// // 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 "common/platform.h" #include "common/utilities.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/Program.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/formatutils.h" #include "libANGLE/validationES.h" #include "libANGLE/renderer/Renderer.h" namespace { template gl::Error GetQueryObjectParameter(gl::Context *context, GLuint id, GLenum pname, T *params) { gl::Query *queryObject = context->getQuery(id, false, GL_NONE); ASSERT(queryObject != nullptr); switch (pname) { case GL_QUERY_RESULT_EXT: return queryObject->getResult(params); case GL_QUERY_RESULT_AVAILABLE_EXT: { bool available; gl::Error error = queryObject->isResultAvailable(&available); if (!error.isError()) { *params = static_cast(available ? GL_TRUE : GL_FALSE); } return error; } default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION, "Unreachable Error"); } } void MarkTransformFeedbackBufferUsage(gl::TransformFeedback *transformFeedback) { if (transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused()) { for (size_t tfBufferIndex = 0; tfBufferIndex < transformFeedback->getIndexedBufferCount(); tfBufferIndex++) { const OffsetBindingPointer &buffer = transformFeedback->getIndexedBuffer(tfBufferIndex); if (buffer.get() != nullptr) { buffer->onTransformFeedback(); } } } } // Attribute map queries. EGLint GetClientVersion(const egl::AttributeMap &attribs) { return attribs.get(EGL_CONTEXT_CLIENT_VERSION, 1); } GLenum GetResetStrategy(const egl::AttributeMap &attribs) { EGLenum attrib = attribs.get(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT, EGL_NO_RESET_NOTIFICATION_EXT); 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); } bool GetDebug(const egl::AttributeMap &attribs) { return (attribs.get(EGL_CONTEXT_OPENGL_DEBUG, EGL_FALSE) == EGL_TRUE); } bool GetNoError(const egl::AttributeMap &attribs) { return (attribs.get(EGL_CONTEXT_OPENGL_NO_ERROR_KHR, EGL_FALSE) == EGL_TRUE); } } // anonymous namespace namespace gl { Context::Context(const egl::Config *config, const Context *shareContext, rx::Renderer *renderer, const egl::AttributeMap &attribs) : ValidationContext(GetClientVersion(attribs), mState, mCaps, mTextureCaps, mExtensions, nullptr, mLimitations, GetNoError(attribs)), mCompiler(nullptr), mRenderer(renderer), mClientVersion(GetClientVersion(attribs)), mConfig(config), mClientType(EGL_OPENGL_ES_API), mHasBeenCurrent(false), mContextLost(false), mResetStatus(GL_NO_ERROR), mResetStrategy(GetResetStrategy(attribs)), mRobustAccess(GetRobustAccess(attribs)), mCurrentSurface(nullptr), mResourceManager(nullptr) { ASSERT(!mRobustAccess); // Unimplemented initCaps(mClientVersion); mState.initialize(mCaps, mExtensions, mClientVersion, GetDebug(attribs)); mFenceNVHandleAllocator.setBaseHandle(0); if (shareContext != NULL) { mResourceManager = shareContext->mResourceManager; mResourceManager->addRef(); } else { mResourceManager = new ResourceManager(mRenderer); } mData.resourceManager = mResourceManager; // [OpenGL ES 2.0.24] section 3.7 page 83: // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional // 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(mRenderer->createTexture(GL_TEXTURE_2D), 0, GL_TEXTURE_2D); mZeroTextures[GL_TEXTURE_2D].set(zeroTexture2D); Texture *zeroTextureCube = new Texture(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), 0, GL_TEXTURE_CUBE_MAP); mZeroTextures[GL_TEXTURE_CUBE_MAP].set(zeroTextureCube); if (mClientVersion >= 3) { // TODO: These could also be enabled via extension Texture *zeroTexture3D = new Texture(mRenderer->createTexture(GL_TEXTURE_3D), 0, GL_TEXTURE_3D); mZeroTextures[GL_TEXTURE_3D].set(zeroTexture3D); Texture *zeroTexture2DArray = new Texture(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), 0, GL_TEXTURE_2D_ARRAY); mZeroTextures[GL_TEXTURE_2D_ARRAY].set(zeroTexture2DArray); } mState.initializeZeroTextures(mZeroTextures); bindVertexArray(0); bindArrayBuffer(0); bindElementArrayBuffer(0); bindRenderbuffer(0); bindGenericUniformBuffer(0); for (unsigned int i = 0; i < mCaps.maxCombinedUniformBlocks; i++) { bindIndexedUniformBuffer(0, i, 0, -1); } bindCopyReadBuffer(0); bindCopyWriteBuffer(0); bindPixelPackBuffer(0); bindPixelUnpackBuffer(0); if (mClientVersion >= 3) { // [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(0); } mCompiler = new Compiler(mRenderer, getData()); } Context::~Context() { mState.reset(); for (auto framebuffer : mFramebufferMap) { // Default framebuffer are owned by their respective Surface if (framebuffer.second != nullptr && framebuffer.second->id() != 0) { SafeDelete(framebuffer.second); } } for (auto fence : mFenceNVMap) { SafeDelete(fence.second); } for (auto query : mQueryMap) { if (query.second != nullptr) { query.second->release(); } } for (auto vertexArray : mVertexArrayMap) { SafeDelete(vertexArray.second); } for (auto transformFeedback : mTransformFeedbackMap) { if (transformFeedback.second != nullptr) { transformFeedback.second->release(); } } for (auto &zeroTexture : mZeroTextures) { zeroTexture.second.set(NULL); } mZeroTextures.clear(); if (mCurrentSurface != nullptr) { releaseSurface(); } if (mResourceManager) { mResourceManager->release(); } SafeDelete(mCompiler); } void Context::makeCurrent(egl::Surface *surface) { ASSERT(surface != nullptr); if (!mHasBeenCurrent) { initRendererString(); initExtensionStrings(); mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight()); mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight()); mHasBeenCurrent = true; } // TODO(jmadill): Rework this when we support ContextImpl mState.setAllDirtyBits(); if (mCurrentSurface) { releaseSurface(); } surface->setIsCurrent(true); mCurrentSurface = surface; // Update default framebuffer, the binding of the previous default // framebuffer (or lack of) will have a nullptr. { Framebuffer *newDefault = surface->getDefaultFramebuffer(); if (mState.getReadFramebuffer() == nullptr) { mState.setReadFramebufferBinding(newDefault); } if (mState.getDrawFramebuffer() == nullptr) { mState.setDrawFramebufferBinding(newDefault); } mFramebufferMap[0] = newDefault; } // Notify the renderer of a context switch mRenderer->onMakeCurrent(getData()); } void Context::releaseSurface() { ASSERT(mCurrentSurface != nullptr); // Remove the default framebuffer { Framebuffer *currentDefault = mCurrentSurface->getDefaultFramebuffer(); if (mState.getReadFramebuffer() == currentDefault) { mState.setReadFramebufferBinding(nullptr); } if (mState.getDrawFramebuffer() == currentDefault) { mState.setDrawFramebufferBinding(nullptr); } mFramebufferMap.erase(0); } mCurrentSurface->setIsCurrent(false); mCurrentSurface = nullptr; } // 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; mContextLost = true; } bool Context::isContextLost() { return mContextLost; } GLuint Context::createBuffer() { return mResourceManager->createBuffer(); } GLuint Context::createProgram() { return mResourceManager->createProgram(); } GLuint Context::createShader(GLenum type) { return mResourceManager->createShader(mRenderer->getRendererLimitations(), type); } GLuint Context::createTexture() { return mResourceManager->createTexture(); } GLuint Context::createRenderbuffer() { return mResourceManager->createRenderbuffer(); } GLsync Context::createFenceSync() { GLuint handle = mResourceManager->createFenceSync(); return reinterpret_cast(static_cast(handle)); } GLuint Context::createVertexArray() { GLuint vertexArray = mVertexArrayHandleAllocator.allocate(); mVertexArrayMap[vertexArray] = nullptr; return vertexArray; } GLuint Context::createSampler() { return mResourceManager->createSampler(); } GLuint Context::createTransformFeedback() { GLuint transformFeedback = mTransformFeedbackAllocator.allocate(); mTransformFeedbackMap[transformFeedback] = nullptr; return transformFeedback; } // Returns an unused framebuffer name GLuint Context::createFramebuffer() { GLuint handle = mFramebufferHandleAllocator.allocate(); mFramebufferMap[handle] = NULL; return handle; } GLuint Context::createFenceNV() { GLuint handle = mFenceNVHandleAllocator.allocate(); mFenceNVMap[handle] = new FenceNV(mRenderer->createFenceNV()); return handle; } // Returns an unused query name GLuint Context::createQuery() { GLuint handle = mQueryHandleAllocator.allocate(); mQueryMap[handle] = NULL; return handle; } void Context::deleteBuffer(GLuint buffer) { if (mResourceManager->getBuffer(buffer)) { detachBuffer(buffer); } mResourceManager->deleteBuffer(buffer); } void Context::deleteShader(GLuint shader) { mResourceManager->deleteShader(shader); } void Context::deleteProgram(GLuint program) { mResourceManager->deleteProgram(program); } void Context::deleteTexture(GLuint texture) { if (mResourceManager->getTexture(texture)) { detachTexture(texture); } mResourceManager->deleteTexture(texture); } void Context::deleteRenderbuffer(GLuint renderbuffer) { if (mResourceManager->getRenderbuffer(renderbuffer)) { detachRenderbuffer(renderbuffer); } mResourceManager->deleteRenderbuffer(renderbuffer); } void Context::deleteFenceSync(GLsync fenceSync) { // The spec specifies the underlying Fence object is not deleted until all current // wait commands finish. However, since the name becomes invalid, we cannot query the fence, // and since our API is currently designed for being called from a single thread, we can delete // the fence immediately. mResourceManager->deleteFenceSync(static_cast(reinterpret_cast(fenceSync))); } void Context::deleteVertexArray(GLuint vertexArray) { auto iter = mVertexArrayMap.find(vertexArray); if (iter != mVertexArrayMap.end()) { VertexArray *vertexArrayObject = iter->second; if (vertexArrayObject != nullptr) { detachVertexArray(vertexArray); delete vertexArrayObject; } mVertexArrayMap.erase(iter); mVertexArrayHandleAllocator.release(vertexArray); } } void Context::deleteSampler(GLuint sampler) { if (mResourceManager->getSampler(sampler)) { detachSampler(sampler); } mResourceManager->deleteSampler(sampler); } void Context::deleteTransformFeedback(GLuint transformFeedback) { auto iter = mTransformFeedbackMap.find(transformFeedback); if (iter != mTransformFeedbackMap.end()) { TransformFeedback *transformFeedbackObject = iter->second; if (transformFeedbackObject != nullptr) { detachTransformFeedback(transformFeedback); transformFeedbackObject->release(); } mTransformFeedbackMap.erase(iter); mTransformFeedbackAllocator.release(transformFeedback); } } void Context::deleteFramebuffer(GLuint framebuffer) { FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); if (framebufferObject != mFramebufferMap.end()) { detachFramebuffer(framebuffer); mFramebufferHandleAllocator.release(framebufferObject->first); delete framebufferObject->second; mFramebufferMap.erase(framebufferObject); } } void Context::deleteFenceNV(GLuint fence) { FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence); if (fenceObject != mFenceNVMap.end()) { mFenceNVHandleAllocator.release(fenceObject->first); delete fenceObject->second; mFenceNVMap.erase(fenceObject); } } void Context::deleteQuery(GLuint query) { QueryMap::iterator queryObject = mQueryMap.find(query); if (queryObject != mQueryMap.end()) { mQueryHandleAllocator.release(queryObject->first); if (queryObject->second) { queryObject->second->release(); } mQueryMap.erase(queryObject); } } Buffer *Context::getBuffer(GLuint handle) const { return mResourceManager->getBuffer(handle); } Shader *Context::getShader(GLuint handle) const { return mResourceManager->getShader(handle); } Program *Context::getProgram(GLuint handle) const { return mResourceManager->getProgram(handle); } Texture *Context::getTexture(GLuint handle) const { return mResourceManager->getTexture(handle); } Renderbuffer *Context::getRenderbuffer(GLuint handle) const { return mResourceManager->getRenderbuffer(handle); } FenceSync *Context::getFenceSync(GLsync handle) const { return mResourceManager->getFenceSync(static_cast(reinterpret_cast(handle))); } VertexArray *Context::getVertexArray(GLuint handle) const { auto vertexArray = mVertexArrayMap.find(handle); return (vertexArray != mVertexArrayMap.end()) ? vertexArray->second : nullptr; } Sampler *Context::getSampler(GLuint handle) const { return mResourceManager->getSampler(handle); } TransformFeedback *Context::getTransformFeedback(GLuint handle) const { auto iter = mTransformFeedbackMap.find(handle); return (iter != mTransformFeedbackMap.end()) ? iter->second : nullptr; } 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 getFenceSync(reinterpret_cast(const_cast(ptr))); } bool Context::isSampler(GLuint samplerName) const { return mResourceManager->isSampler(samplerName); } void Context::bindArrayBuffer(unsigned int buffer) { mResourceManager->checkBufferAllocation(buffer); mState.setArrayBufferBinding(getBuffer(buffer)); } void Context::bindElementArrayBuffer(unsigned int buffer) { mResourceManager->checkBufferAllocation(buffer); mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer)); } void Context::bindTexture(GLenum target, GLuint handle) { Texture *texture = NULL; if (handle == 0) { texture = mZeroTextures[target].get(); } else { mResourceManager->checkTextureAllocation(handle, target); texture = getTexture(handle); } ASSERT(texture); mState.setSamplerTexture(target, texture); } void Context::bindReadFramebuffer(GLuint framebufferHandle) { Framebuffer *framebuffer = checkFramebufferAllocation(framebufferHandle); mState.setReadFramebufferBinding(framebuffer); } void Context::bindDrawFramebuffer(GLuint framebufferHandle) { Framebuffer *framebuffer = checkFramebufferAllocation(framebufferHandle); mState.setDrawFramebufferBinding(framebuffer); } void Context::bindRenderbuffer(GLuint renderbuffer) { mResourceManager->checkRenderbufferAllocation(renderbuffer); mState.setRenderbufferBinding(getRenderbuffer(renderbuffer)); } void Context::bindVertexArray(GLuint vertexArray) { checkVertexArrayAllocation(vertexArray); mState.setVertexArrayBinding(getVertexArray(vertexArray)); } void Context::bindSampler(GLuint textureUnit, GLuint sampler) { ASSERT(textureUnit < mCaps.maxCombinedTextureImageUnits); mResourceManager->checkSamplerAllocation(sampler); mState.setSamplerBinding(textureUnit, getSampler(sampler)); } void Context::bindGenericUniformBuffer(GLuint buffer) { mResourceManager->checkBufferAllocation(buffer); mState.setGenericUniformBufferBinding(getBuffer(buffer)); } void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) { mResourceManager->checkBufferAllocation(buffer); mState.setIndexedUniformBufferBinding(index, getBuffer(buffer), offset, size); } void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) { mResourceManager->checkBufferAllocation(buffer); mState.getCurrentTransformFeedback()->bindGenericBuffer(getBuffer(buffer)); } void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) { mResourceManager->checkBufferAllocation(buffer); mState.getCurrentTransformFeedback()->bindIndexedBuffer(index, getBuffer(buffer), offset, size); } void Context::bindCopyReadBuffer(GLuint buffer) { mResourceManager->checkBufferAllocation(buffer); mState.setCopyReadBufferBinding(getBuffer(buffer)); } void Context::bindCopyWriteBuffer(GLuint buffer) { mResourceManager->checkBufferAllocation(buffer); mState.setCopyWriteBufferBinding(getBuffer(buffer)); } void Context::bindPixelPackBuffer(GLuint buffer) { mResourceManager->checkBufferAllocation(buffer); mState.setPixelPackBufferBinding(getBuffer(buffer)); } void Context::bindPixelUnpackBuffer(GLuint buffer) { mResourceManager->checkBufferAllocation(buffer); mState.setPixelUnpackBufferBinding(getBuffer(buffer)); } void Context::useProgram(GLuint program) { mState.setProgram(getProgram(program)); } void Context::bindTransformFeedback(GLuint transformFeedback) { checkTransformFeedbackAllocation(transformFeedback); mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback)); } Error Context::beginQuery(GLenum target, GLuint query) { Query *queryObject = getQuery(query, true, target); ASSERT(queryObject); // begin query Error error = queryObject->begin(); if (error.isError()) { return error; } // set query as active for specified target only if begin succeeded mState.setActiveQuery(target, queryObject); return Error(GL_NO_ERROR); } Error Context::endQuery(GLenum target) { Query *queryObject = mState.getActiveQuery(target); ASSERT(queryObject); gl::Error error = queryObject->end(); // Always unbind the query, even if there was an error. This may delete the query object. mState.setActiveQuery(target, NULL); return error; } Error Context::queryCounter(GLuint id, GLenum target) { ASSERT(target == GL_TIMESTAMP_EXT); Query *queryObject = getQuery(id, true, target); ASSERT(queryObject); return queryObject->queryCounter(); } void Context::getQueryiv(GLenum target, GLenum pname, GLint *params) { switch (pname) { case GL_CURRENT_QUERY_EXT: params[0] = getState().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; } } Error Context::getQueryObjectiv(GLuint id, GLenum pname, GLint *params) { return GetQueryObjectParameter(this, id, pname, params); } Error Context::getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) { return GetQueryObjectParameter(this, id, pname, params); } Error Context::getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params) { return GetQueryObjectParameter(this, id, pname, params); } Error Context::getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params) { return GetQueryObjectParameter(this, id, pname, params); } Framebuffer *Context::getFramebuffer(unsigned int handle) const { auto framebufferIt = mFramebufferMap.find(handle); return ((framebufferIt == mFramebufferMap.end()) ? nullptr : framebufferIt->second); } FenceNV *Context::getFenceNV(unsigned int handle) { FenceNVMap::iterator fence = mFenceNVMap.find(handle); if (fence == mFenceNVMap.end()) { return NULL; } else { return fence->second; } } Query *Context::getQuery(unsigned int handle, bool create, GLenum type) { QueryMap::iterator query = mQueryMap.find(handle); if (query == mQueryMap.end()) { return NULL; } else { if (!query->second && create) { query->second = new Query(mRenderer->createQuery(type), handle); query->second->addRef(); } return query->second; } } Query *Context::getQuery(GLuint handle) const { auto iter = mQueryMap.find(handle); return (iter != mQueryMap.end()) ? iter->second : nullptr; } Texture *Context::getTargetTexture(GLenum target) const { ASSERT(ValidTextureTarget(this, target)); return mState.getTargetTexture(target); } Texture *Context::getSamplerTexture(unsigned int sampler, GLenum type) const { return mState.getSamplerTexture(sampler, type); } Compiler *Context::getCompiler() const { return mCompiler; } void Context::getBooleanv(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: mState.getBooleanv(pname, params); break; } } void Context::getFloatv(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; default: mState.getFloatv(pname, params); break; } } void Context::getIntegerv(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_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 = mClientVersion; break; case GL_MINOR_VERSION: *params = 0; 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_EXT_disjoint_timer_query case GL_GPU_DISJOINT_EXT: *params = mRenderer->getGPUDisjoint(); break; default: mState.getIntegerv(getData(), pname, params); break; } } void Context::getInteger64v(GLenum pname, GLint64 *params) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. switch (pname) { case GL_MAX_ELEMENT_INDEX: *params = mCaps.maxElementIndex; break; case GL_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 = mRenderer->getTimestamp(); break; default: UNREACHABLE(); break; } } void Context::getPointerv(GLenum pname, void **params) const { mState.getPointerv(pname, params); } bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. // Indexed integer queries all refer to current state, so this function is a // mere passthrough. return mState.getIndexedIntegerv(target, index, data); } bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data) { // Queries about context capabilities and maximums are answered by Context. // Queries about current GL state values are answered by State. // Indexed integer queries all refer to current state, so this function is a // mere passthrough. return mState.getIndexedInteger64v(target, index, data); } bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) { if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) { *type = GL_INT; *numParams = 1; return true; } // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due // to the fact that it is stored internally as a float, and so would require conversion // if returned from Context::getIntegerv. Since this conversion is already implemented // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling // application. switch (pname) { case GL_COMPRESSED_TEXTURE_FORMATS: { *type = GL_INT; *numParams = static_cast(mCaps.compressedTextureFormats.size()); } return true; case GL_PROGRAM_BINARY_FORMATS_OES: { *type = GL_INT; *numParams = static_cast(mCaps.programBinaryFormats.size()); } return true; case GL_SHADER_BINARY_FORMATS: { *type = GL_INT; *numParams = static_cast(mCaps.shaderBinaryFormats.size()); } return true; case GL_MAX_VERTEX_ATTRIBS: case GL_MAX_VERTEX_UNIFORM_VECTORS: case GL_MAX_VARYING_VECTORS: case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: case GL_MAX_TEXTURE_IMAGE_UNITS: case GL_MAX_FRAGMENT_UNIFORM_VECTORS: case GL_MAX_RENDERBUFFER_SIZE: case GL_MAX_COLOR_ATTACHMENTS_EXT: case GL_MAX_DRAW_BUFFERS_EXT: case GL_NUM_SHADER_BINARY_FORMATS: case GL_NUM_COMPRESSED_TEXTURE_FORMATS: case GL_ARRAY_BUFFER_BINDING: //case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: case GL_READ_FRAMEBUFFER_BINDING_ANGLE: case GL_RENDERBUFFER_BINDING: case GL_CURRENT_PROGRAM: case GL_PACK_ALIGNMENT: case GL_PACK_REVERSE_ROW_ORDER_ANGLE: case GL_UNPACK_ALIGNMENT: case GL_GENERATE_MIPMAP_HINT: case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: case GL_RED_BITS: case GL_GREEN_BITS: case GL_BLUE_BITS: case GL_ALPHA_BITS: case GL_DEPTH_BITS: case GL_STENCIL_BITS: case GL_ELEMENT_ARRAY_BUFFER_BINDING: case GL_CULL_FACE_MODE: case GL_FRONT_FACE: case GL_ACTIVE_TEXTURE: case GL_STENCIL_FUNC: case GL_STENCIL_VALUE_MASK: case GL_STENCIL_REF: case GL_STENCIL_FAIL: case GL_STENCIL_PASS_DEPTH_FAIL: case GL_STENCIL_PASS_DEPTH_PASS: case GL_STENCIL_BACK_FUNC: case GL_STENCIL_BACK_VALUE_MASK: case GL_STENCIL_BACK_REF: case GL_STENCIL_BACK_FAIL: case GL_STENCIL_BACK_PASS_DEPTH_FAIL: case GL_STENCIL_BACK_PASS_DEPTH_PASS: case GL_DEPTH_FUNC: case GL_BLEND_SRC_RGB: case GL_BLEND_SRC_ALPHA: case GL_BLEND_DST_RGB: case GL_BLEND_DST_ALPHA: case GL_BLEND_EQUATION_RGB: case GL_BLEND_EQUATION_ALPHA: case GL_STENCIL_WRITEMASK: case GL_STENCIL_BACK_WRITEMASK: case GL_STENCIL_CLEAR_VALUE: case GL_SUBPIXEL_BITS: case GL_MAX_TEXTURE_SIZE: case GL_MAX_CUBE_MAP_TEXTURE_SIZE: case GL_SAMPLE_BUFFERS: case GL_SAMPLES: case GL_IMPLEMENTATION_COLOR_READ_TYPE: case GL_IMPLEMENTATION_COLOR_READ_FORMAT: case GL_TEXTURE_BINDING_2D: case GL_TEXTURE_BINDING_CUBE_MAP: case GL_RESET_NOTIFICATION_STRATEGY_EXT: case GL_NUM_PROGRAM_BINARY_FORMATS_OES: { *type = GL_INT; *numParams = 1; } return true; case GL_MAX_SAMPLES_ANGLE: { if (mExtensions.framebufferMultisample) { *type = GL_INT; *numParams = 1; } else { return false; } } return true; case GL_MAX_VIEWPORT_DIMS: { *type = GL_INT; *numParams = 2; } return true; case GL_VIEWPORT: case GL_SCISSOR_BOX: { *type = GL_INT; *numParams = 4; } return true; case GL_SHADER_COMPILER: case GL_SAMPLE_COVERAGE_INVERT: case GL_DEPTH_WRITEMASK: case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural case GL_SAMPLE_COVERAGE: case GL_SCISSOR_TEST: case GL_STENCIL_TEST: case GL_DEPTH_TEST: case GL_BLEND: case GL_DITHER: case GL_CONTEXT_ROBUST_ACCESS_EXT: { *type = GL_BOOL; *numParams = 1; } return true; case GL_COLOR_WRITEMASK: { *type = GL_BOOL; *numParams = 4; } return true; case GL_POLYGON_OFFSET_FACTOR: case GL_POLYGON_OFFSET_UNITS: case GL_SAMPLE_COVERAGE_VALUE: case GL_DEPTH_CLEAR_VALUE: case GL_LINE_WIDTH: { *type = GL_FLOAT; *numParams = 1; } return true; case GL_ALIASED_LINE_WIDTH_RANGE: case GL_ALIASED_POINT_SIZE_RANGE: case GL_DEPTH_RANGE: { *type = GL_FLOAT; *numParams = 2; } return true; case GL_COLOR_CLEAR_VALUE: case GL_BLEND_COLOR: { *type = GL_FLOAT; *numParams = 4; } return true; case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: if (!mExtensions.maxTextureAnisotropy) { return false; } *type = GL_FLOAT; *numParams = 1; return true; case GL_TIMESTAMP_EXT: if (!mExtensions.disjointTimerQuery) { return false; } *type = GL_INT_64_ANGLEX; *numParams = 1; return true; case GL_GPU_DISJOINT_EXT: if (!mExtensions.disjointTimerQuery) { return false; } *type = GL_INT; *numParams = 1; return true; } if (mExtensions.debug) { switch (pname) { case GL_DEBUG_LOGGED_MESSAGES: case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH: case GL_DEBUG_GROUP_STACK_DEPTH: case GL_MAX_DEBUG_MESSAGE_LENGTH: case GL_MAX_DEBUG_LOGGED_MESSAGES: case GL_MAX_DEBUG_GROUP_STACK_DEPTH: case GL_MAX_LABEL_LENGTH: *type = GL_INT; *numParams = 1; return true; case GL_DEBUG_OUTPUT_SYNCHRONOUS: case GL_DEBUG_OUTPUT: *type = GL_BOOL; *numParams = 1; return true; } } // Check for ES3.0+ parameter names which are also exposed as ES2 extensions switch (pname) { case GL_PACK_ROW_LENGTH: case GL_PACK_SKIP_ROWS: case GL_PACK_SKIP_PIXELS: if ((mClientVersion < 3) && !mExtensions.packSubimage) { return false; } *type = GL_INT; *numParams = 1; return true; case GL_UNPACK_ROW_LENGTH: case GL_UNPACK_SKIP_ROWS: case GL_UNPACK_SKIP_PIXELS: if ((mClientVersion < 3) && !mExtensions.unpackSubimage) { return false; } *type = GL_INT; *numParams = 1; return true; case GL_VERTEX_ARRAY_BINDING: if ((mClientVersion < 3) && !mExtensions.vertexArrayObject) { return false; } *type = GL_INT; *numParams = 1; return true; case GL_PIXEL_PACK_BUFFER_BINDING: case GL_PIXEL_UNPACK_BUFFER_BINDING: if ((mClientVersion < 3) && !mExtensions.pixelBufferObject) { return false; } *type = GL_INT; *numParams = 1; return true; } if (mClientVersion < 3) { return false; } // Check for ES3.0+ parameter names switch (pname) { case GL_MAX_UNIFORM_BUFFER_BINDINGS: case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: case GL_UNIFORM_BUFFER_BINDING: case GL_TRANSFORM_FEEDBACK_BINDING: case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: case GL_COPY_READ_BUFFER_BINDING: case GL_COPY_WRITE_BUFFER_BINDING: case GL_TEXTURE_BINDING_3D: case GL_TEXTURE_BINDING_2D_ARRAY: case GL_MAX_3D_TEXTURE_SIZE: case GL_MAX_ARRAY_TEXTURE_LAYERS: case GL_MAX_VERTEX_UNIFORM_BLOCKS: case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: case GL_MAX_COMBINED_UNIFORM_BLOCKS: case GL_MAX_VERTEX_OUTPUT_COMPONENTS: case GL_MAX_FRAGMENT_INPUT_COMPONENTS: case GL_MAX_VARYING_COMPONENTS: case GL_MAX_VERTEX_UNIFORM_COMPONENTS: case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: case GL_MIN_PROGRAM_TEXEL_OFFSET: case GL_MAX_PROGRAM_TEXEL_OFFSET: case GL_NUM_EXTENSIONS: case GL_MAJOR_VERSION: case GL_MINOR_VERSION: case GL_MAX_ELEMENTS_INDICES: case GL_MAX_ELEMENTS_VERTICES: case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: case GL_UNPACK_IMAGE_HEIGHT: case GL_UNPACK_SKIP_IMAGES: { *type = GL_INT; *numParams = 1; } return true; case GL_MAX_ELEMENT_INDEX: case GL_MAX_UNIFORM_BLOCK_SIZE: case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: case GL_MAX_SERVER_WAIT_TIMEOUT: { *type = GL_INT_64_ANGLEX; *numParams = 1; } return true; case GL_TRANSFORM_FEEDBACK_ACTIVE: case GL_TRANSFORM_FEEDBACK_PAUSED: case GL_PRIMITIVE_RESTART_FIXED_INDEX: case GL_RASTERIZER_DISCARD: { *type = GL_BOOL; *numParams = 1; } return true; case GL_MAX_TEXTURE_LOD_BIAS: { *type = GL_FLOAT; *numParams = 1; } return true; } return false; } bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams) { if (mClientVersion < 3) { return false; } switch (target) { case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: case GL_UNIFORM_BUFFER_BINDING: { *type = GL_INT; *numParams = 1; } return true; case GL_TRANSFORM_FEEDBACK_BUFFER_START: case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: case GL_UNIFORM_BUFFER_START: case GL_UNIFORM_BUFFER_SIZE: { *type = GL_INT_64_ANGLEX; *numParams = 1; } } return false; } Error Context::drawArrays(GLenum mode, GLint first, GLsizei count) { syncRendererState(); Error error = mRenderer->drawArrays(getData(), mode, first, count); if (error.isError()) { return error; } MarkTransformFeedbackBufferUsage(mState.getCurrentTransformFeedback()); return Error(GL_NO_ERROR); } Error Context::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) { syncRendererState(); Error error = mRenderer->drawArraysInstanced(getData(), mode, first, count, instanceCount); if (error.isError()) { return error; } MarkTransformFeedbackBufferUsage(mState.getCurrentTransformFeedback()); return Error(GL_NO_ERROR); } Error Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, const IndexRange &indexRange) { syncRendererState(); return mRenderer->drawElements(getData(), mode, count, type, indices, indexRange); } Error Context::drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances, const IndexRange &indexRange) { syncRendererState(); return mRenderer->drawElementsInstanced(getData(), mode, count, type, indices, instances, indexRange); } Error Context::drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, const IndexRange &indexRange) { syncRendererState(); return mRenderer->drawRangeElements(getData(), mode, start, end, count, type, indices, indexRange); } Error Context::flush() { return mRenderer->flush(); } Error Context::finish() { return mRenderer->finish(); } void Context::insertEventMarker(GLsizei length, const char *marker) { ASSERT(mRenderer); mRenderer->insertEventMarker(length, marker); } void Context::pushGroupMarker(GLsizei length, const char *marker) { ASSERT(mRenderer); mRenderer->pushGroupMarker(length, marker); } void Context::popGroupMarker() { ASSERT(mRenderer); mRenderer->popGroupMarker(); } void Context::recordError(const Error &error) { if (error.isError()) { mErrors.insert(error.getCode()); if (!error.getMessage().empty()) { auto &debug = mState.getDebug(); debug.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; } } GLenum Context::getResetStatus() { //TODO(jmadill): needs MANGLE reworking if (mResetStatus == GL_NO_ERROR && !mContextLost) { // mResetStatus will be set by the markContextLost callback // in the case a notification is sent if (mRenderer->testDeviceLost()) { mRenderer->notifyDeviceLost(); } } GLenum status = mResetStatus; if (mResetStatus != GL_NO_ERROR) { ASSERT(mContextLost); if (mRenderer->testDeviceResettable()) { mResetStatus = GL_NO_ERROR; } } return status; } 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 { auto framebufferIt = mFramebufferMap.find(0); if (framebufferIt != mFramebufferMap.end()) { const Framebuffer *framebuffer = framebufferIt->second; const FramebufferAttachment *backAttachment = framebuffer->getAttachment(GL_BACK); ASSERT(backAttachment != nullptr); return backAttachment->getSurface()->getRenderBuffer(); } else { return EGL_NONE; } } void Context::checkVertexArrayAllocation(GLuint vertexArray) { // Only called after a prior call to Gen. if (!getVertexArray(vertexArray)) { VertexArray *vertexArrayObject = new VertexArray(mRenderer, vertexArray, MAX_VERTEX_ATTRIBS); mVertexArrayMap[vertexArray] = vertexArrayObject; } } void Context::checkTransformFeedbackAllocation(GLuint transformFeedback) { // Only called after a prior call to Gen. if (!getTransformFeedback(transformFeedback)) { TransformFeedback *transformFeedbackObject = new TransformFeedback(mRenderer->createTransformFeedback(), transformFeedback, mCaps); transformFeedbackObject->addRef(); mTransformFeedbackMap[transformFeedback] = transformFeedbackObject; } } Framebuffer *Context::checkFramebufferAllocation(GLuint framebuffer) { // Can be called from Bind without a prior call to Gen. auto framebufferIt = mFramebufferMap.find(framebuffer); bool neverCreated = framebufferIt == mFramebufferMap.end(); if (neverCreated || framebufferIt->second == nullptr) { Framebuffer *newFBO = new Framebuffer(mCaps, mRenderer, framebuffer); if (neverCreated) { mFramebufferHandleAllocator.reserve(framebuffer); mFramebufferMap[framebuffer] = newFBO; return newFBO; } framebufferIt->second = newFBO; } return framebufferIt->second; } bool Context::isVertexArrayGenerated(GLuint vertexArray) { return mVertexArrayMap.find(vertexArray) != mVertexArrayMap.end(); } bool Context::isTransformFeedbackGenerated(GLuint transformFeedback) { return mTransformFeedbackMap.find(transformFeedback) != mTransformFeedbackMap.end(); } 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. mState.detachTexture(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 mState.detachBuffer(buffer); } void Context::detachFramebuffer(GLuint framebuffer) { // Framebuffer detachment is handled by Context, because 0 is a valid // Framebuffer object, and a pointer to it must be passed from Context // to State at binding time. // [OpenGL ES 2.0.24] section 4.4 page 107: // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. if (mState.removeReadFramebufferBinding(framebuffer) && framebuffer != 0) { bindReadFramebuffer(0); } if (mState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0) { bindDrawFramebuffer(0); } } void Context::detachRenderbuffer(GLuint renderbuffer) { mState.detachRenderbuffer(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 (mState.removeVertexArrayBinding(vertexArray)) { bindVertexArray(0); } } void Context::detachTransformFeedback(GLuint transformFeedback) { mState.detachTransformFeedback(transformFeedback); } void Context::detachSampler(GLuint sampler) { mState.detachSampler(sampler); } void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) { mState.setVertexAttribDivisor(index, divisor); } void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) { mResourceManager->checkSamplerAllocation(sampler); Sampler *samplerObject = getSampler(sampler); ASSERT(samplerObject); // clang-format off switch (pname) { case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast(param)); break; case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast(param)); break; case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast(param)); break; case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast(param)); break; case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast(param)); break; case GL_TEXTURE_MAX_ANISOTROPY_EXT: samplerObject->setMaxAnisotropy(std::min(static_cast(param), getExtensions().maxTextureAnisotropy)); break; case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast(param)); break; case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast(param)); break; case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast(param)); break; case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast(param)); break; default: UNREACHABLE(); break; } // clang-format on } void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { mResourceManager->checkSamplerAllocation(sampler); Sampler *samplerObject = getSampler(sampler); ASSERT(samplerObject); // clang-format off switch (pname) { case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(uiround(param)); break; case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(uiround(param)); break; case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(uiround(param)); break; case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(uiround(param)); break; case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(uiround(param)); break; case GL_TEXTURE_MAX_ANISOTROPY_EXT: samplerObject->setMaxAnisotropy(std::min(param, getExtensions().maxTextureAnisotropy)); break; case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(uiround(param)); break; case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(uiround(param)); break; default: UNREACHABLE(); break; } // clang-format on } GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) { mResourceManager->checkSamplerAllocation(sampler); Sampler *samplerObject = getSampler(sampler); ASSERT(samplerObject); // clang-format off switch (pname) { case GL_TEXTURE_MIN_FILTER: return static_cast(samplerObject->getMinFilter()); case GL_TEXTURE_MAG_FILTER: return static_cast(samplerObject->getMagFilter()); case GL_TEXTURE_WRAP_S: return static_cast(samplerObject->getWrapS()); case GL_TEXTURE_WRAP_T: return static_cast(samplerObject->getWrapT()); case GL_TEXTURE_WRAP_R: return static_cast(samplerObject->getWrapR()); case GL_TEXTURE_MAX_ANISOTROPY_EXT: return static_cast(samplerObject->getMaxAnisotropy()); case GL_TEXTURE_MIN_LOD: return uiround(samplerObject->getMinLod()); case GL_TEXTURE_MAX_LOD: return uiround(samplerObject->getMaxLod()); case GL_TEXTURE_COMPARE_MODE: return static_cast(samplerObject->getCompareMode()); case GL_TEXTURE_COMPARE_FUNC: return static_cast(samplerObject->getCompareFunc()); default: UNREACHABLE(); return 0; } // clang-format on } GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) { mResourceManager->checkSamplerAllocation(sampler); Sampler *samplerObject = getSampler(sampler); ASSERT(samplerObject); // clang-format off switch (pname) { case GL_TEXTURE_MIN_FILTER: return static_cast(samplerObject->getMinFilter()); case GL_TEXTURE_MAG_FILTER: return static_cast(samplerObject->getMagFilter()); case GL_TEXTURE_WRAP_S: return static_cast(samplerObject->getWrapS()); case GL_TEXTURE_WRAP_T: return static_cast(samplerObject->getWrapT()); case GL_TEXTURE_WRAP_R: return static_cast(samplerObject->getWrapR()); case GL_TEXTURE_MAX_ANISOTROPY_EXT: return samplerObject->getMaxAnisotropy(); case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); case GL_TEXTURE_COMPARE_MODE: return static_cast(samplerObject->getCompareMode()); case GL_TEXTURE_COMPARE_FUNC: return static_cast(samplerObject->getCompareFunc()); default: UNREACHABLE(); return 0; } // clang-format on } void Context::initRendererString() { std::ostringstream rendererString; rendererString << "ANGLE ("; rendererString << mRenderer->getRendererDescription(); rendererString << ")"; mRendererString = MakeStaticString(rendererString.str()); } const std::string &Context::getRendererString() const { return mRendererString; } void Context::initExtensionStrings() { mExtensionStrings = mExtensions.getStrings(); std::ostringstream combinedStringStream; std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator(combinedStringStream, " ")); mExtensionString = combinedStringStream.str(); } const std::string &Context::getExtensionString() const { return mExtensionString; } const std::string &Context::getExtensionString(size_t idx) const { return mExtensionStrings[idx]; } size_t Context::getExtensionStringCount() const { return mExtensionStrings.size(); } void Context::initCaps(GLuint clientVersion) { mCaps = mRenderer->getRendererCaps(); mExtensions = mRenderer->getRendererExtensions(); mLimitations = mRenderer->getRendererLimitations(); if (clientVersion < 3) { // Disable ES3+ extensions mExtensions.colorBufferFloat = false; } if (clientVersion > 2) { // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts //mExtensions.sRGB = false; } // Explicitly enable GL_KHR_debug mExtensions.debug = true; mExtensions.maxDebugMessageLength = 1024; mExtensions.maxDebugLoggedMessages = 1024; mExtensions.maxDebugGroupStackDepth = 1024; mExtensions.maxLabelLength = 1024; // Apply implementation limits mCaps.maxVertexAttributes = std::min(mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS); mCaps.maxVertexUniformBlocks = std::min(mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS); mCaps.maxVertexOutputComponents = std::min(mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); mCaps.maxFragmentInputComponents = std::min(mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4); mCaps.compressedTextureFormats.clear(); const TextureCapsMap &rendererFormats = mRenderer->getRendererTextureCaps(); for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++) { GLenum format = i->first; TextureCaps formatCaps = i->second; const InternalFormat &formatInfo = GetInternalFormatInfo(format); // 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(clientVersion, mExtensions); formatCaps.renderable = formatCaps.renderable && formatInfo.renderSupport(clientVersion, mExtensions); formatCaps.filterable = formatCaps.filterable && formatInfo.filterSupport(clientVersion, mExtensions); // OpenGL ES does not support multisampling with integer formats if (!formatInfo.renderSupport || formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT) { formatCaps.sampleCounts.clear(); } if (formatCaps.texturable && formatInfo.compressed) { mCaps.compressedTextureFormats.push_back(format); } mTextureCaps.insert(format, formatCaps); } } void Context::syncRendererState() { const State::DirtyBits &dirtyBits = mState.getDirtyBits(); mRenderer->syncState(mState, dirtyBits); mState.clearDirtyBits(); mState.syncDirtyObjects(); } void Context::syncRendererState(const State::DirtyBits &bitMask) { const State::DirtyBits &dirtyBits = (mState.getDirtyBits() & bitMask); mRenderer->syncState(mState, dirtyBits); mState.clearDirtyBits(dirtyBits); // TODO(jmadill): Filter objects by bitMask somehow? mState.syncDirtyObjects(); } void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { Framebuffer *readFramebuffer = mState.getReadFramebuffer(); ASSERT(readFramebuffer); Framebuffer *drawFramebuffer = mState.getDrawFramebuffer(); ASSERT(drawFramebuffer); Rectangle srcArea(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0); Rectangle dstArea(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0); syncRendererState(mState.blitStateBitMask()); Error error = drawFramebuffer->blit(mState, srcArea, dstArea, mask, filter, readFramebuffer); if (error.isError()) { recordError(error); return; } } void Context::clear(GLbitfield mask) { // Sync the clear state syncRendererState(mState.clearStateBitMask()); Error error = mState.getDrawFramebuffer()->clear(mData, mask); if (error.isError()) { recordError(error); } } void Context::clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *values) { // Sync the clear state syncRendererState(mState.clearStateBitMask()); Error error = mState.getDrawFramebuffer()->clearBufferfv(mData, buffer, drawbuffer, values); if (error.isError()) { recordError(error); } } void Context::clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *values) { // Sync the clear state syncRendererState(mState.clearStateBitMask()); Error error = mState.getDrawFramebuffer()->clearBufferuiv(mData, buffer, drawbuffer, values); if (error.isError()) { recordError(error); } } void Context::clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *values) { // Sync the clear state syncRendererState(mState.clearStateBitMask()); Error error = mState.getDrawFramebuffer()->clearBufferiv(mData, buffer, drawbuffer, values); if (error.isError()) { recordError(error); } } void Context::clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { Framebuffer *framebufferObject = mState.getDrawFramebuffer(); ASSERT(framebufferObject); // If a buffer is not present, the clear has no effect if (framebufferObject->getDepthbuffer() == nullptr && framebufferObject->getStencilbuffer() == nullptr) { return; } // Sync the clear state syncRendererState(mState.clearStateBitMask()); Error error = framebufferObject->clearBufferfi(mData, buffer, drawbuffer, depth, stencil); if (error.isError()) { recordError(error); } } void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) { // Sync pack state syncRendererState(mState.packStateBitMask()); Framebuffer *framebufferObject = mState.getReadFramebuffer(); ASSERT(framebufferObject); Rectangle area(x, y, width, height); Error error = framebufferObject->readPixels(mState, area, format, type, pixels); if (error.isError()) { recordError(error); } } void Context::copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { // Only sync the read FBO mState.syncDirtyObject(GL_READ_FRAMEBUFFER); Rectangle sourceArea(x, y, width, height); const Framebuffer *framebuffer = mState.getReadFramebuffer(); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); Error error = texture->copyImage(target, level, sourceArea, internalformat, framebuffer); if (error.isError()) { recordError(error); } } void Context::copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { // Only sync the read FBO mState.syncDirtyObject(GL_READ_FRAMEBUFFER); Offset destOffset(xoffset, yoffset, 0); Rectangle sourceArea(x, y, width, height); const Framebuffer *framebuffer = mState.getReadFramebuffer(); Texture *texture = getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target); Error error = texture->copySubImage(target, level, destOffset, sourceArea, framebuffer); if (error.isError()) { recordError(error); } } void Context::copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { // Only sync the read FBO mState.syncDirtyObject(GL_READ_FRAMEBUFFER); Offset destOffset(xoffset, yoffset, zoffset); Rectangle sourceArea(x, y, width, height); const Framebuffer *framebuffer = mState.getReadFramebuffer(); Texture *texture = getTargetTexture(target); Error error = texture->copySubImage(target, level, destOffset, sourceArea, framebuffer); if (error.isError()) { recordError(error); } } void Context::framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { Framebuffer *framebuffer = mState.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 { ASSERT(IsCubeMapTextureTarget(textarget)); index = ImageIndex::MakeCube(textarget, level); } framebuffer->setAttachment(GL_TEXTURE, attachment, index, textureObj); } else { framebuffer->resetAttachment(attachment); } mState.setObjectDirty(target); } void Context::framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { Framebuffer *framebuffer = mState.getTargetFramebuffer(target); ASSERT(framebuffer); if (renderbuffer != 0) { Renderbuffer *renderbufferObject = getRenderbuffer(renderbuffer); framebuffer->setAttachment(GL_RENDERBUFFER, attachment, gl::ImageIndex::MakeInvalid(), renderbufferObject); } else { framebuffer->resetAttachment(attachment); } mState.setObjectDirty(target); } void Context::framebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { Framebuffer *framebuffer = mState.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(GL_TEXTURE, attachment, index, textureObject); } else { framebuffer->resetAttachment(attachment); } mState.setObjectDirty(target); } void Context::drawBuffers(GLsizei n, const GLenum *bufs) { Framebuffer *framebuffer = mState.getDrawFramebuffer(); ASSERT(framebuffer); framebuffer->setDrawBuffers(n, bufs); mState.setObjectDirty(GL_DRAW_FRAMEBUFFER); } void Context::readBuffer(GLenum mode) { Framebuffer *readFBO = mState.getReadFramebuffer(); readFBO->setReadBuffer(mode); mState.setObjectDirty(GL_READ_FRAMEBUFFER); } void Context::discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments) { // Only sync the FBO mState.syncDirtyObject(target); Framebuffer *framebuffer = mState.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. Error error = framebuffer->discard(numAttachments, attachments); if (error.isError()) { recordError(error); } } void Context::invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments) { // Only sync the FBO mState.syncDirtyObject(target); Framebuffer *framebuffer = mState.getTargetFramebuffer(target); ASSERT(framebuffer); if (framebuffer->checkStatus(mData) == GL_FRAMEBUFFER_COMPLETE) { Error error = framebuffer->invalidate(numAttachments, attachments); if (error.isError()) { recordError(error); return; } } } void Context::invalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) { // Only sync the FBO mState.syncDirtyObject(target); Framebuffer *framebuffer = mState.getTargetFramebuffer(target); ASSERT(framebuffer); if (framebuffer->checkStatus(mData) == GL_FRAMEBUFFER_COMPLETE) { Rectangle area(x, y, width, height); Error error = framebuffer->invalidateSub(numAttachments, attachments, area); if (error.isError()) { recordError(error); return; } } } } // namespace gl