] section 2.14.1 pg 85: // In the initial state, a default transform feedback object is bound and treated as // a transform feedback object with a name of zero. That object is bound any time // BindTransformFeedback is called with id of zero bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); } for (auto type : angle::AllEnums()) { bindBuffer(type, 0); } bindRenderbuffer(GL_RENDERBUFFER, 0); for (unsigned int i = 0; i < mCaps.maxUniformBufferBindings; i++) { bindBufferRange(BufferBinding::Uniform, i, 0, 0, -1); } // Initialize dirty bit masks mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_STATE); mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_BUFFER_BINDING); // No dirty objects. // Readpixels uses the pack state and read FBO mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_STATE); mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_BUFFER_BINDING); mReadPixelsDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER); mClearDirtyBits.set(State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED); mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED); mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR); mClearDirtyBits.set(State::DIRTY_BIT_VIEWPORT); mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_COLOR); mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_DEPTH); mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_STENCIL); mClearDirtyBits.set(State::DIRTY_BIT_COLOR_MASK); mClearDirtyBits.set(State::DIRTY_BIT_DEPTH_MASK); mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT); mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_BACK); mClearDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER); mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED); mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR); mBlitDirtyBits.set(State::DIRTY_BIT_FRAMEBUFFER_SRGB); mBlitDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER); mBlitDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER); handleError(mImplementation->initialize()); } egl::Error Context::onDestroy(const egl::Display *display) { for (auto fence : mFenceNVMap) { SafeDelete(fence.second); } mFenceNVMap.clear(); for (auto query : mQueryMap) { if (query.second != nullptr) { query.second->release(this); } } mQueryMap.clear(); for (auto vertexArray : mVertexArrayMap) { if (vertexArray.second) { vertexArray.second->onDestroy(this); } } mVertexArrayMap.clear(); for (auto transformFeedback : mTransformFeedbackMap) { if (transformFeedback.second != nullptr) { transformFeedback.second->release(this); } } mTransformFeedbackMap.clear(); for (auto &zeroTexture : mZeroTextures) { ANGLE_TRY(zeroTexture.second->onDestroy(this)); zeroTexture.second.set(this, nullptr); } mZeroTextures.clear(); SafeDelete(mSurfacelessFramebuffer); ANGLE_TRY(releaseSurface(display)); releaseShaderCompiler(); mGLState.reset(this); mState.mBuffers->release(this); mState.mShaderPrograms->release(this); mState.mTextures->release(this); mState.mRenderbuffers->release(this); mState.mSamplers->release(this); mState.mSyncs->release(this); mState.mPaths->release(this); mState.mFramebuffers->release(this); mState.mPipelines->release(this); mImplementation->onDestroy(this); return egl::NoError(); } Context::~Context() { } egl::Error Context::makeCurrent(egl::Display *display, egl::Surface *surface) { mCurrentDisplay = display; if (!mHasBeenCurrent) { initRendererString(); initVersionStrings(); initExtensionStrings(); int width = 0; int height = 0; if (surface != nullptr) { width = surface->getWidth(); height = surface->getHeight(); } mGLState.setViewportParams(0, 0, width, height); mGLState.setScissorParams(0, 0, width, height); mHasBeenCurrent = true; } // TODO(jmadill): Rework this when we support ContextImpl mGLState.setAllDirtyBits(); mGLState.setAllDirtyObjects(); ANGLE_TRY(releaseSurface(display)); Framebuffer *newDefault = nullptr; if (surface != nullptr) { ANGLE_TRY(surface->setIsCurrent(this, true)); mCurrentSurface = surface; newDefault = surface->getDefaultFramebuffer(); } else { if (mSurfacelessFramebuffer == nullptr) { mSurfacelessFramebuffer = new Framebuffer(mImplementation.get()); } newDefault = mSurfacelessFramebuffer; } // Update default framebuffer, the binding of the previous default // framebuffer (or lack of) will have a nullptr. { if (mGLState.getReadFramebuffer() == nullptr) { mGLState.setReadFramebufferBinding(newDefault); } if (mGLState.getDrawFramebuffer() == nullptr) { mGLState.setDrawFramebufferBinding(newDefault); } mState.mFramebuffers->setDefaultFramebuffer(newDefault); } // Notify the renderer of a context switch mImplementation->onMakeCurrent(this); return egl::NoError(); } egl::Error Context::releaseSurface(const egl::Display *display) { // Remove the default framebuffer Framebuffer *currentDefault = nullptr; if (mCurrentSurface != nullptr) { currentDefault = mCurrentSurface->getDefaultFramebuffer(); } else if (mSurfacelessFramebuffer != nullptr) { currentDefault = mSurfacelessFramebuffer; } if (mGLState.getReadFramebuffer() == currentDefault) { mGLState.setReadFramebufferBinding(nullptr); } if (mGLState.getDrawFramebuffer() == currentDefault) { mGLState.setDrawFramebufferBinding(nullptr); } mState.mFramebuffers->setDefaultFramebuffer(nullptr); if (mCurrentSurface) { ANGLE_TRY(mCurrentSurface->setIsCurrent(this, false)); mCurrentSurface = nullptr; } return egl::NoError(); } GLuint Context::createBuffer() { return mState.mBuffers->createBuffer(); } GLuint Context::createProgram() { return mState.mShaderPrograms->createProgram(mImplementation.get()); } GLuint Context::createShader(GLenum type) { return mState.mShaderPrograms->createShader(mImplementation.get(), mLimitations, type); } GLuint Context::createTexture() { return mState.mTextures->createTexture(); } GLuint Context::createRenderbuffer() { return mState.mRenderbuffers->createRenderbuffer(); } GLuint Context::createPaths(GLsizei range) { auto resultOrError = mState.mPaths->createPaths(mImplementation.get(), range); if (resultOrError.isError()) { handleError(resultOrError.getError()); return 0; } return resultOrError.getResult(); } // Returns an unused framebuffer name GLuint Context::createFramebuffer() { return mState.mFramebuffers->createFramebuffer(); } GLuint Context::createFenceNV() { GLuint handle = mFenceNVHandleAllocator.allocate(); mFenceNVMap.assign(handle, new FenceNV(mImplementation->createFenceNV())); return handle; } GLuint Context::createProgramPipeline() { return mState.mPipelines->createProgramPipeline(); } GLuint Context::createShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings) { UNIMPLEMENTED(); return 0u; } void Context::deleteBuffer(GLuint buffer) { if (mState.mBuffers->getBuffer(buffer)) { detachBuffer(buffer); } mState.mBuffers->deleteObject(this, buffer); } void Context::deleteShader(GLuint shader) { mState.mShaderPrograms->deleteShader(this, shader); } void Context::deleteProgram(GLuint program) { mState.mShaderPrograms->deleteProgram(this, program); } void Context::deleteTexture(GLuint texture) { if (mState.mTextures->getTexture(texture)) { detachTexture(texture); } mState.mTextures->deleteObject(this, texture); } void Context::deleteRenderbuffer(GLuint renderbuffer) { if (mState.mRenderbuffers->getRenderbuffer(renderbuffer)) { detachRenderbuffer(renderbuffer); } mState.mRenderbuffers->deleteObject(this, renderbuffer); } void Context::deleteSync(GLsync sync) { // The spec specifies the underlying Fence object is not deleted until all current // wait commands finish. However, since the name becomes invalid, we cannot query the fence, // and since our API is currently designed for being called from a single thread, we can delete // the fence immediately. mState.mSyncs->deleteObject(this, static_cast(reinterpret_cast(sync))); } void Context::deleteProgramPipeline(GLuint pipeline) { if (mState.mPipelines->getProgramPipeline(pipeline)) { detachProgramPipeline(pipeline); } mState.mPipelines->deleteObject(this, pipeline); } void Context::deletePaths(GLuint first, GLsizei range) { mState.mPaths->deletePaths(first, range); } bool Context::hasPathData(GLuint path) const { const auto *pathObj = mState.mPaths->getPath(path); if (pathObj == nullptr) return false; return pathObj->hasPathData(); } bool Context::hasPath(GLuint path) const { return mState.mPaths->hasPath(path); } void Context::setPathCommands(GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords) { auto *pathObject = mState.mPaths->getPath(path); handleError(pathObject->setCommands(numCommands, commands, numCoords, coordType, coords)); } void Context::setPathParameterf(GLuint path, GLenum pname, GLfloat value) { auto *pathObj = mState.mPaths->getPath(path); switch (pname) { case GL_PATH_STROKE_WIDTH_CHROMIUM: pathObj->setStrokeWidth(value); break; case GL_PATH_END_CAPS_CHROMIUM: pathObj->setEndCaps(static_cast(value)); break; case GL_PATH_JOIN_STYLE_CHROMIUM: pathObj->setJoinStyle(static_cast(value)); break; case GL_PATH_MITER_LIMIT_CHROMIUM: pathObj->setMiterLimit(value); break; case GL_PATH_STROKE_BOUND_CHROMIUM: pathObj->setStrokeBound(value); break; default: UNREACHABLE(); break; } } void Context::getPathParameterfv(GLuint path, GLenum pname, GLfloat *value) const { const auto *pathObj = mState.mPaths->getPath(path); switch (pname) { case GL_PATH_STROKE_WIDTH_CHROMIUM: *value = pathObj->getStrokeWidth(); break; case GL_PATH_END_CAPS_CHROMIUM: *value = static_cast(pathObj->getEndCaps()); break; case GL_PATH_JOIN_STYLE_CHROMIUM: *value = static_cast(pathObj->getJoinStyle()); break; case GL_PATH_MITER_LIMIT_CHROMIUM: *value = pathObj->getMiterLimit(); break; case GL_PATH_STROKE_BOUND_CHROMIUM: *value = pathObj->getStrokeBound(); break; default: UNREACHABLE(); break; } } void Context::setPathStencilFunc(GLenum func, GLint ref, GLuint mask) { mGLState.setPathStencilFunc(func, ref, mask); } void Context::deleteFramebuffer(GLuint framebuffer) { if (mState.mFramebuffers->getFramebuffer(framebuffer)) { detachFramebuffer(framebuffer); } mState.mFramebuffers->deleteObject(this, framebuffer); } void Context::deleteFenceNV(GLuint fence) { FenceNV *fenceObject = nullptr; if (mFenceNVMap.erase(fence, &fenceObject)) { mFenceNVHandleAllocator.release(fence); delete fenceObject; } } Buffer *Context::getBuffer(GLuint handle) const { return mState.mBuffers->getBuffer(handle); } Texture *Context::getTexture(GLuint handle) const { return mState.mTextures->getTexture(handle); } Renderbuffer *Context::getRenderbuffer(GLuint handle) const { return mState.mRenderbuffers->getRenderbuffer(handle); } Sync *Context::getSync(GLsync handle) const { return mState.mSyncs->getSync(static_cast(reinterpret_cast(handle))); } VertexArray *Context::getVertexArray(GLuint handle) const { return mVertexArrayMap.query(handle); } Sampler *Context::getSampler(GLuint handle) const { return mState.mSamplers->getSampler(handle); } TransformFeedback *Context::getTransformFeedback(GLuint handle) const { return mTransformFeedbackMap.query(handle); } ProgramPipeline *Context::getProgramPipeline(GLuint handle) const { return mState.mPipelines->getProgramPipeline(handle); } LabeledObject *Context::getLabeledObject(GLenum identifier, GLuint name) const { switch (identifier) { case GL_BUFFER: return getBuffer(name); case GL_SHADER: return getShader(name); case GL_PROGRAM: return getProgram(name); case GL_VERTEX_ARRAY: return getVertexArray(name); case GL_QUERY: return getQuery(name); case GL_TRANSFORM_FEEDBACK: return getTransformFeedback(name); case GL_SAMPLER: return getSampler(name); case GL_TEXTURE: return getTexture(name); case GL_RENDERBUFFER: return getRenderbuffer(name); case GL_FRAMEBUFFER: return getFramebuffer(name); default: UNREACHABLE(); return nullptr; } } LabeledObject *Context::getLabeledObjectFromPtr(const void *ptr) const { return getSync(reinterpret_cast(const_cast(ptr))); } void Context::objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label) { LabeledObject *object = getLabeledObject(identifier, name); ASSERT(object != nullptr); std::string labelName = GetObjectLabelFromPointer(length, label); object->setLabel(labelName); // TODO(jmadill): Determine if the object is dirty based on 'name'. Conservatively assume the // specified object is active until we do this. mGLState.setObjectDirty(identifier); } void Context::objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label) { LabeledObject *object = getLabeledObjectFromPtr(ptr); ASSERT(object != nullptr); std::string labelName = GetObjectLabelFromPointer(length, label); object->setLabel(labelName); } void Context::getObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label) const { LabeledObject *object = getLabeledObject(identifier, name); ASSERT(object != nullptr); const std::string &objectLabel = object->getLabel(); GetObjectLabelBase(objectLabel, bufSize, length, label); } void Context::getObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label) const { LabeledObject *object = getLabeledObjectFromPtr(ptr); ASSERT(object != nullptr); const std::string &objectLabel = object->getLabel(); GetObjectLabelBase(objectLabel, bufSize, length, label); } bool Context::isSampler(GLuint samplerName) const { return mState.mSamplers->isSampler(samplerName); } void Context::bindTexture(GLenum target, GLuint handle) { Texture *texture = nullptr; if (handle == 0) { texture = mZeroTextures[target].get(); } else { texture = mState.mTextures->checkTextureAllocation(mImplementation.get(), handle, target); } ASSERT(texture); mGLState.setSamplerTexture(this, target, texture); } void Context::bindReadFramebuffer(GLuint framebufferHandle) { Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation( mImplementation.get(), mCaps, framebufferHandle); mGLState.setReadFramebufferBinding(framebuffer); } void Context::bindDrawFramebuffer(GLuint framebufferHandle) { Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation( mImplementation.get(), mCaps, framebufferHandle); mGLState.setDrawFramebufferBinding(framebuffer); } void Context::bindVertexArray(GLuint vertexArrayHandle) { VertexArray *vertexArray = checkVertexArrayAllocation(vertexArrayHandle); mGLState.setVertexArrayBinding(vertexArray); } void Context::bindVertexBuffer(GLuint bindingIndex, GLuint bufferHandle, GLintptr offset, GLsizei stride) { Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle); mGLState.bindVertexBuffer(this, bindingIndex, buffer, offset, stride); } void Context::bindSampler(GLuint textureUnit, GLuint samplerHandle) { ASSERT(textureUnit < mCaps.maxCombinedTextureImageUnits); Sampler *sampler = mState.mSamplers->checkSamplerAllocation(mImplementation.get(), samplerHandle); mGLState.setSamplerBinding(this, textureUnit, sampler); } void Context::bindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) { Texture *tex = mState.mTextures->getTexture(texture); mGLState.setImageUnit(this, unit, tex, level, layered, layer, access, format); } void Context::useProgram(GLuint program) { mGLState.setProgram(this, getProgram(program)); } void Context::useProgramStages(GLuint pipeline, GLbitfield stages, GLuint program) { UNIMPLEMENTED(); } void Context::bindTransformFeedback(GLenum target, GLuint transformFeedbackHandle) { ASSERT(target == GL_TRANSFORM_FEEDBACK); TransformFeedback *transformFeedback = checkTransformFeedbackAllocation(transformFeedbackHandle); mGLState.setTransformFeedbackBinding(this, transformFeedback); } void Context::bindProgramPipeline(GLuint pipelineHandle) { ProgramPipeline *pipeline = mState.mPipelines->checkProgramPipelineAllocation(mImplementation.get(), pipelineHandle); mGLState.setProgramPipelineBinding(this, pipeline); } void Context::beginQuery(GLenum target, GLuint query) { Query *queryObject = getQuery(query, true, target); ASSERT(queryObject); // begin query ANGLE_CONTEXT_TRY(queryObject->begin()); // set query as active for specified target only if begin succeeded mGLState.setActiveQuery(this, target, queryObject); } void Context::endQuery(GLenum target) { Query *queryObject = mGLState.getActiveQuery(target); ASSERT(queryObject); handleError(queryObject->end()); // Always unbind the query, even if there was an error. This may delete the query object. mGLState.setActiveQuery(this, target, nullptr); } void Context::queryCounter(GLuint id, GLenum target) { ASSERT(target == GL_TIMESTAMP_EXT); Query *queryObject = getQuery(id, true, target); ASSERT(queryObject); handleError(queryObject->queryCounter()); } void Context::getQueryiv(GLenum target, GLenum pname, GLint *params) { switch (pname) { case GL_CURRENT_QUERY_EXT: params[0] = mGLState.getActiveQueryId(target); break; case GL_QUERY_COUNTER_BITS_EXT: switch (target) { case GL_TIME_ELAPSED_EXT: params[0] = getExtensions().queryCounterBitsTimeElapsed; break; case GL_TIMESTAMP_EXT: params[0] = getExtensions().queryCounterBitsTimestamp; break; default: UNREACHABLE(); params[0] = 0; break; } break; default: UNREACHABLE(); return; } } void Context::getQueryObjectiv(GLuint id, GLenum pname, GLint *params) { handleError(GetQueryObjectParameter(getQuery(id), pname, params)); } void Context::getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) { handleError(GetQueryObjectParameter(getQuery(id), pname, params)); } void Context::getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params) { handleError(GetQueryObjectParameter(getQuery(id), pname, params)); } void Context::getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params) { handleError(GetQueryObjectParameter(getQuery(id), pname, params)); } Framebuffer *Context::getFramebuffer(GLuint handle) const { return mState.mFramebuffers->getFramebuffer(handle); } FenceNV *Context::getFenceNV(GLuint handle) { return mFenceNVMap.query(handle); } Query *Context::getQuery(GLuint handle, bool create, GLenum type) { if (!mQueryMap.contains(handle)) { return nullptr; } Query *query = mQueryMap.query(handle); if (!query && create) { query = new Query(mImplementation->createQuery(type), handle); query->addRef(); mQueryMap.assign(handle, query); } return query; } Query *Context::getQuery(GLuint handle) const { return mQueryMap.query(handle); } Texture *Context::getTargetTexture(GLenum target) const { ASSERT(ValidTextureTarget(this, target) || ValidTextureExternalTarget(this, target)); return mGLState.getTargetTexture(target); } Texture *Context::getSamplerTexture(unsigned int sampler, GLenum type) const { return mGLState.getSamplerTexture(sampler, type); } Compiler *Context::getCompiler() const { if (mCompiler.get() == nullptr) { mCompiler.set(this, new Compiler(mImplementation.get(), mState)); } return mCompiler.get(); } void Context::getBooleanvImpl(GLenum pname, GLboolean *params) { switch (pname) { case GL_SHADER_COMPILER: *params = GL_TRUE; break; case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break; default: mGLState.getBooleanv(pname, params); break; } } void Context::getFloatvImpl(GLenum pname, GLfloat *params) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. switch (pname) { case GL_ALIASED_LINE_WIDTH_RANGE: params[0] = mCaps.minAliasedLineWidth; params[1] = mCaps.maxAliasedLineWidth; break; case GL_ALIASED_POINT_SIZE_RANGE: params[0] = mCaps.minAliasedPointSize; params[1] = mCaps.maxAliasedPointSize; break; case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: ASSERT(mExtensions.textureFilterAnisotropic); *params = mExtensions.maxTextureAnisotropy; break; case GL_MAX_TEXTURE_LOD_BIAS: *params = mCaps.maxLODBias; break; case GL_PATH_MODELVIEW_MATRIX_CHROMIUM: case GL_PATH_PROJECTION_MATRIX_CHROMIUM: { ASSERT(mExtensions.pathRendering); const GLfloat *m = mGLState.getPathRenderingMatrix(pname); memcpy(params, m, 16 * sizeof(GLfloat)); } break; default: mGLState.getFloatv(pname, params); break; } } void Context::getIntegervImpl(GLenum pname, GLint *params) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. switch (pname) { case GL_MAX_VERTEX_ATTRIBS: *params = mCaps.maxVertexAttributes; break; case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mCaps.maxVertexUniformVectors; break; case GL_MAX_VERTEX_UNIFORM_COMPONENTS: *params = mCaps.maxVertexUniformComponents; break; case GL_MAX_VARYING_VECTORS: *params = mCaps.maxVaryingVectors; break; case GL_MAX_VARYING_COMPONENTS: *params = mCaps.maxVertexOutputComponents; break; case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mCaps.maxCombinedTextureImageUnits; break; case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mCaps.maxVertexTextureImageUnits; break; case GL_MAX_TEXTURE_IMAGE_UNITS: *params = mCaps.maxTextureImageUnits; break; case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mCaps.maxFragmentUniformVectors; break; case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = mCaps.maxFragmentUniformComponents; break; case GL_MAX_RENDERBUFFER_SIZE: *params = mCaps.maxRenderbufferSize; break; case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mCaps.maxColorAttachments; break; case GL_MAX_DRAW_BUFFERS_EXT: *params = mCaps.maxDrawBuffers; break; // case GL_FRAMEBUFFER_BINDING: // now equivalent to // GL_DRAW_FRAMEBUFFER_BINDING_ANGLE case GL_SUBPIXEL_BITS: *params = 4; break; case GL_MAX_TEXTURE_SIZE: *params = mCaps.max2DTextureSize; break; case GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE: *params = mCaps.maxRectangleTextureSize; break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = mCaps.maxCubeMapTextureSize; break; case GL_MAX_3D_TEXTURE_SIZE: *params = mCaps.max3DTextureSize; break; case GL_MAX_ARRAY_TEXTURE_LAYERS: *params = mCaps.maxArrayTextureLayers; break; case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: *params = mCaps.uniformBufferOffsetAlignment; break; case GL_MAX_UNIFORM_BUFFER_BINDINGS: *params = mCaps.maxUniformBufferBindings; break; case GL_MAX_VERTEX_UNIFORM_BLOCKS: *params = mCaps.maxVertexUniformBlocks; break; case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: *params = mCaps.maxFragmentUniformBlocks; break; case GL_MAX_COMBINED_UNIFORM_BLOCKS: *params = mCaps.maxCombinedTextureImageUnits; break; case GL_MAX_VERTEX_OUTPUT_COMPONENTS: *params = mCaps.maxVertexOutputComponents; break; case GL_MAX_FRAGMENT_INPUT_COMPONENTS: *params = mCaps.maxFragmentInputComponents; break; case GL_MIN_PROGRAM_TEXEL_OFFSET: *params = mCaps.minProgramTexelOffset; break; case GL_MAX_PROGRAM_TEXEL_OFFSET: *params = mCaps.maxProgramTexelOffset; break; case GL_MAJOR_VERSION: *params = getClientVersion().major; break; case GL_MINOR_VERSION: *params = getClientVersion().minor; break; case GL_MAX_ELEMENTS_INDICES: *params = mCaps.maxElementsIndices; break; case GL_MAX_ELEMENTS_VERTICES: *params = mCaps.maxElementsVertices; break; case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mCaps.maxTransformFeedbackInterleavedComponents; break; case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = mCaps.maxTransformFeedbackSeparateAttributes; break; case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: *params = mCaps.maxTransformFeedbackSeparateComponents; break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = static_cast(mCaps.compressedTextureFormats.size()); break; case GL_MAX_SAMPLES_ANGLE: *params = mCaps.maxSamples; break; case GL_MAX_VIEWPORT_DIMS: { params[0] = mCaps.maxViewportWidth; params[1] = mCaps.maxViewportHeight; } break; case GL_COMPRESSED_TEXTURE_FORMATS: std::copy(mCaps.compressedTextureFormats.begin(), mCaps.compressedTextureFormats.end(), params); break; case GL_RESET_NOTIFICATION_STRATEGY_EXT: *params = mResetStrategy; break; case GL_NUM_SHADER_BINARY_FORMATS: *params = static_cast(mCaps.shaderBinaryFormats.size()); break; case GL_SHADER_BINARY_FORMATS: std::copy(mCaps.shaderBinaryFormats.begin(), mCaps.shaderBinaryFormats.end(), params); break; case GL_NUM_PROGRAM_BINARY_FORMATS: *params = static_cast(mCaps.programBinaryFormats.size()); break; case GL_PROGRAM_BINARY_FORMATS: std::copy(mCaps.programBinaryFormats.begin(), mCaps.programBinaryFormats.end(), params); break; case GL_NUM_EXTENSIONS: *params = static_cast(mExtensionStrings.size()); break; // GL_KHR_debug case GL_MAX_DEBUG_MESSAGE_LENGTH: *params = mExtensions.maxDebugMessageLength; break; case GL_MAX_DEBUG_LOGGED_MESSAGES: *params = mExtensions.maxDebugLoggedMessages; break; case GL_MAX_DEBUG_GROUP_STACK_DEPTH: *params = mExtensions.maxDebugGroupStackDepth; break; case GL_MAX_LABEL_LENGTH: *params = mExtensions.maxLabelLength; break; // GL_ANGLE_multiview case GL_MAX_VIEWS_ANGLE: *params = mExtensions.maxViews; break; // GL_EXT_disjoint_timer_query case GL_GPU_DISJOINT_EXT: *params = mImplementation->getGPUDisjoint(); break; case GL_MAX_FRAMEBUFFER_WIDTH: *params = mCaps.maxFramebufferWidth; break; case GL_MAX_FRAMEBUFFER_HEIGHT: *params = mCaps.maxFramebufferHeight; break; case GL_MAX_FRAMEBUFFER_SAMPLES: *params = mCaps.maxFramebufferSamples; break; case GL_MAX_SAMPLE_MASK_WORDS: *params = mCaps.maxSampleMaskWords; break; case GL_MAX_COLOR_TEXTURE_SAMPLES: *params = mCaps.maxColorTextureSamples; break; case GL_MAX_DEPTH_TEXTURE_SAMPLES: *params = mCaps.maxDepthTextureSamples; break; case GL_MAX_INTEGER_SAMPLES: *params = mCaps.maxIntegerSamples; break; case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: *params = mCaps.maxVertexAttribRelativeOffset; break; case GL_MAX_VERTEX_ATTRIB_BINDINGS: *params = mCaps.maxVertexAttribBindings; break; case GL_MAX_VERTEX_ATTRIB_STRIDE: *params = mCaps.maxVertexAttribStride; break; case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS: *params = mCaps.maxVertexAtomicCounterBuffers; break; case GL_MAX_VERTEX_ATOMIC_COUNTERS: *params = mCaps.maxVertexAtomicCounters; break; case GL_MAX_VERTEX_IMAGE_UNIFORMS: *params = mCaps.maxVertexImageUniforms; break; case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: *params = mCaps.maxVertexShaderStorageBlocks; break; case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS: *params = mCaps.maxFragmentAtomicCounterBuffers; break; case GL_MAX_FRAGMENT_ATOMIC_COUNTERS: *params = mCaps.maxFragmentAtomicCounters; break; case GL_MAX_FRAGMENT_IMAGE_UNIFORMS: *params = mCaps.maxFragmentImageUniforms; break; case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: *params = mCaps.maxFragmentShaderStorageBlocks; break; case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: *params = mCaps.minProgramTextureGatherOffset; break; case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: *params = mCaps.maxProgramTextureGatherOffset; break; case GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: *params = mCaps.maxComputeWorkGroupInvocations; break; case GL_MAX_COMPUTE_UNIFORM_BLOCKS: *params = mCaps.maxComputeUniformBlocks; break; case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: *params = mCaps.maxComputeTextureImageUnits; break; case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: *params = mCaps.maxComputeSharedMemorySize; break; case GL_MAX_COMPUTE_UNIFORM_COMPONENTS: *params = mCaps.maxComputeUniformComponents; break; case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: *params = mCaps.maxComputeAtomicCounterBuffers; break; case GL_MAX_COMPUTE_ATOMIC_COUNTERS: *params = mCaps.maxComputeAtomicCounters; break; case GL_MAX_COMPUTE_IMAGE_UNIFORMS: *params = mCaps.maxComputeImageUniforms; break; case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: *params = mCaps.maxCombinedComputeUniformComponents; break; case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: *params = mCaps.maxComputeShaderStorageBlocks; break; case GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES: *params = mCaps.maxCombinedShaderOutputResources; break; case GL_MAX_UNIFORM_LOCATIONS: *params = mCaps.maxUniformLocations; break; case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: *params = mCaps.maxAtomicCounterBufferBindings; break; case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: *params = mCaps.maxAtomicCounterBufferSize; break; case GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS: *params = mCaps.maxCombinedAtomicCounterBuffers; break; case GL_MAX_COMBINED_ATOMIC_COUNTERS: *params = mCaps.maxCombinedAtomicCounters; break; case GL_MAX_IMAGE_UNITS: *params = mCaps.maxImageUnits; break; case GL_MAX_COMBINED_IMAGE_UNIFORMS: *params = mCaps.maxCombinedImageUniforms; break; case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: *params = mCaps.maxShaderStorageBufferBindings; break; case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: *params = mCaps.maxCombinedShaderStorageBlocks; break; case GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT: *params = mCaps.shaderStorageBufferOffsetAlignment; break; default: mGLState.getIntegerv(this, pname, params); break; } } void Context::getInteger64vImpl(GLenum pname, GLint64 *params) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. switch (pname) { case GL_MAX_ELEMENT_INDEX: *params = mCaps.maxElementIndex; break; case GL_MAX_UNIFORM_BLOCK_SIZE: *params = mCaps.maxUniformBlockSize; break; case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: *params = mCaps.maxCombinedVertexUniformComponents; break; case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: *params = mCaps.maxCombinedFragmentUniformComponents; break; case GL_MAX_SERVER_WAIT_TIMEOUT: *params = mCaps.maxServerWaitTimeout; break; // GL_EXT_disjoint_timer_query case GL_TIMESTAMP_EXT: *params = mImplementation->getTimestamp(); break; case GL_MAX_SHADER_STORAGE_BLOCK_SIZE: *params = mCaps.maxShaderStorageBlockSize; break; default: UNREACHABLE(); break; } } void Context::getPointerv(GLenum pname, void **params) const { mGLState.getPointerv(pname, params); } void Context::getIntegeri_v(GLenum target, GLuint index, GLint *data) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. GLenum nativeType; unsigned int numParams; bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams); ASSERT(queryStatus); if (nativeType == GL_INT) { switch (target) { case GL_MAX_COMPUTE_WORK_GROUP_COUNT: ASSERT(index < 3u); *data = mCaps.maxComputeWorkGroupCount[index]; break; case GL_MAX_COMPUTE_WORK_GROUP_SIZE: ASSERT(index < 3u); *data = mCaps.maxComputeWorkGroupSize[index]; break; default: mGLState.getIntegeri_v(target, index, data); } } else { CastIndexedStateValues(this, nativeType, target, index, numParams, data); } } void Context::getInteger64i_v(GLenum target, GLuint index, GLint64 *data) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. GLenum nativeType; unsigned int numParams; bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams); ASSERT(queryStatus); if (nativeType == GL_INT_64_ANGLEX) { mGLState.getInteger64i_v(target, index, data); } else { CastIndexedStateValues(this, nativeType, target, index, numParams, data); } } void Context::getBooleani_v(GLenum target, GLuint index, GLboolean *data) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. GLenum nativeType; unsigned int numParams; bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams); ASSERT(queryStatus); if (nativeType == GL_BOOL) { mGLState.getBooleani_v(target, index, data); } else { CastIndexedStateValues(this, nativeType, target, index, numParams, data); } } void Context::getBufferParameteriv(BufferBinding target, GLenum pname, GLint *params) { Buffer *buffer = mGLState.getTargetBuffer(target); QueryBufferParameteriv(buffer, pname, params); } void Context::getFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) { const Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); QueryFramebufferAttachmentParameteriv(framebuffer, attachment, pname, params); } void Context::getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) { Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer(); QueryRenderbufferiv(this, renderbuffer, pname, params); } void Context::getTexParameterfv(GLenum target, GLenum pname, GLfloat *params) { Texture *texture = getTargetTexture(target); QueryTexParameterfv(texture, pname, params); } void Context::getTexParameteriv(GLenum target, GLenum pname, GLint *params) { Texture *texture = getTargetTexture(target); QueryTexParameteriv(texture, pname, params); } void Context::getTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) { Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); QueryTexLevelParameteriv(texture, target, level, pname, params); } void Context::getTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) { Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); QueryTexLevelParameterfv(texture, target, level, pname, params); } void Context::texParameterf(GLenum target, GLenum pname, GLfloat param) { Texture *texture = getTargetTexture(target); SetTexParameterf(this, texture, pname, param); onTextureChange(texture); } void Context::texParameterfv(GLenum target, GLenum pname, const GLfloat *params) { Texture *texture = getTargetTexture(target); SetTexParameterfv(this, texture, pname, params); onTextureChange(texture); } void Context::texParameteri(GLenum target, GLenum pname, GLint param) { Texture *texture = getTargetTexture(target); SetTexParameteri(this, texture, pname, param); onTextureChange(texture); } void Context::texParameteriv(GLenum target, GLenum pname, const GLint *params) { Texture *texture = getTargetTexture(target); SetTexParameteriv(this, texture, pname, params); onTextureChange(texture); } void Context::drawArrays(GLenum mode, GLint first, GLsizei count) { ANGLE_CONTEXT_TRY(prepareForDraw()); ANGLE_CONTEXT_TRY(mImplementation->drawArrays(this, mode, first, count)); MarkTransformFeedbackBufferUsage(mGLState.getCurrentTransformFeedback()); } void Context::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) { ANGLE_CONTEXT_TRY(prepareForDraw()); ANGLE_CONTEXT_TRY( mImplementation->drawArraysInstanced(this, mode, first, count, instanceCount)); MarkTransformFeedbackBufferUsage(mGLState.getCurrentTransformFeedback()); } void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) { ANGLE_CONTEXT_TRY(prepareForDraw()); ANGLE_CONTEXT_TRY(mImplementation->drawElements(this, mode, count, type, indices)); } void Context::drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instances) { ANGLE_CONTEXT_TRY(prepareForDraw()); ANGLE_CONTEXT_TRY( mImplementation->drawElementsInstanced(this, mode, count, type, indices, instances)); } void Context::drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) { ANGLE_CONTEXT_TRY(prepareForDraw()); ANGLE_CONTEXT_TRY( mImplementation->drawRangeElements(this, mode, start, end, count, type, indices)); } void Context::drawArraysIndirect(GLenum mode, const void *indirect) { ANGLE_CONTEXT_TRY(prepareForDraw()); ANGLE_CONTEXT_TRY(mImplementation->drawArraysIndirect(this, mode, indirect)); } void Context::drawElementsIndirect(GLenum mode, GLenum type, const void *indirect) { ANGLE_CONTEXT_TRY(prepareForDraw()); ANGLE_CONTEXT_TRY(mImplementation->drawElementsIndirect(this, mode, type, indirect)); } void Context::flush() { handleError(mImplementation->flush(this)); } void Context::finish() { handleError(mImplementation->finish(this)); } void Context::insertEventMarker(GLsizei length, const char *marker) { ASSERT(mImplementation); mImplementation->insertEventMarker(length, marker); } void Context::pushGroupMarker(GLsizei length, const char *marker) { ASSERT(mImplementation); mImplementation->pushGroupMarker(length, marker); } void Context::popGroupMarker() { ASSERT(mImplementation); mImplementation->popGroupMarker(); } void Context::bindUniformLocation(GLuint program, GLint location, const GLchar *name) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->bindUniformLocation(location, name); } void Context::setCoverageModulation(GLenum components) { mGLState.setCoverageModulation(components); } void Context::loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix) { mGLState.loadPathRenderingMatrix(matrixMode, matrix); } void Context::loadPathRenderingIdentityMatrix(GLenum matrixMode) { GLfloat I[16]; angle::Matrix::setToIdentity(I); mGLState.loadPathRenderingMatrix(matrixMode, I); } void Context::stencilFillPath(GLuint path, GLenum fillMode, GLuint mask) { const auto *pathObj = mState.mPaths->getPath(path); if (!pathObj) return; // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->stencilFillPath(pathObj, fillMode, mask); } void Context::stencilStrokePath(GLuint path, GLint reference, GLuint mask) { const auto *pathObj = mState.mPaths->getPath(path); if (!pathObj) return; // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->stencilStrokePath(pathObj, reference, mask); } void Context::coverFillPath(GLuint path, GLenum coverMode) { const auto *pathObj = mState.mPaths->getPath(path); if (!pathObj) return; // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->coverFillPath(pathObj, coverMode); } void Context::coverStrokePath(GLuint path, GLenum coverMode) { const auto *pathObj = mState.mPaths->getPath(path); if (!pathObj) return; // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->coverStrokePath(pathObj, coverMode); } void Context::stencilThenCoverFillPath(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode) { const auto *pathObj = mState.mPaths->getPath(path); if (!pathObj) return; // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->stencilThenCoverFillPath(pathObj, fillMode, mask, coverMode); } void Context::stencilThenCoverStrokePath(GLuint path, GLint reference, GLuint mask, GLenum coverMode) { const auto *pathObj = mState.mPaths->getPath(path); if (!pathObj) return; // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->stencilThenCoverStrokePath(pathObj, reference, mask, coverMode); } void Context::coverFillPathInstanced(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues) { const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->coverFillPathInstanced(pathObjects, coverMode, transformType, transformValues); } void Context::coverStrokePathInstanced(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues) { const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->coverStrokePathInstanced(pathObjects, coverMode, transformType, transformValues); } void Context::stencilFillPathInstanced(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues) { const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->stencilFillPathInstanced(pathObjects, fillMode, mask, transformType, transformValues); } void Context::stencilStrokePathInstanced(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues) { const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->stencilStrokePathInstanced(pathObjects, reference, mask, transformType, transformValues); } void Context::stencilThenCoverFillPathInstanced(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues) { const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->stencilThenCoverFillPathInstanced(pathObjects, coverMode, fillMode, mask, transformType, transformValues); } void Context::stencilThenCoverStrokePathInstanced(GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues) { const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase); // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering? syncRendererState(); mImplementation->stencilThenCoverStrokePathInstanced(pathObjects, coverMode, reference, mask, transformType, transformValues); } void Context::bindFragmentInputLocation(GLuint program, GLint location, const GLchar *name) { auto *programObject = getProgram(program); programObject->bindFragmentInputLocation(location, name); } void Context::programPathFragmentInputGen(GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs) { auto *programObject = getProgram(program); programObject->pathFragmentInputGen(this, location, genMode, components, coeffs); } GLuint Context::getProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name) { const auto *programObject = getProgram(program); return QueryProgramResourceIndex(programObject, programInterface, name); } void Context::getProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) { const auto *programObject = getProgram(program); QueryProgramResourceName(programObject, programInterface, index, bufSize, length, name); } GLint Context::getProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name) { const auto *programObject = getProgram(program); return QueryProgramResourceLocation(programObject, programInterface, name); } void Context::getProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params) { const auto *programObject = getProgram(program); QueryProgramResourceiv(programObject, programInterface, index, propCount, props, bufSize, length, params); } void Context::getProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params) { const auto *programObject = getProgram(program); QueryProgramInterfaceiv(programObject, programInterface, pname, params); } void Context::handleError(const Error &error) { if (error.isError()) { GLenum code = error.getCode(); mErrors.insert(code); if (code == GL_OUT_OF_MEMORY && getWorkarounds().loseContextOnOutOfMemory) { markContextLost(); } ASSERT(!error.getMessage().empty()); mGLState.getDebug().insertMessage(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, error.getID(), GL_DEBUG_SEVERITY_HIGH, error.getMessage()); } } // Get one of the recorded errors and clear its flag, if any. // [OpenGL ES 2.0.24] section 2.5 page 13. GLenum Context::getError() { if (mErrors.empty()) { return GL_NO_ERROR; } else { GLenum error = *mErrors.begin(); mErrors.erase(mErrors.begin()); return error; } } // NOTE: this function should not assume that this context is current! void Context::markContextLost() { if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT) { mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT; mContextLostForced = true; } mContextLost = true; } bool Context::isContextLost() { return mContextLost; } GLenum Context::getResetStatus() { // Even if the application doesn't want to know about resets, we want to know // as it will allow us to skip all the calls. if (mResetStrategy == GL_NO_RESET_NOTIFICATION_EXT) { if (!mContextLost && mImplementation->getResetStatus() != GL_NO_ERROR) { mContextLost = true; } // EXT_robustness, section 2.6: If the reset notification behavior is // NO_RESET_NOTIFICATION_EXT, then the implementation will never deliver notification of // reset events, and GetGraphicsResetStatusEXT will always return NO_ERROR. return GL_NO_ERROR; } // The GL_EXT_robustness spec says that if a reset is encountered, a reset // status should be returned at least once, and GL_NO_ERROR should be returned // once the device has finished resetting. if (!mContextLost) { ASSERT(mResetStatus == GL_NO_ERROR); mResetStatus = mImplementation->getResetStatus(); if (mResetStatus != GL_NO_ERROR) { mContextLost = true; } } else if (!mContextLostForced && mResetStatus != GL_NO_ERROR) { // If markContextLost was used to mark the context lost then // assume that is not recoverable, and continue to report the // lost reset status for the lifetime of this context. mResetStatus = mImplementation->getResetStatus(); } return mResetStatus; } bool Context::isResetNotificationEnabled() { return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); } const egl::Config *Context::getConfig() const { return mConfig; } EGLenum Context::getClientType() const { return mClientType; } EGLenum Context::getRenderBuffer() const { const Framebuffer *framebuffer = mState.mFramebuffers->getFramebuffer(0); if (framebuffer == nullptr) { return EGL_NONE; } const FramebufferAttachment *backAttachment = framebuffer->getAttachment(GL_BACK); ASSERT(backAttachment != nullptr); return backAttachment->getSurface()->getRenderBuffer(); } VertexArray *Context::checkVertexArrayAllocation(GLuint vertexArrayHandle) { // Only called after a prior call to Gen. VertexArray *vertexArray = getVertexArray(vertexArrayHandle); if (!vertexArray) { vertexArray = new VertexArray(mImplementation.get(), vertexArrayHandle, mCaps.maxVertexAttributes, mCaps.maxVertexAttribBindings); mVertexArrayMap.assign(vertexArrayHandle, vertexArray); } return vertexArray; } TransformFeedback *Context::checkTransformFeedbackAllocation(GLuint transformFeedbackHandle) { // Only called after a prior call to Gen. TransformFeedback *transformFeedback = getTransformFeedback(transformFeedbackHandle); if (!transformFeedback) { transformFeedback = new TransformFeedback(mImplementation.get(), transformFeedbackHandle, mCaps); transformFeedback->addRef(); mTransformFeedbackMap.assign(transformFeedbackHandle, transformFeedback); } return transformFeedback; } bool Context::isVertexArrayGenerated(GLuint vertexArray) { ASSERT(mVertexArrayMap.contains(0)); return mVertexArrayMap.contains(vertexArray); } bool Context::isTransformFeedbackGenerated(GLuint transformFeedback) { ASSERT(mTransformFeedbackMap.contains(0)); return mTransformFeedbackMap.contains(transformFeedback); } void Context::detachTexture(GLuint texture) { // Simple pass-through to State's detachTexture method, as textures do not require // allocation map management either here or in the resource manager at detach time. // Zero textures are held by the Context, and we don't attempt to request them from // the State. mGLState.detachTexture(this, mZeroTextures, texture); } void Context::detachBuffer(GLuint buffer) { // Simple pass-through to State's detachBuffer method, since // only buffer attachments to container objects that are bound to the current context // should be detached. And all those are available in State. // [OpenGL ES 3.2] section 5.1.2 page 45: // Attachments to unbound container objects, such as // deletion of a buffer attached to a vertex array object which is not bound to the context, // are not affected and continue to act as references on the deleted object mGLState.detachBuffer(this, buffer); } void Context::detachFramebuffer(GLuint framebuffer) { // Framebuffer detachment is handled by Context, because 0 is a valid // Framebuffer object, and a pointer to it must be passed from Context // to State at binding time. // [OpenGL ES 2.0.24] section 4.4 page 107: // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as // though BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of // zero. if (mGLState.removeReadFramebufferBinding(framebuffer) && framebuffer != 0) { bindReadFramebuffer(0); } if (mGLState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0) { bindDrawFramebuffer(0); } } void Context::detachRenderbuffer(GLuint renderbuffer) { mGLState.detachRenderbuffer(this, renderbuffer); } void Context::detachVertexArray(GLuint vertexArray) { // Vertex array detachment is handled by Context, because 0 is a valid // VAO, and a pointer to it must be passed from Context to State at // binding time. // [OpenGL ES 3.0.2] section 2.10 page 43: // If a vertex array object that is currently bound is deleted, the binding // for that object reverts to zero and the default vertex array becomes current. if (mGLState.removeVertexArrayBinding(vertexArray)) { bindVertexArray(0); } } void Context::detachTransformFeedback(GLuint transformFeedback) { // Transform feedback detachment is handled by Context, because 0 is a valid // transform feedback, and a pointer to it must be passed from Context to State at // binding time. // The OpenGL specification doesn't mention what should happen when the currently bound // transform feedback object is deleted. Since it is a container object, we treat it like // VAOs and FBOs and set the current bound transform feedback back to 0. if (mGLState.removeTransformFeedbackBinding(this, transformFeedback)) { bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); } } void Context::detachSampler(GLuint sampler) { mGLState.detachSampler(this, sampler); } void Context::detachProgramPipeline(GLuint pipeline) { mGLState.detachProgramPipeline(this, pipeline); } void Context::vertexAttribDivisor(GLuint index, GLuint divisor) { mGLState.setVertexAttribDivisor(this, index, divisor); } void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) { Sampler *samplerObject = mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); SetSamplerParameteri(samplerObject, pname, param); mGLState.setObjectDirty(GL_SAMPLER); } void Context::samplerParameteriv(GLuint sampler, GLenum pname, const GLint *param) { Sampler *samplerObject = mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); SetSamplerParameteriv(samplerObject, pname, param); mGLState.setObjectDirty(GL_SAMPLER); } void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { Sampler *samplerObject = mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); SetSamplerParameterf(samplerObject, pname, param); mGLState.setObjectDirty(GL_SAMPLER); } void Context::samplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param) { Sampler *samplerObject = mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); SetSamplerParameterfv(samplerObject, pname, param); mGLState.setObjectDirty(GL_SAMPLER); } void Context::getSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params) { const Sampler *samplerObject = mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); QuerySamplerParameteriv(samplerObject, pname, params); mGLState.setObjectDirty(GL_SAMPLER); } void Context::getSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params) { const Sampler *samplerObject = mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler); QuerySamplerParameterfv(samplerObject, pname, params); mGLState.setObjectDirty(GL_SAMPLER); } void Context::programParameteri(GLuint program, GLenum pname, GLint value) { gl::Program *programObject = getProgram(program); SetProgramParameteri(programObject, pname, value); } void Context::initRendererString() { std::ostringstream rendererString; rendererString << "ANGLE ("; rendererString << mImplementation->getRendererDescription(); rendererString << ")"; mRendererString = MakeStaticString(rendererString.str()); } void Context::initVersionStrings() { const Version &clientVersion = getClientVersion(); std::ostringstream versionString; versionString << "OpenGL ES " << clientVersion.major << "." << clientVersion.minor << " (ANGLE " << ANGLE_VERSION_STRING << ")"; mVersionString = MakeStaticString(versionString.str()); std::ostringstream shadingLanguageVersionString; shadingLanguageVersionString << "OpenGL ES GLSL ES " << (clientVersion.major == 2 ? 1 : clientVersion.major) << "." << clientVersion.minor << "0 (ANGLE " << ANGLE_VERSION_STRING << ")"; mShadingLanguageString = MakeStaticString(shadingLanguageVersionString.str()); } void Context::initExtensionStrings() { auto mergeExtensionStrings = [](const std::vector &strings) { std::ostringstream combinedStringStream; std::copy(strings.begin(), strings.end(), std::ostream_iterator(combinedStringStream, " ")); return MakeStaticString(combinedStringStream.str()); }; mExtensionStrings.clear(); for (const auto &extensionString : mExtensions.getStrings()) { mExtensionStrings.push_back(MakeStaticString(extensionString)); } mExtensionString = mergeExtensionStrings(mExtensionStrings); const gl::Extensions &nativeExtensions = mImplementation->getNativeExtensions(); mRequestableExtensionStrings.clear(); for (const auto &extensionInfo : GetExtensionInfoMap()) { if (extensionInfo.second.Requestable && !(mExtensions.*(extensionInfo.second.ExtensionsMember)) && nativeExtensions.*(extensionInfo.second.ExtensionsMember)) { mRequestableExtensionStrings.push_back(MakeStaticString(extensionInfo.first)); } } mRequestableExtensionString = mergeExtensionStrings(mRequestableExtensionStrings); } const GLubyte *Context::getString(GLenum name) const { switch (name) { case GL_VENDOR: return reinterpret_cast("Google Inc."); case GL_RENDERER: return reinterpret_cast(mRendererString); case GL_VERSION: return reinterpret_cast(mVersionString); case GL_SHADING_LANGUAGE_VERSION: return reinterpret_cast(mShadingLanguageString); case GL_EXTENSIONS: return reinterpret_cast(mExtensionString); case GL_REQUESTABLE_EXTENSIONS_ANGLE: return reinterpret_cast(mRequestableExtensionString); default: UNREACHABLE(); return nullptr; } } const GLubyte *Context::getStringi(GLenum name, GLuint index) const { switch (name) { case GL_EXTENSIONS: return reinterpret_cast(mExtensionStrings[index]); case GL_REQUESTABLE_EXTENSIONS_ANGLE: return reinterpret_cast(mRequestableExtensionStrings[index]); default: UNREACHABLE(); return nullptr; } } size_t Context::getExtensionStringCount() const { return mExtensionStrings.size(); } bool Context::isExtensionRequestable(const char *name) { const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap(); auto extension = extensionInfos.find(name); const Extensions &nativeExtensions = mImplementation->getNativeExtensions(); return extension != extensionInfos.end() && extension->second.Requestable && nativeExtensions.*(extension->second.ExtensionsMember); } void Context::requestExtension(const char *name) { const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap(); ASSERT(extensionInfos.find(name) != extensionInfos.end()); const auto &extension = extensionInfos.at(name); ASSERT(extension.Requestable); ASSERT(mImplementation->getNativeExtensions().*(extension.ExtensionsMember)); if (mExtensions.*(extension.ExtensionsMember)) { // Extension already enabled return; } mExtensions.*(extension.ExtensionsMember) = true; updateCaps(); initExtensionStrings(); // Release the shader compiler so it will be re-created with the requested extensions enabled. releaseShaderCompiler(); // Invalidate all textures and framebuffer. Some extensions make new formats renderable or // sampleable. mState.mTextures->signalAllTexturesDirty(); for (auto &zeroTexture : mZeroTextures) { zeroTexture.second->signalDirty(InitState::Initialized); } mState.mFramebuffers->invalidateFramebufferComplenessCache(); } size_t Context::getRequestableExtensionStringCount() const { return mRequestableExtensionStrings.size(); } void Context::beginTransformFeedback(GLenum primitiveMode) { TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback(); ASSERT(transformFeedback != nullptr); ASSERT(!transformFeedback->isPaused()); transformFeedback->begin(this, primitiveMode, mGLState.getProgram()); } bool Context::hasActiveTransformFeedback(GLuint program) const { for (auto pair : mTransformFeedbackMap) { if (pair.second != nullptr && pair.second->hasBoundProgram(program)) { return true; } } return false; } void Context::initCaps(const egl::DisplayExtensions &displayExtensions, bool robustResourceInit) { mCaps = mImplementation->getNativeCaps(); mExtensions = mImplementation->getNativeExtensions(); mLimitations = mImplementation->getNativeLimitations(); if (getClientVersion() < Version(3, 0)) { // Disable ES3+ extensions mExtensions.colorBufferFloat = false; mExtensions.eglImageExternalEssl3 = false; mExtensions.textureNorm16 = false; mExtensions.multiview = false; mExtensions.maxViews = 1u; } if (getClientVersion() < ES_3_1) { // Disable ES3.1+ extensions mExtensions.geometryShader = false; } if (getClientVersion() > Version(2, 0)) { // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts // mExtensions.sRGB = false; } // Some extensions are always available because they are implemented in the GL layer. mExtensions.bindUniformLocation = true; mExtensions.vertexArrayObject = true; mExtensions.bindGeneratesResource = true; mExtensions.clientArrays = true; mExtensions.requestExtension = true; // Enable the no error extension if the context was created with the flag. mExtensions.noError = mSkipValidation; // Enable surfaceless to advertise we'll have the correct behavior when there is no default FBO mExtensions.surfacelessContext = displayExtensions.surfacelessContext; // Explicitly enable GL_KHR_debug mExtensions.debug = true; mExtensions.maxDebugMessageLength = 1024; mExtensions.maxDebugLoggedMessages = 1024; mExtensions.maxDebugGroupStackDepth = 1024; mExtensions.maxLabelLength = 1024; // Explicitly enable GL_ANGLE_robust_client_memory mExtensions.robustClientMemory = true; // Determine robust resource init availability from EGL. mExtensions.robustResourceInitialization = robustResourceInit; // mExtensions.robustBufferAccessBehavior is true only if robust access is true and the backend // supports it. mExtensions.robustBufferAccessBehavior = mRobustAccess && mExtensions.robustBufferAccessBehavior; // Enable the cache control query unconditionally. mExtensions.programCacheControl = true; // Apply implementation limits LimitCap(&mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS); if (getClientVersion() < ES_3_1) { mCaps.maxVertexAttribBindings = mCaps.maxVertexAttributes; } else { LimitCap(&mCaps.maxVertexAttribBindings, MAX_VERTEX_ATTRIB_BINDINGS); } LimitCap(&mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS); LimitCap(&mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); LimitCap(&mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); // Limit textures as well, so we can use fast bitsets with texture bindings. LimitCap(&mCaps.maxCombinedTextureImageUnits, IMPLEMENTATION_MAX_ACTIVE_TEXTURES); LimitCap(&mCaps.maxVertexTextureImageUnits, IMPLEMENTATION_MAX_ACTIVE_TEXTURES / 2); LimitCap(&mCaps.maxTextureImageUnits, IMPLEMENTATION_MAX_ACTIVE_TEXTURES / 2); mCaps.maxSampleMaskWords = std::min(mCaps.maxSampleMaskWords, MAX_SAMPLE_MASK_WORDS); // WebGL compatibility mExtensions.webglCompatibility = mWebGLContext; for (const auto &extensionInfo : GetExtensionInfoMap()) { // If this context is for WebGL, disable all enableable extensions if (mWebGLContext && extensionInfo.second.Requestable) { mExtensions.*(extensionInfo.second.ExtensionsMember) = false; } } // Generate texture caps updateCaps(); } void Context::updateCaps() { mCaps.compressedTextureFormats.clear(); mTextureCaps.clear(); for (GLenum sizedInternalFormat : GetAllSizedInternalFormats()) { TextureCaps formatCaps = mImplementation->getNativeTextureCaps().get(sizedInternalFormat); const InternalFormat &formatInfo = GetSizedInternalFormatInfo(sizedInternalFormat); // Update the format caps based on the client version and extensions. // Caps are AND'd with the renderer caps because some core formats are still unsupported in // ES3. formatCaps.texturable = formatCaps.texturable && formatInfo.textureSupport(getClientVersion(), mExtensions); formatCaps.renderable = formatCaps.renderable && formatInfo.renderSupport(getClientVersion(), mExtensions); formatCaps.filterable = formatCaps.filterable && formatInfo.filterSupport(getClientVersion(), mExtensions); // OpenGL ES does not support multisampling with non-rendererable formats // OpenGL ES 3.0 or prior does not support multisampling with integer formats if (!formatCaps.renderable || (getClientVersion() < ES_3_1 && (formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT))) { formatCaps.sampleCounts.clear(); } else { // We may have limited the max samples for some required renderbuffer formats due to // non-conformant formats. In this case MAX_SAMPLES needs to be lowered accordingly. GLuint formatMaxSamples = formatCaps.getMaxSamples(); // GLES 3.0.5 section 4.4.2.2: "Implementations must support creation of renderbuffers // in these required formats with up to the value of MAX_SAMPLES multisamples, with the // exception of signed and unsigned integer formats." if (formatInfo.componentType != GL_INT && formatInfo.componentType != GL_UNSIGNED_INT && formatInfo.isRequiredRenderbufferFormat(getClientVersion())) { ASSERT(getClientVersion() < ES_3_0 || formatMaxSamples >= 4); mCaps.maxSamples = std::min(mCaps.maxSamples, formatMaxSamples); } // Handle GLES 3.1 MAX_*_SAMPLES values similarly to MAX_SAMPLES. if (getClientVersion() >= ES_3_1) { // GLES 3.1 section 9.2.5: "Implementations must support creation of renderbuffers // in these required formats with up to the value of MAX_SAMPLES multisamples, with // the exception that the signed and unsigned integer formats are required only to // support creation of renderbuffers with up to the value of MAX_INTEGER_SAMPLES // multisamples, which must be at least one." if (formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT) { mCaps.maxIntegerSamples = std::min(mCaps.maxIntegerSamples, formatMaxSamples); } // GLES 3.1 section 19.3.1. if (formatCaps.texturable) { if (formatInfo.depthBits > 0) { mCaps.maxDepthTextureSamples = std::min(mCaps.maxDepthTextureSamples, formatMaxSamples); } else if (formatInfo.redBits > 0) { mCaps.maxColorTextureSamples = std::min(mCaps.maxColorTextureSamples, formatMaxSamples); } } } } if (formatCaps.texturable && formatInfo.compressed) { mCaps.compressedTextureFormats.push_back(sizedInternalFormat); } mTextureCaps.insert(sizedInternalFormat, formatCaps); } // If program binary is disabled, blank out the memory cache pointer. if (!mImplementation->getNativeExtensions().getProgramBinary) { mMemoryProgramCache = nullptr; } } void Context::initWorkarounds() { // Apply back-end workarounds. mImplementation->applyNativeWorkarounds(&mWorkarounds); // Lose the context upon out of memory error if the application is // expecting to watch for those events. mWorkarounds.loseContextOnOutOfMemory = (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); } Error Context::prepareForDraw() { syncRendererState(); if (isRobustResourceInitEnabled()) { ANGLE_TRY(mGLState.clearUnclearedActiveTextures(this)); ANGLE_TRY(mGLState.getDrawFramebuffer()->ensureDrawAttachmentsInitialized(this)); } return NoError(); } void Context::syncRendererState() { mGLState.syncDirtyObjects(this); const State::DirtyBits &dirtyBits = mGLState.getDirtyBits(); mImplementation->syncState(this, dirtyBits); mGLState.clearDirtyBits(); } void Context::syncRendererState(const State::DirtyBits &bitMask, const State::DirtyObjects &objectMask) { mGLState.syncDirtyObjects(this, objectMask); const State::DirtyBits &dirtyBits = (mGLState.getDirtyBits() & bitMask); mImplementation->syncState(this, dirtyBits); mGLState.clearDirtyBits(dirtyBits); } void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { Framebuffer *drawFramebuffer = mGLState.getDrawFramebuffer(); ASSERT(drawFramebuffer); Rectangle srcArea(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0); Rectangle dstArea(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0); syncStateForBlit(); handleError(drawFramebuffer->blit(this, srcArea, dstArea, mask, filter)); } void Context::clear(GLbitfield mask) { syncStateForClear(); handleError(mGLState.getDrawFramebuffer()->clear(this, mask)); } void Context::clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *values) { syncStateForClear(); handleError(mGLState.getDrawFramebuffer()->clearBufferfv(this, buffer, drawbuffer, values)); } void Context::clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *values) { syncStateForClear(); handleError(mGLState.getDrawFramebuffer()->clearBufferuiv(this, buffer, drawbuffer, values)); } void Context::clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *values) { syncStateForClear(); handleError(mGLState.getDrawFramebuffer()->clearBufferiv(this, buffer, drawbuffer, values)); } void Context::clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { Framebuffer *framebufferObject = mGLState.getDrawFramebuffer(); ASSERT(framebufferObject); // If a buffer is not present, the clear has no effect if (framebufferObject->getDepthbuffer() == nullptr && framebufferObject->getStencilbuffer() == nullptr) { return; } syncStateForClear(); handleError(framebufferObject->clearBufferfi(this, buffer, drawbuffer, depth, stencil)); } void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) { if (width == 0 || height == 0) { return; } syncStateForReadPixels(); Framebuffer *readFBO = mGLState.getReadFramebuffer(); ASSERT(readFBO); Rectangle area(x, y, width, height); handleError(readFBO->readPixels(this, area, format, type, pixels)); } void Context::copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { // Only sync the read FBO mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER); Rectangle sourceArea(x, y, width, height); Framebuffer *framebuffer = mGLState.getReadFramebuffer(); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); handleError(texture->copyImage(this, target, level, sourceArea, internalformat, framebuffer)); } void Context::copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { if (width == 0 || height == 0) { return; } // Only sync the read FBO mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER); Offset destOffset(xoffset, yoffset, 0); Rectangle sourceArea(x, y, width, height); Framebuffer *framebuffer = mGLState.getReadFramebuffer(); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); handleError(texture->copySubImage(this, target, level, destOffset, sourceArea, framebuffer)); } void Context::copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { if (width == 0 || height == 0) { return; } // Only sync the read FBO mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER); Offset destOffset(xoffset, yoffset, zoffset); Rectangle sourceArea(x, y, width, height); Framebuffer *framebuffer = mGLState.getReadFramebuffer(); Texture *texture = getTargetTexture(target); handleError(texture->copySubImage(this, target, level, destOffset, sourceArea, framebuffer)); } void Context::framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (texture != 0) { Texture *textureObj = getTexture(texture); ImageIndex index = ImageIndex::MakeInvalid(); if (textarget == GL_TEXTURE_2D) { index = ImageIndex::Make2D(level); } else if (textarget == GL_TEXTURE_RECTANGLE_ANGLE) { index = ImageIndex::MakeRectangle(level); } else if (textarget == GL_TEXTURE_2D_MULTISAMPLE) { ASSERT(level == 0); index = ImageIndex::Make2DMultisample(); } else { ASSERT(IsCubeMapTextureTarget(textarget)); index = ImageIndex::MakeCube(textarget, level); } framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObj); } else { framebuffer->resetAttachment(this, attachment); } mGLState.setObjectDirty(target); } void Context::framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (renderbuffer != 0) { Renderbuffer *renderbufferObject = getRenderbuffer(renderbuffer); framebuffer->setAttachment(this, GL_RENDERBUFFER, attachment, gl::ImageIndex::MakeInvalid(), renderbufferObject); } else { framebuffer->resetAttachment(this, attachment); } mGLState.setObjectDirty(target); } void Context::framebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (texture != 0) { Texture *textureObject = getTexture(texture); ImageIndex index = ImageIndex::MakeInvalid(); if (textureObject->getTarget() == GL_TEXTURE_3D) { index = ImageIndex::Make3D(level, layer); } else { ASSERT(textureObject->getTarget() == GL_TEXTURE_2D_ARRAY); index = ImageIndex::Make2DArray(level, layer); } framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObject); } else { framebuffer->resetAttachment(this, attachment); } mGLState.setObjectDirty(target); } void Context::framebufferTextureMultiviewLayeredANGLE(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews) { Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (texture != 0) { Texture *textureObj = getTexture(texture); ImageIndex index = ImageIndex::Make2DArrayRange(level, baseViewIndex, numViews); framebuffer->setAttachmentMultiviewLayered(this, GL_TEXTURE, attachment, index, textureObj, numViews, baseViewIndex); } else { framebuffer->resetAttachment(this, attachment); } mGLState.setObjectDirty(target); } void Context::framebufferTextureMultiviewSideBySideANGLE(GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei numViews, const GLint *viewportOffsets) { Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (texture != 0) { Texture *textureObj = getTexture(texture); ImageIndex index = ImageIndex::Make2D(level); framebuffer->setAttachmentMultiviewSideBySide(this, GL_TEXTURE, attachment, index, textureObj, numViews, viewportOffsets); } else { framebuffer->resetAttachment(this, attachment); } mGLState.setObjectDirty(target); } void Context::drawBuffers(GLsizei n, const GLenum *bufs) { Framebuffer *framebuffer = mGLState.getDrawFramebuffer(); ASSERT(framebuffer); framebuffer->setDrawBuffers(n, bufs); mGLState.setObjectDirty(GL_DRAW_FRAMEBUFFER); } void Context::readBuffer(GLenum mode) { Framebuffer *readFBO = mGLState.getReadFramebuffer(); readFBO->setReadBuffer(mode); mGLState.setObjectDirty(GL_READ_FRAMEBUFFER); } void Context::discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments) { // Only sync the FBO mGLState.syncDirtyObject(this, target); Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); // The specification isn't clear what should be done when the framebuffer isn't complete. // We leave it up to the framebuffer implementation to decide what to do. handleError(framebuffer->discard(this, numAttachments, attachments)); } void Context::invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments) { // Only sync the FBO mGLState.syncDirtyObject(this, target); Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (framebuffer->checkStatus(this) != GL_FRAMEBUFFER_COMPLETE) { return; } handleError(framebuffer->invalidate(this, numAttachments, attachments)); } void Context::invalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) { // Only sync the FBO mGLState.syncDirtyObject(this, target); Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); if (framebuffer->checkStatus(this) != GL_FRAMEBUFFER_COMPLETE) { return; } Rectangle area(x, y, width, height); handleError(framebuffer->invalidateSub(this, numAttachments, attachments, area)); } void Context::texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) { syncStateForTexImage(); Extents size(width, height, 1); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); handleError(texture->setImage(this, mGLState.getUnpackState(), target, level, internalformat, size, format, type, reinterpret_cast(pixels))); } void Context::texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels) { syncStateForTexImage(); Extents size(width, height, depth); Texture *texture = getTargetTexture(target); handleError(texture->setImage(this, mGLState.getUnpackState(), target, level, internalformat, size, format, type, reinterpret_cast(pixels))); } void Context::texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { // Zero sized uploads are valid but no-ops if (width == 0 || height == 0) { return; } syncStateForTexImage(); Box area(xoffset, yoffset, 0, width, height, 1); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); handleError(texture->setSubImage(this, mGLState.getUnpackState(), target, level, area, format, type, reinterpret_cast(pixels))); } void Context::texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) { // Zero sized uploads are valid but no-ops if (width == 0 || height == 0 || depth == 0) { return; } syncStateForTexImage(); Box area(xoffset, yoffset, zoffset, width, height, depth); Texture *texture = getTargetTexture(target); handleError(texture->setSubImage(this, mGLState.getUnpackState(), target, level, area, format, type, reinterpret_cast(pixels))); } void Context::compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) { syncStateForTexImage(); Extents size(width, height, 1); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); handleError(texture->setCompressedImage(this, mGLState.getUnpackState(), target, level, internalformat, size, imageSize, reinterpret_cast(data))); } void Context::compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) { syncStateForTexImage(); Extents size(width, height, depth); Texture *texture = getTargetTexture(target); handleError(texture->setCompressedImage(this, mGLState.getUnpackState(), target, level, internalformat, size, imageSize, reinterpret_cast(data))); } void Context::compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) { syncStateForTexImage(); Box area(xoffset, yoffset, 0, width, height, 1); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); handleError(texture->setCompressedSubImage(this, mGLState.getUnpackState(), target, level, area, format, imageSize, reinterpret_cast(data))); } void Context::compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) { // Zero sized uploads are valid but no-ops if (width == 0 || height == 0) { return; } syncStateForTexImage(); Box area(xoffset, yoffset, zoffset, width, height, depth); Texture *texture = getTargetTexture(target); handleError(texture->setCompressedSubImage(this, mGLState.getUnpackState(), target, level, area, format, imageSize, reinterpret_cast(data))); } void Context::generateMipmap(GLenum target) { Texture *texture = getTargetTexture(target); handleError(texture->generateMipmap(this)); } void Context::copyTextureCHROMIUM(GLuint sourceId, GLint sourceLevel, GLenum destTarget, GLuint destId, GLint destLevel, GLint internalFormat, GLenum destType, GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha) { syncStateForTexImage(); gl::Texture *sourceTexture = getTexture(sourceId); gl::Texture *destTexture = getTexture(destId); handleError(destTexture->copyTexture(this, destTarget, destLevel, internalFormat, destType, sourceLevel, ConvertToBool(unpackFlipY), ConvertToBool(unpackPremultiplyAlpha), ConvertToBool(unpackUnmultiplyAlpha), sourceTexture)); } void Context::copySubTextureCHROMIUM(GLuint sourceId, GLint sourceLevel, GLenum destTarget, GLuint destId, GLint destLevel, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha) { // Zero sized copies are valid but no-ops if (width == 0 || height == 0) { return; } syncStateForTexImage(); gl::Texture *sourceTexture = getTexture(sourceId); gl::Texture *destTexture = getTexture(destId); Offset offset(xoffset, yoffset, 0); Rectangle area(x, y, width, height); handleError(destTexture->copySubTexture(this, destTarget, destLevel, offset, sourceLevel, area, ConvertToBool(unpackFlipY), ConvertToBool(unpackPremultiplyAlpha), ConvertToBool(unpackUnmultiplyAlpha), sourceTexture)); } void Context::compressedCopyTextureCHROMIUM(GLuint sourceId, GLuint destId) { syncStateForTexImage(); gl::Texture *sourceTexture = getTexture(sourceId); gl::Texture *destTexture = getTexture(destId); handleError(destTexture->copyCompressedTexture(this, sourceTexture)); } void Context::getBufferPointerv(BufferBinding target, GLenum pname, void **params) { Buffer *buffer = mGLState.getTargetBuffer(target); ASSERT(buffer); QueryBufferPointerv(buffer, pname, params); } void *Context::mapBuffer(BufferBinding target, GLenum access) { Buffer *buffer = mGLState.getTargetBuffer(target); ASSERT(buffer); Error error = buffer->map(this, access); if (error.isError()) { handleError(error); return nullptr; } return buffer->getMapPointer(); } GLboolean Context::unmapBuffer(BufferBinding target) { Buffer *buffer = mGLState.getTargetBuffer(target); ASSERT(buffer); GLboolean result; Error error = buffer->unmap(this, &result); if (error.isError()) { handleError(error); return GL_FALSE; } return result; } void *Context::mapBufferRange(BufferBinding target, GLintptr offset, GLsizeiptr length, GLbitfield access) { Buffer *buffer = mGLState.getTargetBuffer(target); ASSERT(buffer); Error error = buffer->mapRange(this, offset, length, access); if (error.isError()) { handleError(error); return nullptr; } return buffer->getMapPointer(); } void Context::flushMappedBufferRange(BufferBinding /*target*/, GLintptr /*offset*/, GLsizeiptr /*length*/) { // We do not currently support a non-trivial implementation of FlushMappedBufferRange } void Context::syncStateForReadPixels() { syncRendererState(mReadPixelsDirtyBits, mReadPixelsDirtyObjects); } void Context::syncStateForTexImage() { syncRendererState(mTexImageDirtyBits, mTexImageDirtyObjects); } void Context::syncStateForClear() { syncRendererState(mClearDirtyBits, mClearDirtyObjects); } void Context::syncStateForBlit() { syncRendererState(mBlitDirtyBits, mBlitDirtyObjects); } void Context::activeShaderProgram(GLuint pipeline, GLuint program) { UNIMPLEMENTED(); } void Context::activeTexture(GLenum texture) { mGLState.setActiveSampler(texture - GL_TEXTURE0); } void Context::blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { mGLState.setBlendColor(clamp01(red), clamp01(green), clamp01(blue), clamp01(alpha)); } void Context::blendEquation(GLenum mode) { mGLState.setBlendEquation(mode, mode); } void Context::blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { mGLState.setBlendEquation(modeRGB, modeAlpha); } void Context::blendFunc(GLenum sfactor, GLenum dfactor) { mGLState.setBlendFactors(sfactor, dfactor, sfactor, dfactor); } void Context::blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { mGLState.setBlendFactors(srcRGB, dstRGB, srcAlpha, dstAlpha); } void Context::clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { mGLState.setColorClearValue(red, green, blue, alpha); } void Context::clearDepthf(GLfloat depth) { mGLState.setDepthClearValue(depth); } void Context::clearStencil(GLint s) { mGLState.setStencilClearValue(s); } void Context::colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { mGLState.setColorMask(ConvertToBool(red), ConvertToBool(green), ConvertToBool(blue), ConvertToBool(alpha)); } void Context::cullFace(CullFaceMode mode) { mGLState.setCullMode(mode); } void Context::depthFunc(GLenum func) { mGLState.setDepthFunc(func); } void Context::depthMask(GLboolean flag) { mGLState.setDepthMask(ConvertToBool(flag)); } void Context::depthRangef(GLfloat zNear, GLfloat zFar) { mGLState.setDepthRange(zNear, zFar); } void Context::disable(GLenum cap) { mGLState.setEnableFeature(cap, false); } void Context::disableVertexAttribArray(GLuint index) { mGLState.setEnableVertexAttribArray(index, false); } void Context::enable(GLenum cap) { mGLState.setEnableFeature(cap, true); } void Context::enableVertexAttribArray(GLuint index) { mGLState.setEnableVertexAttribArray(index, true); } void Context::frontFace(GLenum mode) { mGLState.setFrontFace(mode); } void Context::hint(GLenum target, GLenum mode) { switch (target) { case GL_GENERATE_MIPMAP_HINT: mGLState.setGenerateMipmapHint(mode); break; case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: mGLState.setFragmentShaderDerivativeHint(mode); break; default: UNREACHABLE(); return; } } void Context::lineWidth(GLfloat width) { mGLState.setLineWidth(width); } void Context::pixelStorei(GLenum pname, GLint param) { switch (pname) { case GL_UNPACK_ALIGNMENT: mGLState.setUnpackAlignment(param); break; case GL_PACK_ALIGNMENT: mGLState.setPackAlignment(param); break; case GL_PACK_REVERSE_ROW_ORDER_ANGLE: mGLState.setPackReverseRowOrder(param != 0); break; case GL_UNPACK_ROW_LENGTH: ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage); mGLState.setUnpackRowLength(param); break; case GL_UNPACK_IMAGE_HEIGHT: ASSERT(getClientMajorVersion() >= 3); mGLState.setUnpackImageHeight(param); break; case GL_UNPACK_SKIP_IMAGES: ASSERT(getClientMajorVersion() >= 3); mGLState.setUnpackSkipImages(param); break; case GL_UNPACK_SKIP_ROWS: ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage); mGLState.setUnpackSkipRows(param); break; case GL_UNPACK_SKIP_PIXELS: ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage); mGLState.setUnpackSkipPixels(param); break; case GL_PACK_ROW_LENGTH: ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage); mGLState.setPackRowLength(param); break; case GL_PACK_SKIP_ROWS: ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage); mGLState.setPackSkipRows(param); break; case GL_PACK_SKIP_PIXELS: ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage); mGLState.setPackSkipPixels(param); break; default: UNREACHABLE(); return; } } void Context::polygonOffset(GLfloat factor, GLfloat units) { mGLState.setPolygonOffsetParams(factor, units); } void Context::sampleCoverage(GLfloat value, GLboolean invert) { mGLState.setSampleCoverageParams(clamp01(value), ConvertToBool(invert)); } void Context::sampleMaski(GLuint maskNumber, GLbitfield mask) { mGLState.setSampleMaskParams(maskNumber, mask); } void Context::scissor(GLint x, GLint y, GLsizei width, GLsizei height) { mGLState.setScissorParams(x, y, width, height); } void Context::stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { mGLState.setStencilParams(func, ref, mask); } if (face == GL_BACK || face == GL_FRONT_AND_BACK) { mGLState.setStencilBackParams(func, ref, mask); } } void Context::stencilMaskSeparate(GLenum face, GLuint mask) { if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { mGLState.setStencilWritemask(mask); } if (face == GL_BACK || face == GL_FRONT_AND_BACK) { mGLState.setStencilBackWritemask(mask); } } void Context::stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { mGLState.setStencilOperations(fail, zfail, zpass); } if (face == GL_BACK || face == GL_FRONT_AND_BACK) { mGLState.setStencilBackOperations(fail, zfail, zpass); } } void Context::vertexAttrib1f(GLuint index, GLfloat x) { GLfloat vals[4] = {x, 0, 0, 1}; mGLState.setVertexAttribf(index, vals); } void Context::vertexAttrib1fv(GLuint index, const GLfloat *values) { GLfloat vals[4] = {values[0], 0, 0, 1}; mGLState.setVertexAttribf(index, vals); } void Context::vertexAttrib2f(GLuint index, GLfloat x, GLfloat y) { GLfloat vals[4] = {x, y, 0, 1}; mGLState.setVertexAttribf(index, vals); } void Context::vertexAttrib2fv(GLuint index, const GLfloat *values) { GLfloat vals[4] = {values[0], values[1], 0, 1}; mGLState.setVertexAttribf(index, vals); } void Context::vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) { GLfloat vals[4] = {x, y, z, 1}; mGLState.setVertexAttribf(index, vals); } void Context::vertexAttrib3fv(GLuint index, const GLfloat *values) { GLfloat vals[4] = {values[0], values[1], values[2], 1}; mGLState.setVertexAttribf(index, vals); } void Context::vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { GLfloat vals[4] = {x, y, z, w}; mGLState.setVertexAttribf(index, vals); } void Context::vertexAttrib4fv(GLuint index, const GLfloat *values) { mGLState.setVertexAttribf(index, values); } void Context::vertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *ptr) { mGLState.setVertexAttribPointer(this, index, mGLState.getTargetBuffer(BufferBinding::Array), size, type, ConvertToBool(normalized), false, stride, ptr); } void Context::vertexAttribFormat(GLuint attribIndex, GLint size, GLenum type, GLboolean normalized, GLuint relativeOffset) { mGLState.setVertexAttribFormat(attribIndex, size, type, ConvertToBool(normalized), false, relativeOffset); } void Context::vertexAttribIFormat(GLuint attribIndex, GLint size, GLenum type, GLuint relativeOffset) { mGLState.setVertexAttribFormat(attribIndex, size, type, false, true, relativeOffset); } void Context::vertexAttribBinding(GLuint attribIndex, GLuint bindingIndex) { mGLState.setVertexAttribBinding(this, attribIndex, bindingIndex); } void Context::vertexBindingDivisor(GLuint bindingIndex, GLuint divisor) { mGLState.setVertexBindingDivisor(bindingIndex, divisor); } void Context::viewport(GLint x, GLint y, GLsizei width, GLsizei height) { mGLState.setViewportParams(x, y, width, height); } void Context::vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) { mGLState.setVertexAttribPointer(this, index, mGLState.getTargetBuffer(BufferBinding::Array), size, type, false, true, stride, pointer); } void Context::vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) { GLint vals[4] = {x, y, z, w}; mGLState.setVertexAttribi(index, vals); } void Context::vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) { GLuint vals[4] = {x, y, z, w}; mGLState.setVertexAttribu(index, vals); } void Context::vertexAttribI4iv(GLuint index, const GLint *v) { mGLState.setVertexAttribi(index, v); } void Context::vertexAttribI4uiv(GLuint index, const GLuint *v) { mGLState.setVertexAttribu(index, v); } void Context::getVertexAttribiv(GLuint index, GLenum pname, GLint *params) { const VertexAttribCurrentValueData ¤tValues = getGLState().getVertexAttribCurrentValue(index); const VertexArray *vao = getGLState().getVertexArray(); QueryVertexAttribiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index), currentValues, pname, params); } void Context::getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) { const VertexAttribCurrentValueData ¤tValues = getGLState().getVertexAttribCurrentValue(index); const VertexArray *vao = getGLState().getVertexArray(); QueryVertexAttribfv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index), currentValues, pname, params); } void Context::getVertexAttribIiv(GLuint index, GLenum pname, GLint *params) { const VertexAttribCurrentValueData ¤tValues = getGLState().getVertexAttribCurrentValue(index); const VertexArray *vao = getGLState().getVertexArray(); QueryVertexAttribIiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index), currentValues, pname, params); } void Context::getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params) { const VertexAttribCurrentValueData ¤tValues = getGLState().getVertexAttribCurrentValue(index); const VertexArray *vao = getGLState().getVertexArray(); QueryVertexAttribIuiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index), currentValues, pname, params); } void Context::getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer) { const VertexAttribute &attrib = getGLState().getVertexArray()->getVertexAttribute(index); QueryVertexAttribPointerv(attrib, pname, pointer); } void Context::debugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled) { std::vector idVector(ids, ids + count); mGLState.getDebug().setMessageControl(source, type, severity, std::move(idVector), ConvertToBool(enabled)); } void Context::debugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf) { std::string msg(buf, (length > 0) ? static_cast(length) : strlen(buf)); mGLState.getDebug().insertMessage(source, type, id, severity, std::move(msg)); } void Context::debugMessageCallback(GLDEBUGPROCKHR callback, const void *userParam) { mGLState.getDebug().setCallback(callback, userParam); } GLuint Context::getDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog) { return static_cast(mGLState.getDebug().getMessages(count, bufSize, sources, types, ids, severities, lengths, messageLog)); } void Context::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message) { std::string msg(message, (length > 0) ? static_cast(length) : strlen(message)); mGLState.getDebug().pushGroup(source, id, std::move(msg)); mImplementation->pushDebugGroup(source, id, length, message); } void Context::popDebugGroup() { mGLState.getDebug().popGroup(); mImplementation->popDebugGroup(); } void Context::bufferData(BufferBinding target, GLsizeiptr size, const void *data, BufferUsage usage) { Buffer *buffer = mGLState.getTargetBuffer(target); ASSERT(buffer); handleError(buffer->bufferData(this, target, data, size, usage)); } void Context::bufferSubData(BufferBinding target, GLintptr offset, GLsizeiptr size, const void *data) { if (data == nullptr) { return; } Buffer *buffer = mGLState.getTargetBuffer(target); ASSERT(buffer); handleError(buffer->bufferSubData(this, target, data, size, offset)); } void Context::attachShader(GLuint program, GLuint shader) { Program *programObject = mState.mShaderPrograms->getProgram(program); Shader *shaderObject = mState.mShaderPrograms->getShader(shader); ASSERT(programObject && shaderObject); programObject->attachShader(shaderObject); } const Workarounds &Context::getWorkarounds() const { return mWorkarounds; } void Context::copyBufferSubData(BufferBinding readTarget, BufferBinding writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) { // if size is zero, the copy is a successful no-op if (size == 0) { return; } // TODO(jmadill): cache these. Buffer *readBuffer = mGLState.getTargetBuffer(readTarget); Buffer *writeBuffer = mGLState.getTargetBuffer(writeTarget); handleError(writeBuffer->copyBufferSubData(this, readBuffer, readOffset, writeOffset, size)); } void Context::bindAttribLocation(GLuint program, GLuint index, const GLchar *name) { Program *programObject = getProgram(program); // TODO(jmadill): Re-use this from the validation if possible. ASSERT(programObject); programObject->bindAttributeLocation(index, name); } void Context::bindBuffer(BufferBinding target, GLuint buffer) { Buffer *bufferObject = mState.mBuffers->checkBufferAllocation(mImplementation.get(), buffer); mGLState.setBufferBinding(this, target, bufferObject); } void Context::bindBufferBase(BufferBinding target, GLuint index, GLuint buffer) { bindBufferRange(target, index, buffer, 0, 0); } void Context::bindBufferRange(BufferBinding target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { Buffer *bufferObject = mState.mBuffers->checkBufferAllocation(mImplementation.get(), buffer); mGLState.setIndexedBufferBinding(this, target, index, bufferObject, offset, size); } void Context::bindFramebuffer(GLenum target, GLuint framebuffer) { if (target == GL_READ_FRAMEBUFFER || target == GL_FRAMEBUFFER) { bindReadFramebuffer(framebuffer); } if (target == GL_DRAW_FRAMEBUFFER || target == GL_FRAMEBUFFER) { bindDrawFramebuffer(framebuffer); } } void Context::bindRenderbuffer(GLenum target, GLuint renderbuffer) { ASSERT(target == GL_RENDERBUFFER); Renderbuffer *object = mState.mRenderbuffers->checkRenderbufferAllocation(mImplementation.get(), renderbuffer); mGLState.setRenderbufferBinding(this, object); } void Context::texStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { Extents size(width, height, 1); Texture *texture = getTargetTexture(target); handleError(texture->setStorageMultisample(this, target, samples, internalformat, size, ConvertToBool(fixedsamplelocations))); } void Context::getMultisamplefv(GLenum pname, GLuint index, GLfloat *val) { // According to spec 3.1 Table 20.49: Framebuffer Dependent Values, // the sample position should be queried by DRAW_FRAMEBUFFER. mGLState.syncDirtyObject(this, GL_DRAW_FRAMEBUFFER); const Framebuffer *framebuffer = mGLState.getDrawFramebuffer(); switch (pname) { case GL_SAMPLE_POSITION: handleError(framebuffer->getSamplePosition(index, val)); break; default: UNREACHABLE(); } } void Context::renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { // Hack for the special WebGL 1 "DEPTH_STENCIL" internal format. GLenum convertedInternalFormat = getConvertedRenderbufferFormat(internalformat); Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer(); handleError(renderbuffer->setStorage(this, convertedInternalFormat, width, height)); } void Context::renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { // Hack for the special WebGL 1 "DEPTH_STENCIL" internal format. GLenum convertedInternalFormat = getConvertedRenderbufferFormat(internalformat); Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer(); handleError( renderbuffer->setStorageMultisample(this, samples, convertedInternalFormat, width, height)); } void Context::getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) { const Sync *syncObject = getSync(sync); handleError(QuerySynciv(syncObject, pname, bufSize, length, values)); } void Context::getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params) { Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); QueryFramebufferParameteriv(framebuffer, pname, params); } void Context::framebufferParameteri(GLenum target, GLenum pname, GLint param) { Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); SetFramebufferParameteri(framebuffer, pname, param); } Error Context::getScratchBuffer(size_t requstedSizeBytes, angle::MemoryBuffer **scratchBufferOut) const { if (!mScratchBuffer.get(requstedSizeBytes, scratchBufferOut)) { return OutOfMemory() << "Failed to allocate internal buffer."; } return NoError(); } Error Context::getZeroFilledBuffer(size_t requstedSizeBytes, angle::MemoryBuffer **zeroBufferOut) const { if (!mZeroFilledBuffer.getInitialized(requstedSizeBytes, zeroBufferOut, 0)) { return OutOfMemory() << "Failed to allocate internal buffer."; } return NoError(); } void Context::dispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ) { if (numGroupsX == 0u || numGroupsY == 0u || numGroupsZ == 0u) { return; } // TODO(jmadill): Dirty bits for compute. if (isRobustResourceInitEnabled()) { ANGLE_CONTEXT_TRY(mGLState.clearUnclearedActiveTextures(this)); } handleError(mImplementation->dispatchCompute(this, numGroupsX, numGroupsY, numGroupsZ)); } void Context::dispatchComputeIndirect(GLintptr indirect) { UNIMPLEMENTED(); } void Context::texStorage2D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height) { Extents size(width, height, 1); Texture *texture = getTargetTexture(target); handleError(texture->setStorage(this, target, levels, internalFormat, size)); } void Context::texStorage3D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth) { Extents size(width, height, depth); Texture *texture = getTargetTexture(target); handleError(texture->setStorage(this, target, levels, internalFormat, size)); } void Context::memoryBarrier(GLbitfield barriers) { UNIMPLEMENTED(); } void Context::memoryBarrierByRegion(GLbitfield barriers) { UNIMPLEMENTED(); } GLenum Context::checkFramebufferStatus(GLenum target) { Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target); ASSERT(framebuffer); return framebuffer->checkStatus(this); } void Context::compileShader(GLuint shader) { Shader *shaderObject = GetValidShader(this, shader); if (!shaderObject) { return; } shaderObject->compile(this); } void Context::deleteBuffers(GLsizei n, const GLuint *buffers) { for (int i = 0; i < n; i++) { deleteBuffer(buffers[i]); } } void Context::deleteFramebuffers(GLsizei n, const GLuint *framebuffers) { for (int i = 0; i < n; i++) { if (framebuffers[i] != 0) { deleteFramebuffer(framebuffers[i]); } } } void Context::deleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) { for (int i = 0; i < n; i++) { deleteRenderbuffer(renderbuffers[i]); } } void Context::deleteTextures(GLsizei n, const GLuint *textures) { for (int i = 0; i < n; i++) { if (textures[i] != 0) { deleteTexture(textures[i]); } } } void Context::detachShader(GLuint program, GLuint shader) { Program *programObject = getProgram(program); ASSERT(programObject); Shader *shaderObject = getShader(shader); ASSERT(shaderObject); programObject->detachShader(this, shaderObject); } void Context::genBuffers(GLsizei n, GLuint *buffers) { for (int i = 0; i < n; i++) { buffers[i] = createBuffer(); } } void Context::genFramebuffers(GLsizei n, GLuint *framebuffers) { for (int i = 0; i < n; i++) { framebuffers[i] = createFramebuffer(); } } void Context::genRenderbuffers(GLsizei n, GLuint *renderbuffers) { for (int i = 0; i < n; i++) { renderbuffers[i] = createRenderbuffer(); } } void Context::genTextures(GLsizei n, GLuint *textures) { for (int i = 0; i < n; i++) { textures[i] = createTexture(); } } void Context::getActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->getActiveAttribute(index, bufsize, length, size, type, name); } void Context::getActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->getActiveUniform(index, bufsize, length, size, type, name); } void Context::getAttachedShaders(GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->getAttachedShaders(maxcount, count, shaders); } GLint Context::getAttribLocation(GLuint program, const GLchar *name) { Program *programObject = getProgram(program); ASSERT(programObject); return programObject->getAttributeLocation(name); } void Context::getBooleanv(GLenum pname, GLboolean *params) { GLenum nativeType; unsigned int numParams = 0; getQueryParameterInfo(pname, &nativeType, &numParams); if (nativeType == GL_BOOL) { getBooleanvImpl(pname, params); } else { CastStateValues(this, nativeType, pname, numParams, params); } } void Context::getFloatv(GLenum pname, GLfloat *params) { GLenum nativeType; unsigned int numParams = 0; getQueryParameterInfo(pname, &nativeType, &numParams); if (nativeType == GL_FLOAT) { getFloatvImpl(pname, params); } else { CastStateValues(this, nativeType, pname, numParams, params); } } void Context::getIntegerv(GLenum pname, GLint *params) { GLenum nativeType; unsigned int numParams = 0; getQueryParameterInfo(pname, &nativeType, &numParams); if (nativeType == GL_INT) { getIntegervImpl(pname, params); } else { CastStateValues(this, nativeType, pname, numParams, params); } } void Context::getProgramiv(GLuint program, GLenum pname, GLint *params) { Program *programObject = getProgram(program); ASSERT(programObject); QueryProgramiv(this, programObject, pname, params); } void Context::getProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->getInfoLog(bufsize, length, infolog); } void Context::getProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { UNIMPLEMENTED(); } void Context::getShaderiv(GLuint shader, GLenum pname, GLint *params) { Shader *shaderObject = getShader(shader); ASSERT(shaderObject); QueryShaderiv(this, shaderObject, pname, params); } void Context::getShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *infolog) { Shader *shaderObject = getShader(shader); ASSERT(shaderObject); shaderObject->getInfoLog(this, bufsize, length, infolog); } void Context::getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision) { // TODO(jmadill): Compute shaders. switch (shadertype) { case GL_VERTEX_SHADER: switch (precisiontype) { case GL_LOW_FLOAT: mCaps.vertexLowpFloat.get(range, precision); break; case GL_MEDIUM_FLOAT: mCaps.vertexMediumpFloat.get(range, precision); break; case GL_HIGH_FLOAT: mCaps.vertexHighpFloat.get(range, precision); break; case GL_LOW_INT: mCaps.vertexLowpInt.get(range, precision); break; case GL_MEDIUM_INT: mCaps.vertexMediumpInt.get(range, precision); break; case GL_HIGH_INT: mCaps.vertexHighpInt.get(range, precision); break; default: UNREACHABLE(); return; } break; case GL_FRAGMENT_SHADER: switch (precisiontype) { case GL_LOW_FLOAT: mCaps.fragmentLowpFloat.get(range, precision); break; case GL_MEDIUM_FLOAT: mCaps.fragmentMediumpFloat.get(range, precision); break; case GL_HIGH_FLOAT: mCaps.fragmentHighpFloat.get(range, precision); break; case GL_LOW_INT: mCaps.fragmentLowpInt.get(range, precision); break; case GL_MEDIUM_INT: mCaps.fragmentMediumpInt.get(range, precision); break; case GL_HIGH_INT: mCaps.fragmentHighpInt.get(range, precision); break; default: UNREACHABLE(); return; } break; default: UNREACHABLE(); return; } } void Context::getShaderSource(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source) { Shader *shaderObject = getShader(shader); ASSERT(shaderObject); shaderObject->getSource(bufsize, length, source); } void Context::getUniformfv(GLuint program, GLint location, GLfloat *params) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->getUniformfv(this, location, params); } void Context::getUniformiv(GLuint program, GLint location, GLint *params) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->getUniformiv(this, location, params); } GLint Context::getUniformLocation(GLuint program, const GLchar *name) { Program *programObject = getProgram(program); ASSERT(programObject); return programObject->getUniformLocation(name); } GLboolean Context::isBuffer(GLuint buffer) { if (buffer == 0) { return GL_FALSE; } return (getBuffer(buffer) ? GL_TRUE : GL_FALSE); } GLboolean Context::isEnabled(GLenum cap) { return mGLState.getEnableFeature(cap); } GLboolean Context::isFramebuffer(GLuint framebuffer) { if (framebuffer == 0) { return GL_FALSE; } return (getFramebuffer(framebuffer) ? GL_TRUE : GL_FALSE); } GLboolean Context::isProgram(GLuint program) { if (program == 0) { return GL_FALSE; } return (getProgram(program) ? GL_TRUE : GL_FALSE); } GLboolean Context::isRenderbuffer(GLuint renderbuffer) { if (renderbuffer == 0) { return GL_FALSE; } return (getRenderbuffer(renderbuffer) ? GL_TRUE : GL_FALSE); } GLboolean Context::isShader(GLuint shader) { if (shader == 0) { return GL_FALSE; } return (getShader(shader) ? GL_TRUE : GL_FALSE); } GLboolean Context::isTexture(GLuint texture) { if (texture == 0) { return GL_FALSE; } return (getTexture(texture) ? GL_TRUE : GL_FALSE); } void Context::linkProgram(GLuint program) { Program *programObject = getProgram(program); ASSERT(programObject); handleError(programObject->link(this)); mGLState.onProgramExecutableChange(programObject); } void Context::releaseShaderCompiler() { mCompiler.set(this, nullptr); } void Context::shaderBinary(GLsizei n, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length) { // No binary shader formats are supported. UNIMPLEMENTED(); } void Context::shaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length) { Shader *shaderObject = getShader(shader); ASSERT(shaderObject); shaderObject->setSource(count, string, length); } void Context::stencilFunc(GLenum func, GLint ref, GLuint mask) { stencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask); } void Context::stencilMask(GLuint mask) { stencilMaskSeparate(GL_FRONT_AND_BACK, mask); } void Context::stencilOp(GLenum fail, GLenum zfail, GLenum zpass) { stencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass); } void Context::uniform1f(GLint location, GLfloat x) { Program *program = mGLState.getProgram(); program->setUniform1fv(location, 1, &x); } void Context::uniform1fv(GLint location, GLsizei count, const GLfloat *v) { Program *program = mGLState.getProgram(); program->setUniform1fv(location, count, v); } void Context::uniform1i(GLint location, GLint x) { Program *program = mGLState.getProgram(); if (program->setUniform1iv(location, 1, &x) == Program::SetUniformResult::SamplerChanged) { mGLState.setObjectDirty(GL_PROGRAM); } } void Context::uniform1iv(GLint location, GLsizei count, const GLint *v) { Program *program = mGLState.getProgram(); if (program->setUniform1iv(location, count, v) == Program::SetUniformResult::SamplerChanged) { mGLState.setObjectDirty(GL_PROGRAM); } } void Context::uniform2f(GLint location, GLfloat x, GLfloat y) { GLfloat xy[2] = {x, y}; Program *program = mGLState.getProgram(); program->setUniform2fv(location, 1, xy); } void Context::uniform2fv(GLint location, GLsizei count, const GLfloat *v) { Program *program = mGLState.getProgram(); program->setUniform2fv(location, count, v); } void Context::uniform2i(GLint location, GLint x, GLint y) { GLint xy[2] = {x, y}; Program *program = mGLState.getProgram(); program->setUniform2iv(location, 1, xy); } void Context::uniform2iv(GLint location, GLsizei count, const GLint *v) { Program *program = mGLState.getProgram(); program->setUniform2iv(location, count, v); } void Context::uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { GLfloat xyz[3] = {x, y, z}; Program *program = mGLState.getProgram(); program->setUniform3fv(location, 1, xyz); } void Context::uniform3fv(GLint location, GLsizei count, const GLfloat *v) { Program *program = mGLState.getProgram(); program->setUniform3fv(location, count, v); } void Context::uniform3i(GLint location, GLint x, GLint y, GLint z) { GLint xyz[3] = {x, y, z}; Program *program = mGLState.getProgram(); program->setUniform3iv(location, 1, xyz); } void Context::uniform3iv(GLint location, GLsizei count, const GLint *v) { Program *program = mGLState.getProgram(); program->setUniform3iv(location, count, v); } void Context::uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { GLfloat xyzw[4] = {x, y, z, w}; Program *program = mGLState.getProgram(); program->setUniform4fv(location, 1, xyzw); } void Context::uniform4fv(GLint location, GLsizei count, const GLfloat *v) { Program *program = mGLState.getProgram(); program->setUniform4fv(location, count, v); } void Context::uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { GLint xyzw[4] = {x, y, z, w}; Program *program = mGLState.getProgram(); program->setUniform4iv(location, 1, xyzw); } void Context::uniform4iv(GLint location, GLsizei count, const GLint *v) { Program *program = mGLState.getProgram(); program->setUniform4iv(location, count, v); } void Context::uniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix2fv(location, count, transpose, value); } void Context::uniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix3fv(location, count, transpose, value); } void Context::uniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix4fv(location, count, transpose, value); } void Context::validateProgram(GLuint program) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->validate(mCaps); } void Context::validateProgramPipeline(GLuint pipeline) { UNIMPLEMENTED(); } void Context::getProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary) { Program *programObject = getProgram(program); ASSERT(programObject != nullptr); handleError(programObject->saveBinary(this, binaryFormat, binary, bufSize, length)); } void Context::programBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length) { Program *programObject = getProgram(program); ASSERT(programObject != nullptr); handleError(programObject->loadBinary(this, binaryFormat, binary, length)); } void Context::uniform1ui(GLint location, GLuint v0) { Program *program = mGLState.getProgram(); program->setUniform1uiv(location, 1, &v0); } void Context::uniform2ui(GLint location, GLuint v0, GLuint v1) { Program *program = mGLState.getProgram(); const GLuint xy[] = {v0, v1}; program->setUniform2uiv(location, 1, xy); } void Context::uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { Program *program = mGLState.getProgram(); const GLuint xyz[] = {v0, v1, v2}; program->setUniform3uiv(location, 1, xyz); } void Context::uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { Program *program = mGLState.getProgram(); const GLuint xyzw[] = {v0, v1, v2, v3}; program->setUniform4uiv(location, 1, xyzw); } void Context::uniform1uiv(GLint location, GLsizei count, const GLuint *value) { Program *program = mGLState.getProgram(); program->setUniform1uiv(location, count, value); } void Context::uniform2uiv(GLint location, GLsizei count, const GLuint *value) { Program *program = mGLState.getProgram(); program->setUniform2uiv(location, count, value); } void Context::uniform3uiv(GLint location, GLsizei count, const GLuint *value) { Program *program = mGLState.getProgram(); program->setUniform3uiv(location, count, value); } void Context::uniform4uiv(GLint location, GLsizei count, const GLuint *value) { Program *program = mGLState.getProgram(); program->setUniform4uiv(location, count, value); } void Context::genQueries(GLsizei n, GLuint *ids) { for (GLsizei i = 0; i < n; i++) { GLuint handle = mQueryHandleAllocator.allocate(); mQueryMap.assign(handle, nullptr); ids[i] = handle; } } void Context::deleteQueries(GLsizei n, const GLuint *ids) { for (int i = 0; i < n; i++) { GLuint query = ids[i]; Query *queryObject = nullptr; if (mQueryMap.erase(query, &queryObject)) { mQueryHandleAllocator.release(query); if (queryObject) { queryObject->release(this); } } } } GLboolean Context::isQuery(GLuint id) { return (getQuery(id, false, GL_NONE) != nullptr) ? GL_TRUE : GL_FALSE; } void Context::uniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix2x3fv(location, count, transpose, value); } void Context::uniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix3x2fv(location, count, transpose, value); } void Context::uniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix2x4fv(location, count, transpose, value); } void Context::uniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix4x2fv(location, count, transpose, value); } void Context::uniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix3x4fv(location, count, transpose, value); } void Context::uniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *program = mGLState.getProgram(); program->setUniformMatrix4x3fv(location, count, transpose, value); } void Context::deleteVertexArrays(GLsizei n, const GLuint *arrays) { for (int arrayIndex = 0; arrayIndex < n; arrayIndex++) { GLuint vertexArray = arrays[arrayIndex]; if (arrays[arrayIndex] != 0) { VertexArray *vertexArrayObject = nullptr; if (mVertexArrayMap.erase(vertexArray, &vertexArrayObject)) { if (vertexArrayObject != nullptr) { detachVertexArray(vertexArray); vertexArrayObject->onDestroy(this); } mVertexArrayHandleAllocator.release(vertexArray); } } } } void Context::genVertexArrays(GLsizei n, GLuint *arrays) { for (int arrayIndex = 0; arrayIndex < n; arrayIndex++) { GLuint vertexArray = mVertexArrayHandleAllocator.allocate(); mVertexArrayMap.assign(vertexArray, nullptr); arrays[arrayIndex] = vertexArray; } } bool Context::isVertexArray(GLuint array) { if (array == 0) { return GL_FALSE; } VertexArray *vao = getVertexArray(array); return (vao != nullptr ? GL_TRUE : GL_FALSE); } void Context::endTransformFeedback() { TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback(); transformFeedback->end(this); } void Context::transformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setTransformFeedbackVaryings(count, varyings, bufferMode); } void Context::getTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->getTransformFeedbackVarying(index, bufSize, length, size, type, name); } void Context::deleteTransformFeedbacks(GLsizei n, const GLuint *ids) { for (int i = 0; i < n; i++) { GLuint transformFeedback = ids[i]; if (transformFeedback == 0) { continue; } TransformFeedback *transformFeedbackObject = nullptr; if (mTransformFeedbackMap.erase(transformFeedback, &transformFeedbackObject)) { if (transformFeedbackObject != nullptr) { detachTransformFeedback(transformFeedback); transformFeedbackObject->release(this); } mTransformFeedbackHandleAllocator.release(transformFeedback); } } } void Context::genTransformFeedbacks(GLsizei n, GLuint *ids) { for (int i = 0; i < n; i++) { GLuint transformFeedback = mTransformFeedbackHandleAllocator.allocate(); mTransformFeedbackMap.assign(transformFeedback, nullptr); ids[i] = transformFeedback; } } bool Context::isTransformFeedback(GLuint id) { if (id == 0) { // The 3.0.4 spec [section 6.1.11] states that if ID is zero, IsTransformFeedback // returns FALSE return GL_FALSE; } const TransformFeedback *transformFeedback = getTransformFeedback(id); return ((transformFeedback != nullptr) ? GL_TRUE : GL_FALSE); } void Context::pauseTransformFeedback() { TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback(); transformFeedback->pause(); } void Context::resumeTransformFeedback() { TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback(); transformFeedback->resume(); } void Context::getUniformuiv(GLuint program, GLint location, GLuint *params) { const Program *programObject = getProgram(program); programObject->getUniformuiv(this, location, params); } GLint Context::getFragDataLocation(GLuint program, const GLchar *name) { const Program *programObject = getProgram(program); return programObject->getFragDataLocation(name); } void Context::getUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices) { const Program *programObject = getProgram(program); if (!programObject->isLinked()) { for (int uniformId = 0; uniformId < uniformCount; uniformId++) { uniformIndices[uniformId] = GL_INVALID_INDEX; } } else { for (int uniformId = 0; uniformId < uniformCount; uniformId++) { uniformIndices[uniformId] = programObject->getUniformIndex(uniformNames[uniformId]); } } } void Context::getActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) { const Program *programObject = getProgram(program); for (int uniformId = 0; uniformId < uniformCount; uniformId++) { const GLuint index = uniformIndices[uniformId]; params[uniformId] = GetUniformResourceProperty(programObject, index, pname); } } GLuint Context::getUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) { const Program *programObject = getProgram(program); return programObject->getUniformBlockIndex(uniformBlockName); } void Context::getActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) { const Program *programObject = getProgram(program); QueryActiveUniformBlockiv(programObject, uniformBlockIndex, pname, params); } void Context::getActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) { const Program *programObject = getProgram(program); programObject->getActiveUniformBlockName(uniformBlockIndex, bufSize, length, uniformBlockName); } void Context::uniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { Program *programObject = getProgram(program); programObject->bindUniformBlock(uniformBlockIndex, uniformBlockBinding); } GLsync Context::fenceSync(GLenum condition, GLbitfield flags) { GLuint handle = mState.mSyncs->createSync(mImplementation.get()); GLsync syncHandle = reinterpret_cast(static_cast(handle)); Sync *syncObject = getSync(syncHandle); Error error = syncObject->set(condition, flags); if (error.isError()) { deleteSync(syncHandle); handleError(error); return nullptr; } return syncHandle; } GLboolean Context::isSync(GLsync sync) { return (getSync(sync) != nullptr); } GLenum Context::clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { Sync *syncObject = getSync(sync); GLenum result = GL_WAIT_FAILED; handleError(syncObject->clientWait(flags, timeout, &result)); return result; } void Context::waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { Sync *syncObject = getSync(sync); handleError(syncObject->serverWait(flags, timeout)); } void Context::getInteger64v(GLenum pname, GLint64 *params) { GLenum nativeType = GL_NONE; unsigned int numParams = 0; getQueryParameterInfo(pname, &nativeType, &numParams); if (nativeType == GL_INT_64_ANGLEX) { getInteger64vImpl(pname, params); } else { CastStateValues(this, nativeType, pname, numParams, params); } } void Context::getBufferParameteri64v(BufferBinding target, GLenum pname, GLint64 *params) { Buffer *buffer = mGLState.getTargetBuffer(target); QueryBufferParameteri64v(buffer, pname, params); } void Context::genSamplers(GLsizei count, GLuint *samplers) { for (int i = 0; i < count; i++) { samplers[i] = mState.mSamplers->createSampler(); } } void Context::deleteSamplers(GLsizei count, const GLuint *samplers) { for (int i = 0; i < count; i++) { GLuint sampler = samplers[i]; if (mState.mSamplers->getSampler(sampler)) { detachSampler(sampler); } mState.mSamplers->deleteObject(this, sampler); } } void Context::getInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params) { const TextureCaps &formatCaps = mTextureCaps.get(internalformat); QueryInternalFormativ(formatCaps, pname, bufSize, params); } void Context::programUniform1i(GLuint program, GLint location, GLint v0) { programUniform1iv(program, location, 1, &v0); } void Context::programUniform2i(GLuint program, GLint location, GLint v0, GLint v1) { GLint xy[2] = {v0, v1}; programUniform2iv(program, location, 1, xy); } void Context::programUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2) { GLint xyz[3] = {v0, v1, v2}; programUniform3iv(program, location, 1, xyz); } void Context::programUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { GLint xyzw[4] = {v0, v1, v2, v3}; programUniform4iv(program, location, 1, xyzw); } void Context::programUniform1ui(GLuint program, GLint location, GLuint v0) { programUniform1uiv(program, location, 1, &v0); } void Context::programUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1) { GLuint xy[2] = {v0, v1}; programUniform2uiv(program, location, 1, xy); } void Context::programUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) { GLuint xyz[3] = {v0, v1, v2}; programUniform3uiv(program, location, 1, xyz); } void Context::programUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { GLuint xyzw[4] = {v0, v1, v2, v3}; programUniform4uiv(program, location, 1, xyzw); } void Context::programUniform1f(GLuint program, GLint location, GLfloat v0) { programUniform1fv(program, location, 1, &v0); } void Context::programUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1) { GLfloat xy[2] = {v0, v1}; programUniform2fv(program, location, 1, xy); } void Context::programUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { GLfloat xyz[3] = {v0, v1, v2}; programUniform3fv(program, location, 1, xyz); } void Context::programUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { GLfloat xyzw[4] = {v0, v1, v2, v3}; programUniform4fv(program, location, 1, xyzw); } void Context::programUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value) { Program *programObject = getProgram(program); ASSERT(programObject); if (programObject->setUniform1iv(location, count, value) == Program::SetUniformResult::SamplerChanged) { mGLState.setObjectDirty(GL_PROGRAM); } } void Context::programUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform2iv(location, count, value); } void Context::programUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform3iv(location, count, value); } void Context::programUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform4iv(location, count, value); } void Context::programUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform1uiv(location, count, value); } void Context::programUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform2uiv(location, count, value); } void Context::programUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform3uiv(location, count, value); } void Context::programUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform4uiv(location, count, value); } void Context::programUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform1fv(location, count, value); } void Context::programUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform2fv(location, count, value); } void Context::programUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform3fv(location, count, value); } void Context::programUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniform4fv(location, count, value); } void Context::programUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix2fv(location, count, transpose, value); } void Context::programUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix3fv(location, count, transpose, value); } void Context::programUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix4fv(location, count, transpose, value); } void Context::programUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix2x3fv(location, count, transpose, value); } void Context::programUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix3x2fv(location, count, transpose, value); } void Context::programUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix2x4fv(location, count, transpose, value); } void Context::programUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix4x2fv(location, count, transpose, value); } void Context::programUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix3x4fv(location, count, transpose, value); } void Context::programUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { Program *programObject = getProgram(program); ASSERT(programObject); programObject->setUniformMatrix4x3fv(location, count, transpose, value); } void Context::onTextureChange(const Texture *texture) { // Conservatively assume all textures are dirty. // TODO(jmadill): More fine-grained update. mGLState.setObjectDirty(GL_TEXTURE); } void Context::genProgramPipelines(GLsizei count, GLuint *pipelines) { for (int i = 0; i < count; i++) { pipelines[i] = createProgramPipeline(); } } void Context::deleteProgramPipelines(GLsizei count, const GLuint *pipelines) { for (int i = 0; i < count; i++) { if (pipelines[i] != 0) { deleteProgramPipeline(pipelines[i]); } } } GLboolean Context::isProgramPipeline(GLuint pipeline) { if (pipeline == 0) { return GL_FALSE; } return (getProgramPipeline(pipeline) ? GL_TRUE : GL_FALSE); } } // namespace gl