1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES Utilities
3 * ------------------------------------------------
5 * Copyright 2014 The Android Open Source Project
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
21 * \brief OpenGL State Reset.
22 *//*--------------------------------------------------------------------*/
24 #include "gluStateReset.hpp"
25 #include "gluContextInfo.hpp"
26 #include "gluRenderContext.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "glwFunctions.hpp"
29 #include "glwEnums.hpp"
30 #include "deUniquePtr.hpp"
41 void resetErrors (const glw::Functions& gl)
45 for (errorNdx = 0; errorNdx < MAX_ERROR_COUNT; errorNdx++)
47 if (gl.getError() == GL_NONE)
51 if (errorNdx == MAX_ERROR_COUNT)
52 TCU_FAIL("Couldn't reset error state");
57 void resetStateES (const RenderContext& renderCtx, const ContextInfo& ctxInfo)
59 const glw::Functions& gl = renderCtx.getFunctions();
60 const ContextType type = renderCtx.getType();
65 DE_ASSERT(isContextTypeES(type));
67 // Vertex attrib array state.
69 int numVertexAttribArrays = 0;
70 gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
72 gl.bindBuffer (GL_ARRAY_BUFFER, 0);
73 gl.bindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
75 if (contextSupports(type, ApiType::es(3,0)))
77 gl.bindVertexArray (0);
78 gl.disable (GL_PRIMITIVE_RESTART_FIXED_INDEX);
81 if (contextSupports(type, ApiType::es(3,1)))
82 gl.bindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
84 for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
86 gl.disableVertexAttribArray (ndx);
87 gl.vertexAttribPointer (ndx, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL);
89 if (contextSupports(type, ApiType::es(3,0)))
90 gl.vertexAttribDivisor(ndx, 0);
93 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed");
96 // Transformation state.
98 const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
100 gl.viewport (0, 0, renderTarget.getWidth(), renderTarget.getHeight());
101 gl.depthRangef (0.0f, 1.0f);
103 if (contextSupports(type, ApiType::es(3,0)))
104 gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
106 GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed");
109 // Rasterization state
112 gl.disable (GL_CULL_FACE);
113 gl.cullFace (GL_BACK);
114 gl.frontFace (GL_CCW);
115 gl.polygonOffset(0.0f, 0.0f);
116 gl.disable (GL_POLYGON_OFFSET_FILL);
118 if (contextSupports(type, ApiType::es(3,0)))
119 gl.disable(GL_RASTERIZER_DISCARD);
121 GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed");
124 // Multisampling state
126 gl.disable (GL_SAMPLE_ALPHA_TO_COVERAGE);
127 gl.disable (GL_SAMPLE_COVERAGE);
128 gl.sampleCoverage (1.0f, GL_FALSE);
130 if (contextSupports(type, ApiType::es(3,1)))
132 int numSampleMaskWords = 0;
133 gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords);
135 gl.disable(GL_SAMPLE_MASK);
137 for (int ndx = 0; ndx < numSampleMaskWords; ndx++)
138 gl.sampleMaski(ndx, ~0u);
141 GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed");
145 // \todo [2013-04-08 pyry] Reset all levels?
147 const float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f };
149 gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits);
151 for (int ndx = 0; ndx < numTexUnits; ndx++)
153 gl.activeTexture(GL_TEXTURE0 + ndx);
156 gl.bindTexture(GL_TEXTURE_2D, 0);
157 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
158 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
159 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
160 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
161 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
163 if (contextSupports(type, ApiType::es(3,0)))
165 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
166 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
167 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
168 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
169 gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.0f);
170 gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1000.0f);
171 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
172 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
173 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
174 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
177 if (contextSupports(type, ApiType::es(3,1)))
178 gl.texParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
180 if (ctxInfo.isExtensionSupported("GL_EXT_texture_border_clamp"))
181 gl.texParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
183 // Reset cube map texture.
184 gl.bindTexture(GL_TEXTURE_CUBE_MAP, 0);
185 gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
186 gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
187 gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
188 gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
189 gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
190 gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
191 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
192 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
193 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
194 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
196 if (contextSupports(type, ApiType::es(3,0)))
198 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R, GL_RED);
199 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
200 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
201 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
202 gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD, -1000.0f);
203 gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD, 1000.0f);
204 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
205 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 1000);
206 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
207 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
210 if (contextSupports(type, ApiType::es(3,1)))
211 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
213 if (ctxInfo.isExtensionSupported("GL_EXT_texture_border_clamp"))
214 gl.texParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
216 if (contextSupports(type, ApiType::es(3,0)))
218 // Reset 2D array texture.
219 gl.bindTexture(GL_TEXTURE_2D_ARRAY, 0);
220 gl.texImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
221 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
222 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
223 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
224 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
225 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
226 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
227 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
228 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
229 gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
230 gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
231 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
232 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
233 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
234 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
236 if (ctxInfo.isExtensionSupported("GL_EXT_texture_border_clamp"))
237 gl.texParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
240 if (contextSupports(type, ApiType::es(3,1)))
241 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
243 if (contextSupports(type, ApiType::es(3,0)))
246 gl.bindTexture(GL_TEXTURE_3D, 0);
247 gl.texImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
248 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
249 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
250 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
251 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
252 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
253 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
254 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
255 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
256 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
257 gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, -1000.0f);
258 gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD, 1000.0f);
259 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
260 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1000);
261 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
262 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
264 if (ctxInfo.isExtensionSupported("GL_EXT_texture_border_clamp"))
265 gl.texParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
268 if (contextSupports(type, ApiType::es(3,1)))
269 gl.texParameteri(GL_TEXTURE_3D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
271 if (contextSupports(type, ApiType::es(3,1)))
273 // Reset multisample textures.
274 gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
275 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_R, GL_RED);
276 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
277 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
278 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
279 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BASE_LEVEL, 0);
280 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 1000);
283 if (ctxInfo.isExtensionSupported("GL_OES_texture_storage_multisample_2d_array"))
285 gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
286 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
287 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
288 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
289 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
290 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
291 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
294 if (ctxInfo.isExtensionSupported("GL_EXT_texture_cube_map_array"))
296 // Reset cube array texture.
297 gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
298 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
299 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
300 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
301 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
302 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
303 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
304 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
305 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
306 gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
307 gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
308 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
309 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
310 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
311 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
313 if (ctxInfo.isExtensionSupported("GL_EXT_texture_border_clamp"))
314 gl.texParameterfv(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
318 gl.activeTexture(GL_TEXTURE0);
320 if (contextSupports(type, ApiType::es(3,0)))
322 for (int ndx = 0; ndx < numTexUnits; ndx++)
323 gl.bindSampler(ndx, 0);
326 GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed");
329 // Resetting state using non-indexed variants should be enough, but some
330 // implementations have bugs so we need to make sure indexed state gets
331 // set back to initial values.
332 if (ctxInfo.isExtensionSupported("GL_EXT_draw_buffers_indexed"))
334 int numDrawBuffers = 0;
336 gl.getIntegerv(GL_MAX_DRAW_BUFFERS, &numDrawBuffers);
338 for (int drawBufferNdx = 0; drawBufferNdx < numDrawBuffers; drawBufferNdx++)
340 gl.disablei (GL_BLEND, drawBufferNdx);
341 gl.blendFunci (drawBufferNdx, GL_ONE, GL_ZERO);
342 gl.blendEquationi (drawBufferNdx, GL_FUNC_ADD);
343 gl.colorMaski (drawBufferNdx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
346 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to reset indexed draw buffer state");
351 const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
353 gl.disable (GL_SCISSOR_TEST);
354 gl.scissor (0, 0, renderTarget.getWidth(), renderTarget.getHeight());
356 gl.disable (GL_STENCIL_TEST);
357 gl.stencilFunc (GL_ALWAYS, 0, ~0u);
358 gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
360 gl.disable (GL_DEPTH_TEST);
361 gl.depthFunc (GL_LESS);
363 gl.disable (GL_BLEND);
364 gl.blendFunc (GL_ONE, GL_ZERO);
365 gl.blendEquation(GL_FUNC_ADD);
366 gl.blendColor (0.0f, 0.0f, 0.0f, 0.0f);
368 gl.enable (GL_DITHER);
370 GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed");
373 // Framebuffer control.
375 gl.colorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
376 gl.depthMask (GL_TRUE);
377 gl.stencilMask (~0u);
379 gl.clearColor (0.0f, 0.0f, 0.0f, 0.0f);
380 gl.clearDepthf (1.0f);
383 GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed");
386 // Framebuffer state.
388 // \note Actually spec explictly says 0 but on some platforms (iOS) no default framebuffer exists.
389 const deUint32 defaultFbo = renderCtx.getDefaultFramebuffer();
390 const deUint32 drawBuffer = defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK;
391 const deUint32 readBuffer = defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK;
393 gl.bindFramebuffer(GL_FRAMEBUFFER, defaultFbo);
395 if (contextSupports(type, ApiType::es(3,0)))
397 gl.drawBuffers (1, &drawBuffer);
398 gl.readBuffer (readBuffer);
401 GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed");
404 // Renderbuffer state.
406 gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
407 GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed");
410 // Pixel transfer state.
412 gl.pixelStorei(GL_UNPACK_ALIGNMENT, 4);
413 gl.pixelStorei(GL_PACK_ALIGNMENT, 4);
415 if (contextSupports(type, ApiType::es(3,0)))
417 gl.pixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
418 gl.pixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
419 gl.pixelStorei(GL_UNPACK_ROW_LENGTH, 0);
420 gl.pixelStorei(GL_UNPACK_SKIP_ROWS, 0);
421 gl.pixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
423 gl.pixelStorei(GL_PACK_ROW_LENGTH, 0);
424 gl.pixelStorei(GL_PACK_SKIP_ROWS, 0);
425 gl.pixelStorei(GL_PACK_SKIP_PIXELS, 0);
427 gl.bindBuffer(GL_PIXEL_PACK_BUFFER, 0);
428 gl.bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
431 GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed");
434 // Program object state.
438 if (contextSupports(type, ApiType::es(3,0)))
440 int maxUniformBufferBindings = 0;
441 gl.getIntegerv (GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
442 gl.bindBuffer (GL_UNIFORM_BUFFER, 0);
444 for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++)
445 gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0);
448 if (contextSupports(type, ApiType::es(3,1)))
450 gl.bindProgramPipeline(0);
453 int maxAtomicCounterBufferBindings = 0;
454 gl.getIntegerv (GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &maxAtomicCounterBufferBindings);
455 gl.bindBuffer (GL_ATOMIC_COUNTER_BUFFER, 0);
457 for (int ndx = 0; ndx < maxAtomicCounterBufferBindings; ndx++)
458 gl.bindBufferBase(GL_ATOMIC_COUNTER_BUFFER, ndx, 0);
462 int maxShaderStorageBufferBindings = 0;
463 gl.getIntegerv (GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings);
464 gl.bindBuffer (GL_SHADER_STORAGE_BUFFER, 0);
466 for (int ndx = 0; ndx < maxShaderStorageBufferBindings; ndx++)
467 gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, ndx, 0);
471 GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed");
474 // Vertex shader state.
476 int numVertexAttribArrays = 0;
477 gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
479 for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
480 gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f);
482 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed");
485 // Transform feedback state.
486 if (contextSupports(type, ApiType::es(3,0)))
488 int numTransformFeedbackSeparateAttribs = 0;
489 glw::GLboolean transformFeedbackActive = 0;
490 gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs);
491 gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive);
493 if (transformFeedbackActive)
494 gl.endTransformFeedback();
496 gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
498 for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++)
499 gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0);
501 GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed");
504 // Asynchronous query state.
505 if (contextSupports(type, ApiType::es(3,0)))
507 static const deUint32 targets[] = { GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN };
509 for (int i = 0; i < DE_LENGTH_OF_ARRAY(targets); i++)
512 gl.getQueryiv(targets[i], GL_CURRENT_QUERY, &queryActive);
514 if (queryActive != 0)
515 gl.endQuery(targets[i]);
518 GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed");
523 gl.hint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);
525 if (contextSupports(type, ApiType::es(3,0)))
526 gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE);
528 GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed");
532 if (contextSupports(type, ApiType::es(3,1)))
534 gl.bindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
535 GLU_EXPECT_NO_ERROR(gl.getError(), "Compute dispatch state reset failed");
538 // Buffer copy state.
539 if (contextSupports(type, ApiType::es(3,0)))
541 gl.bindBuffer(GL_COPY_READ_BUFFER, 0);
542 gl.bindBuffer(GL_COPY_WRITE_BUFFER, 0);
544 GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed");
548 if (contextSupports(type, ApiType::es(3,1)))
550 int numImageUnits = 0;
551 gl.getIntegerv(GL_MAX_IMAGE_UNITS, &numImageUnits);
553 for (int ndx = 0; ndx < numImageUnits; ndx++)
554 gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
556 GLU_EXPECT_NO_ERROR(gl.getError(), "Image state reset failed");
559 // Sample shading state.
560 if (contextSupports(type, ApiType::es(3,1)) && ctxInfo.isExtensionSupported("GL_OES_sample_shading"))
562 gl.minSampleShading(0.0f);
563 gl.disable(GL_SAMPLE_SHADING);
565 GLU_EXPECT_NO_ERROR(gl.getError(), "Sample shading state reset failed");
569 if (ctxInfo.isExtensionSupported("GL_KHR_debug"))
571 const bool entrypointsPresent = gl.debugMessageControl != DE_NULL &&
572 gl.debugMessageCallback != DE_NULL &&
573 gl.popDebugGroup != DE_NULL;
575 // some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore.
576 if (entrypointsPresent)
579 gl.getIntegerv(GL_DEBUG_GROUP_STACK_DEPTH, &stackDepth);
580 for (int ndx = 1; ndx < stackDepth; ++ndx)
583 gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true);
584 gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false);
585 gl.debugMessageCallback(DE_NULL, DE_NULL);
587 if (type.getFlags() & glu::CONTEXT_DEBUG)
588 gl.enable(GL_DEBUG_OUTPUT);
590 gl.disable(GL_DEBUG_OUTPUT);
591 gl.disable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
593 GLU_EXPECT_NO_ERROR(gl.getError(), "Debug state reset failed");
597 // Primitive bounding box state.
598 if (ctxInfo.isExtensionSupported("GL_EXT_primitive_bounding_box"))
600 gl.primitiveBoundingBox(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
601 GLU_EXPECT_NO_ERROR(gl.getError(), "Primitive bounding box state reset failed");
604 // Tessellation state
605 if (ctxInfo.isExtensionSupported("GL_EXT_tessellation_shader"))
607 gl.patchParameteri(GL_PATCH_VERTICES, 3);
608 GLU_EXPECT_NO_ERROR(gl.getError(), "Tessellation patch vertices state reset failed");
611 // Advanced coherent blending
612 if (ctxInfo.isExtensionSupported("GL_KHR_blend_equation_advanced_coherent"))
614 gl.enable(GL_BLEND_ADVANCED_COHERENT_KHR);
615 GLU_EXPECT_NO_ERROR(gl.getError(), "Blend equation advanced coherent state reset failed");
619 if (ctxInfo.isExtensionSupported("GL_EXT_texture_buffer"))
621 gl.bindTexture(GL_TEXTURE_BUFFER, 0);
622 gl.bindBuffer(GL_TEXTURE_BUFFER, 0);
623 GLU_EXPECT_NO_ERROR(gl.getError(), "Texture buffer state reset failed");
627 void resetStateGLCore (const RenderContext& renderCtx, const ContextInfo& ctxInfo)
629 const glw::Functions& gl = renderCtx.getFunctions();
630 const ContextType type = renderCtx.getType();
635 // Vertex attrib array state.
637 gl.bindVertexArray (0);
638 gl.bindBuffer (GL_ARRAY_BUFFER, 0);
639 gl.bindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
641 if (contextSupports(type, ApiType::core(3,1)))
643 gl.disable (GL_PRIMITIVE_RESTART);
644 gl.primitiveRestartIndex(0);
647 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed");
650 // Transformation state.
652 const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
653 int numUserClipPlanes = 0;
655 gl.getIntegerv(GL_MAX_CLIP_DISTANCES, &numUserClipPlanes);
657 gl.viewport (0, 0, renderTarget.getWidth(), renderTarget.getHeight());
658 gl.depthRange (0.0, 1.0);
660 for (int ndx = 0; ndx < numUserClipPlanes; ndx++)
661 gl.disable(GL_CLIP_DISTANCE0+ndx);
663 if (contextSupports(type, ApiType::core(3,2)))
664 gl.disable(GL_DEPTH_CLAMP);
666 //gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
668 GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed");
673 gl.clampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY);
675 if (contextSupports(type, ApiType::core(3,2)))
676 gl.provokingVertex(GL_LAST_VERTEX_CONVENTION);
678 GLU_EXPECT_NO_ERROR(gl.getError(), "Coloring state reset failed");
681 // Rasterization state
683 gl.disable (GL_RASTERIZER_DISCARD);
685 gl.pointParameterf (GL_POINT_FADE_THRESHOLD_SIZE, 1.0f);
686 gl.pointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
688 gl.disable (GL_LINE_SMOOTH);
689 gl.disable (GL_CULL_FACE);
690 gl.cullFace (GL_BACK);
691 gl.frontFace (GL_CCW);
692 gl.disable (GL_POLYGON_SMOOTH);
693 gl.polygonOffset (0.0f, 0.0f);
694 gl.disable (GL_POLYGON_OFFSET_POINT);
695 gl.disable (GL_POLYGON_OFFSET_LINE);
696 gl.disable (GL_POLYGON_OFFSET_FILL);
698 GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed");
701 // Multisampling state
703 gl.enable (GL_MULTISAMPLE);
704 gl.disable (GL_SAMPLE_ALPHA_TO_COVERAGE);
705 gl.disable (GL_SAMPLE_ALPHA_TO_ONE);
706 gl.disable (GL_SAMPLE_COVERAGE);
707 gl.sampleCoverage (1.0f, GL_FALSE);
709 if (contextSupports(type, ApiType::core(3,2)))
711 int numSampleMaskWords = 0;
712 gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords);
714 gl.disable(GL_SAMPLE_MASK);
716 for (int ndx = 0; ndx < numSampleMaskWords; ndx++)
717 gl.sampleMaski(ndx, ~0u);
720 GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed");
724 // \todo [2013-04-08 pyry] Reset all levels?
726 const float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f };
728 gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits);
730 gl.bindBuffer(GL_TEXTURE_BUFFER, 0);
732 for (int ndx = 0; ndx < numTexUnits; ndx++)
734 gl.activeTexture(GL_TEXTURE0 + ndx);
737 gl.bindTexture (GL_TEXTURE_1D, 0);
738 gl.texImage1D (GL_TEXTURE_1D, 0, GL_RGBA, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
739 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
740 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
741 gl.texParameterfv (GL_TEXTURE_1D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
742 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
743 gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_MIN_LOD, -1000.0f);
744 gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_MAX_LOD, 1000.0f);
745 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_BASE_LEVEL, 0);
746 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 1000);
747 gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_LOD_BIAS, 0.0f);
748 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
749 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
751 if (contextSupports(type, ApiType::core(3,3)))
753 gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_R, GL_RED);
754 gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
755 gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
756 gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
760 gl.bindTexture (GL_TEXTURE_2D, 0);
761 gl.texImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
762 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
763 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
764 gl.texParameterfv (GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
765 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
766 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
767 gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.0f);
768 gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1000.0f);
769 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
770 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
771 gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, 0.0f);
772 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
773 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
775 if (contextSupports(type, ApiType::core(3,3)))
777 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
778 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
779 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
780 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
783 // Reset cube map texture.
784 gl.bindTexture (GL_TEXTURE_CUBE_MAP, 0);
785 gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
786 gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
787 gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
788 gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
789 gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
790 gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
791 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
792 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
793 gl.texParameterfv (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
794 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
795 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
796 gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD, -1000.0f);
797 gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD, 1000.0f);
798 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
799 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 1000);
800 gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, 0.0f);
801 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
802 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
804 if (contextSupports(type, ApiType::core(3,3)))
806 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R, GL_RED);
807 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
808 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
809 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
812 // Reset 1D array texture.
813 gl.bindTexture (GL_TEXTURE_1D_ARRAY, 0);
814 gl.texImage2D (GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
815 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
816 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
817 gl.texParameterfv (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
818 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
819 gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
820 gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
821 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
822 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
823 gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.0f);
824 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
825 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
827 if (contextSupports(type, ApiType::core(3,3)))
829 gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
830 gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
831 gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
832 gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
835 // Reset 2D array texture.
836 gl.bindTexture (GL_TEXTURE_2D_ARRAY, 0);
837 gl.texImage3D (GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
838 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
839 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
840 gl.texParameterfv (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
841 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
842 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
843 gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f);
844 gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f);
845 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
846 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000);
847 gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.0f);
848 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE);
849 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
851 if (contextSupports(type, ApiType::core(3,3)))
853 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
854 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
855 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
856 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
860 gl.bindTexture (GL_TEXTURE_3D, 0);
861 gl.texImage3D (GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
862 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
863 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
864 gl.texParameterfv (GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
865 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
866 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
867 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
868 gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, -1000.0f);
869 gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD, 1000.0f);
870 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
871 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1000);
872 gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_LOD_BIAS, 0.0f);
873 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
874 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
876 if (contextSupports(type, ApiType::core(3,3)))
878 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
879 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
880 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
881 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
884 if (contextSupports(type, ApiType::core(3,1)))
886 // Reset rectangle texture.
887 gl.bindTexture (GL_TEXTURE_RECTANGLE, 0);
888 gl.texImage2D (GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
889 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
890 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
891 gl.texParameterfv (GL_TEXTURE_RECTANGLE, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
892 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
893 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
894 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_BASE_LEVEL, 0);
895 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAX_LEVEL, 1000);
896 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_MODE, GL_NONE);
897 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
898 // \todo [2013-06-17 pyry] Drivers don't accept GL_MIN_LOD, GL_MAX_LOD for rectangle textures. Is that okay?
900 if (contextSupports(type, ApiType::core(3,3)))
902 gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_R, GL_RED);
903 gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
904 gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
905 gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
908 // Reset buffer texture.
909 gl.bindTexture (GL_TEXTURE_BUFFER, 0);
910 gl.texBuffer (GL_TEXTURE_BUFFER, GL_R8, 0);
911 // \todo [2013-05-04 pyry] Which parameters apply to buffer textures?
914 if (contextSupports(type, ApiType::core(3,2)))
916 // Reset 2D multisample texture.
917 gl.bindTexture (GL_TEXTURE_2D_MULTISAMPLE, 0);
918 gl.texImage2DMultisample (GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_TRUE);
920 // Reset 2D multisample array texture.
921 gl.bindTexture (GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
922 gl.texImage3DMultisample (GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 0, 0, 0, GL_TRUE);
926 gl.activeTexture(GL_TEXTURE0);
928 if (contextSupports(type, ApiType::core(3,3)))
930 for (int ndx = 0; ndx < numTexUnits; ndx++)
931 gl.bindSampler(ndx, 0);
933 gl.disable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
936 GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed");
941 const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
943 gl.disable (GL_SCISSOR_TEST);
944 gl.scissor (0, 0, renderTarget.getWidth(), renderTarget.getHeight());
946 gl.disable (GL_STENCIL_TEST);
947 gl.stencilFunc (GL_ALWAYS, 0, ~0u);
948 gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
950 gl.disable (GL_DEPTH_TEST);
951 gl.depthFunc (GL_LESS);
953 gl.disable (GL_BLEND);
954 gl.blendFunc (GL_ONE, GL_ZERO);
955 gl.blendEquation(GL_FUNC_ADD);
956 gl.blendColor (0.0f, 0.0f, 0.0f, 0.0f);
958 gl.disable (GL_FRAMEBUFFER_SRGB);
959 gl.enable (GL_DITHER);
961 gl.disable (GL_COLOR_LOGIC_OP);
962 gl.logicOp (GL_COPY);
964 GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed");
967 // Framebuffer control.
969 gl.colorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
970 gl.depthMask (GL_TRUE);
971 gl.stencilMask (~0u);
973 gl.clearColor (0.0f, 0.0f, 0.0f, 0.0f);
977 GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed");
980 // Framebuffer state.
982 // \todo [2013-04-05 pyry] Single-buffered rendering: use GL_FRONT
983 deUint32 framebuffer = renderCtx.getDefaultFramebuffer();
984 deUint32 drawReadBuffer = framebuffer == 0 ? GL_BACK : GL_COLOR_ATTACHMENT0;
986 gl.bindFramebuffer (GL_FRAMEBUFFER, renderCtx.getDefaultFramebuffer());
987 gl.drawBuffer (drawReadBuffer);
988 gl.readBuffer (drawReadBuffer);
990 GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed");
993 // Renderbuffer state.
995 gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
996 GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed");
999 // Pixel transfer state.
1001 gl.pixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
1002 gl.pixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
1003 gl.pixelStorei (GL_UNPACK_IMAGE_HEIGHT, 0);
1004 gl.pixelStorei (GL_UNPACK_SKIP_IMAGES, 0);
1005 gl.pixelStorei (GL_UNPACK_ROW_LENGTH, 0);
1006 gl.pixelStorei (GL_UNPACK_SKIP_ROWS, 0);
1007 gl.pixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
1008 gl.pixelStorei (GL_UNPACK_ALIGNMENT, 4);
1010 gl.pixelStorei (GL_PACK_SWAP_BYTES, GL_FALSE);
1011 gl.pixelStorei (GL_PACK_LSB_FIRST, GL_FALSE);
1012 gl.pixelStorei (GL_PACK_IMAGE_HEIGHT, 0);
1013 gl.pixelStorei (GL_PACK_SKIP_IMAGES, 0);
1014 gl.pixelStorei (GL_PACK_ROW_LENGTH, 0);
1015 gl.pixelStorei (GL_PACK_SKIP_ROWS, 0);
1016 gl.pixelStorei (GL_PACK_SKIP_PIXELS, 0);
1017 gl.pixelStorei (GL_PACK_ALIGNMENT, 4);
1019 gl.bindBuffer (GL_PIXEL_PACK_BUFFER, 0);
1020 gl.bindBuffer (GL_PIXEL_UNPACK_BUFFER, 0);
1022 GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed");
1025 // Program object state.
1029 if (contextSupports(type, ApiType::core(3,1)))
1031 int maxUniformBufferBindings = 0;
1032 gl.getIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
1034 gl.bindBuffer(GL_UNIFORM_BUFFER, 0);
1036 for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++)
1037 gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0);
1040 GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed");
1043 // Vertex shader state.
1045 int numVertexAttribArrays = 0;
1046 gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
1048 for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
1049 gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f);
1051 gl.disable(GL_VERTEX_PROGRAM_POINT_SIZE);
1053 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed");
1056 // Transform feedback state.
1058 int numTransformFeedbackSeparateAttribs = 0;
1059 gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs);
1061 if (contextSupports(type, ApiType::core(4,0)))
1063 glw::GLboolean transformFeedbackActive = 0;
1064 gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive);
1066 if (transformFeedbackActive)
1067 gl.endTransformFeedback();
1070 gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
1072 for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++)
1073 gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0);
1075 GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed");
1078 // Asynchronous query state.
1080 deUint32 queryTargets[8];
1083 queryTargets[numTargets++] = GL_PRIMITIVES_GENERATED;
1084 queryTargets[numTargets++] = GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1085 queryTargets[numTargets++] = GL_SAMPLES_PASSED;
1087 DE_ASSERT(numTargets <= DE_LENGTH_OF_ARRAY(queryTargets));
1089 for (int i = 0; i < numTargets; i++)
1091 int queryActive = 0;
1092 gl.getQueryiv(queryTargets[i], GL_CURRENT_QUERY, &queryActive);
1094 if (queryActive != 0)
1095 gl.endQuery(queryTargets[i]);
1098 GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed");
1103 gl.hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
1104 gl.hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
1105 gl.hint(GL_TEXTURE_COMPRESSION_HINT, GL_DONT_CARE);
1106 gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE);
1108 GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed");
1111 // Buffer copy state.
1112 if (contextSupports(type, ApiType::core(3,1)))
1114 gl.bindBuffer(GL_COPY_READ_BUFFER, 0);
1115 gl.bindBuffer(GL_COPY_WRITE_BUFFER, 0);
1117 GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed");
1121 if (ctxInfo.isExtensionSupported("GL_KHR_debug"))
1123 const bool entrypointsPresent = gl.debugMessageControl != DE_NULL &&
1124 gl.debugMessageCallback != DE_NULL;
1126 // some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore.
1127 if (entrypointsPresent)
1129 gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true);
1130 gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false);
1131 gl.debugMessageCallback(DE_NULL, DE_NULL);
1133 if (type.getFlags() & glu::CONTEXT_DEBUG)
1134 gl.enable(GL_DEBUG_OUTPUT);
1136 gl.disable(GL_DEBUG_OUTPUT);
1141 void resetState (const RenderContext& renderCtx, const ContextInfo& ctxInfo)
1143 if (isContextTypeES(renderCtx.getType()))
1144 resetStateES(renderCtx, ctxInfo);
1145 else if (isContextTypeGLCore(renderCtx.getType()))
1146 resetStateGLCore(renderCtx, ctxInfo);
1148 throw tcu::InternalError("State reset requested for unsupported context type");