1 #include "precompiled.h"
3 // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
4 // Use of this source code is governed by a BSD-style license that can be
5 // found in the LICENSE file.
8 // Context.cpp: Implements the gl::Context class, managing all GL state and performing
9 // rendering operations. It is the GLES2 specific implementation of EGLContext.
11 #include "libGLESv2/Context.h"
13 #include "libGLESv2/main.h"
14 #include "common/utilities.h"
15 #include "libGLESv2/formatutils.h"
16 #include "libGLESv2/Buffer.h"
17 #include "libGLESv2/Fence.h"
18 #include "libGLESv2/Framebuffer.h"
19 #include "libGLESv2/Renderbuffer.h"
20 #include "libGLESv2/Program.h"
21 #include "libGLESv2/ProgramBinary.h"
22 #include "libGLESv2/Query.h"
23 #include "libGLESv2/Texture.h"
24 #include "libGLESv2/ResourceManager.h"
25 #include "libGLESv2/renderer/IndexDataManager.h"
26 #include "libGLESv2/renderer/RenderTarget.h"
27 #include "libGLESv2/renderer/Renderer.h"
28 #include "libGLESv2/VertexArray.h"
29 #include "libGLESv2/Sampler.h"
30 #include "libGLESv2/validationES.h"
31 #include "libGLESv2/TransformFeedback.h"
33 #include "libEGL/Surface.h"
40 static const char* makeStaticString(const std::string& str)
42 static std::set<std::string> strings;
43 std::set<std::string>::iterator it = strings.find(str);
44 if (it != strings.end())
47 return strings.insert(str).first->c_str();
50 Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer)
52 ASSERT(robustAccess == false); // Unimplemented
54 mFenceNVHandleAllocator.setBaseHandle(0);
56 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
58 mClientVersion = clientVersion;
60 mState.depthClearValue = 1.0f;
61 mState.stencilClearValue = 0;
63 mState.rasterizer.rasterizerDiscard = false;
64 mState.rasterizer.cullFace = false;
65 mState.rasterizer.cullMode = GL_BACK;
66 mState.rasterizer.frontFace = GL_CCW;
67 mState.rasterizer.polygonOffsetFill = false;
68 mState.rasterizer.polygonOffsetFactor = 0.0f;
69 mState.rasterizer.polygonOffsetUnits = 0.0f;
70 mState.rasterizer.pointDrawMode = false;
71 mState.rasterizer.multiSample = false;
72 mState.scissorTest = false;
75 mState.scissor.width = 0;
76 mState.scissor.height = 0;
78 mState.blend.blend = false;
79 mState.blend.sourceBlendRGB = GL_ONE;
80 mState.blend.sourceBlendAlpha = GL_ONE;
81 mState.blend.destBlendRGB = GL_ZERO;
82 mState.blend.destBlendAlpha = GL_ZERO;
83 mState.blend.blendEquationRGB = GL_FUNC_ADD;
84 mState.blend.blendEquationAlpha = GL_FUNC_ADD;
85 mState.blend.sampleAlphaToCoverage = false;
86 mState.blend.dither = true;
88 mState.blendColor.red = 0;
89 mState.blendColor.green = 0;
90 mState.blendColor.blue = 0;
91 mState.blendColor.alpha = 0;
93 mState.depthStencil.depthTest = false;
94 mState.depthStencil.depthFunc = GL_LESS;
95 mState.depthStencil.depthMask = true;
96 mState.depthStencil.stencilTest = false;
97 mState.depthStencil.stencilFunc = GL_ALWAYS;
98 mState.depthStencil.stencilMask = -1;
99 mState.depthStencil.stencilWritemask = -1;
100 mState.depthStencil.stencilBackFunc = GL_ALWAYS;
101 mState.depthStencil.stencilBackMask = - 1;
102 mState.depthStencil.stencilBackWritemask = -1;
103 mState.depthStencil.stencilFail = GL_KEEP;
104 mState.depthStencil.stencilPassDepthFail = GL_KEEP;
105 mState.depthStencil.stencilPassDepthPass = GL_KEEP;
106 mState.depthStencil.stencilBackFail = GL_KEEP;
107 mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
108 mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
110 mState.stencilRef = 0;
111 mState.stencilBackRef = 0;
113 mState.sampleCoverage = false;
114 mState.sampleCoverageValue = 1.0f;
115 mState.sampleCoverageInvert = false;
116 mState.generateMipmapHint = GL_DONT_CARE;
117 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
119 mState.lineWidth = 1.0f;
121 mState.viewport.x = 0;
122 mState.viewport.y = 0;
123 mState.viewport.width = 0;
124 mState.viewport.height = 0;
128 mState.blend.colorMaskRed = true;
129 mState.blend.colorMaskGreen = true;
130 mState.blend.colorMaskBlue = true;
131 mState.blend.colorMaskAlpha = true;
133 const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
134 for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
136 mState.vertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
139 if (shareContext != NULL)
141 mResourceManager = shareContext->mResourceManager;
142 mResourceManager->addRef();
146 mResourceManager = new ResourceManager(mRenderer);
149 // [OpenGL ES 2.0.24] section 3.7 page 83:
150 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
151 // and cube map texture state vectors respectively associated with them.
152 // In order that access to these initial textures not be lost, they are treated as texture
153 // objects all of whose names are 0.
155 mTexture2DZero.set(new Texture2D(mRenderer, 0));
156 mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
157 mTexture3DZero.set(new Texture3D(mRenderer, 0));
158 mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0));
160 for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++)
162 mState.samplers[textureUnit] = 0;
165 mState.activeSampler = 0;
168 bindElementArrayBuffer(0);
169 bindTextureCubeMap(0);
171 bindReadFramebuffer(0);
172 bindDrawFramebuffer(0);
175 mState.activeQueries[GL_ANY_SAMPLES_PASSED].set(NULL);
176 mState.activeQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL);
177 mState.activeQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL);
179 bindGenericUniformBuffer(0);
180 for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
182 bindIndexedUniformBuffer(0, i, 0, -1);
185 bindGenericTransformFeedbackBuffer(0);
186 for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
188 bindIndexedTransformFeedbackBuffer(0, i, 0, -1);
191 bindCopyReadBuffer(0);
192 bindCopyWriteBuffer(0);
193 bindPixelPackBuffer(0);
194 bindPixelUnpackBuffer(0);
196 // [OpenGL ES 3.0.2] section 2.14.1 pg 85:
197 // In the initial state, a default transform feedback object is bound and treated as
198 // a transform feedback object with a name of zero. That object is bound any time
199 // BindTransformFeedback is called with id of zero
200 mTransformFeedbackZero.set(new TransformFeedback(0));
201 bindTransformFeedback(0);
203 mState.currentProgram = 0;
204 mCurrentProgramBinary.set(NULL);
206 mCombinedExtensionsString = NULL;
207 mRendererString = NULL;
209 mInvalidEnum = false;
210 mInvalidValue = false;
211 mInvalidOperation = false;
212 mOutOfMemory = false;
213 mInvalidFramebufferOperation = false;
215 mHasBeenCurrent = false;
216 mContextLost = false;
217 mResetStatus = GL_NO_ERROR;
218 mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
219 mRobustAccess = robustAccess;
221 mSupportsBGRATextures = false;
222 mSupportsDXT1Textures = false;
223 mSupportsDXT3Textures = false;
224 mSupportsDXT5Textures = false;
225 mSupportsEventQueries = false;
226 mSupportsOcclusionQueries = false;
227 mNumCompressedTextureFormats = 0;
232 if (mState.currentProgram != 0)
234 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
237 programObject->release();
239 mState.currentProgram = 0;
241 mCurrentProgramBinary.set(NULL);
243 while (!mFramebufferMap.empty())
245 deleteFramebuffer(mFramebufferMap.begin()->first);
248 while (!mFenceNVMap.empty())
250 deleteFenceNV(mFenceNVMap.begin()->first);
253 while (!mQueryMap.empty())
255 deleteQuery(mQueryMap.begin()->first);
258 while (!mVertexArrayMap.empty())
260 deleteVertexArray(mVertexArrayMap.begin()->first);
263 mTransformFeedbackZero.set(NULL);
264 while (!mTransformFeedbackMap.empty())
266 deleteTransformFeedback(mTransformFeedbackMap.begin()->first);
269 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
271 for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
273 mState.samplerTexture[type][sampler].set(NULL);
277 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
279 mIncompleteTextures[type].set(NULL);
282 const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
283 for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
285 mState.vertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
288 mState.arrayBuffer.set(NULL);
289 mState.renderbuffer.set(NULL);
291 mState.transformFeedback.set(NULL);
293 mTexture2DZero.set(NULL);
294 mTextureCubeMapZero.set(NULL);
295 mTexture3DZero.set(NULL);
296 mTexture2DArrayZero.set(NULL);
298 for (State::ActiveQueryMap::iterator i = mState.activeQueries.begin(); i != mState.activeQueries.end(); i++)
303 mState.genericUniformBuffer.set(NULL);
304 for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
306 mState.uniformBuffers[i].set(NULL);
309 mState.genericTransformFeedbackBuffer.set(NULL);
310 for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
312 mState.transformFeedbackBuffers[i].set(NULL);
315 mState.copyReadBuffer.set(NULL);
316 mState.copyWriteBuffer.set(NULL);
318 mState.pack.pixelBuffer.set(NULL);
319 mState.unpack.pixelBuffer.set(NULL);
321 mResourceManager->release();
324 void Context::makeCurrent(egl::Surface *surface)
326 if (!mHasBeenCurrent)
328 mMajorShaderModel = mRenderer->getMajorShaderModel();
329 mMaximumPointSize = mRenderer->getMaxPointSize();
330 mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
331 mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
332 mSupportsInstancing = mRenderer->getInstancingSupport();
334 mMaxViewportDimension = mRenderer->getMaxViewportDimension();
335 mMax2DTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
336 (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
337 mMaxCubeTextureDimension = std::min(mMax2DTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
338 mMax3DTextureDimension = std::min(std::min(mMax2DTextureDimension, mRenderer->getMaxTextureDepth()),
339 (int)gl::IMPLEMENTATION_MAX_3D_TEXTURE_SIZE);
340 mMax2DArrayTextureLayers = mRenderer->getMaxTextureArrayLayers();
341 mMaxRenderbufferDimension = mMax2DTextureDimension;
342 mMax2DTextureLevel = log2(mMax2DTextureDimension) + 1;
343 mMaxCubeTextureLevel = log2(mMaxCubeTextureDimension) + 1;
344 mMax3DTextureLevel = log2(mMax3DTextureDimension) + 1;
345 mMax2DArrayTextureLevel = log2(mMax2DTextureDimension) + 1;
346 mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
347 TRACE("Max2DTextureDimension=%d, MaxCubeTextureDimension=%d, Max3DTextureDimension=%d, Max2DArrayTextureLayers = %d, "
348 "Max2DTextureLevel=%d, MaxCubeTextureLevel=%d, Max3DTextureLevel=%d, Max2DArrayTextureLevel=%d, "
349 "MaxRenderbufferDimension=%d, MaxTextureAnisotropy=%f",
350 mMax2DTextureDimension, mMaxCubeTextureDimension, mMax3DTextureDimension, mMax2DArrayTextureLayers,
351 mMax2DTextureLevel, mMaxCubeTextureLevel, mMax3DTextureLevel, mMax2DArrayTextureLevel,
352 mMaxRenderbufferDimension, mMaxTextureAnisotropy);
354 mSupportsEventQueries = mRenderer->getEventQuerySupport();
355 mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
356 mSupportsBGRATextures = mRenderer->getBGRATextureSupport();
357 mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
358 mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
359 mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
360 mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport();
361 mSupportsFloat32LinearFilter = mRenderer->getFloat32TextureFilteringSupport();
362 mSupportsFloat32RenderableTextures = mRenderer->getFloat32TextureRenderingSupport();
363 mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport();
364 mSupportsFloat16LinearFilter = mRenderer->getFloat16TextureFilteringSupport();
365 mSupportsFloat16RenderableTextures = mRenderer->getFloat16TextureRenderingSupport();
366 mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
367 mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
368 mSupportsRGTextures = mRenderer->getRGTextureSupport();
369 mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
370 mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
371 mSupports32bitIndices = mRenderer->get32BitIndexSupport();
372 mSupportsPBOs = mRenderer->getPBOSupport();
374 mNumCompressedTextureFormats = 0;
375 if (supportsDXT1Textures())
377 mNumCompressedTextureFormats += 2;
379 if (supportsDXT3Textures())
381 mNumCompressedTextureFormats += 1;
383 if (supportsDXT5Textures())
385 mNumCompressedTextureFormats += 1;
388 initExtensionString();
389 initRendererString();
391 mState.viewport.x = 0;
392 mState.viewport.y = 0;
393 mState.viewport.width = surface->getWidth();
394 mState.viewport.height = surface->getHeight();
396 mState.scissor.x = 0;
397 mState.scissor.y = 0;
398 mState.scissor.width = surface->getWidth();
399 mState.scissor.height = surface->getHeight();
401 mHasBeenCurrent = true;
404 // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
405 rx::SwapChain *swapchain = surface->getSwapChain();
407 Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
408 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
409 Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
411 setFramebufferZero(framebufferZero);
413 // Store the current client version in the renderer
414 mRenderer->setCurrentClientVersion(mClientVersion);
417 // NOTE: this function should not assume that this context is current!
418 void Context::markContextLost()
420 if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
421 mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
425 bool Context::isContextLost()
430 void Context::setCap(GLenum cap, bool enabled)
434 case GL_CULL_FACE: setCullFace(enabled); break;
435 case GL_POLYGON_OFFSET_FILL: setPolygonOffsetFill(enabled); break;
436 case GL_SAMPLE_ALPHA_TO_COVERAGE: setSampleAlphaToCoverage(enabled); break;
437 case GL_SAMPLE_COVERAGE: setSampleCoverage(enabled); break;
438 case GL_SCISSOR_TEST: setScissorTest(enabled); break;
439 case GL_STENCIL_TEST: setStencilTest(enabled); break;
440 case GL_DEPTH_TEST: setDepthTest(enabled); break;
441 case GL_BLEND: setBlend(enabled); break;
442 case GL_DITHER: setDither(enabled); break;
443 case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); break;
444 case GL_RASTERIZER_DISCARD: setRasterizerDiscard(enabled); break;
445 default: UNREACHABLE();
449 bool Context::getCap(GLenum cap)
453 case GL_CULL_FACE: return isCullFaceEnabled();
454 case GL_POLYGON_OFFSET_FILL: return isPolygonOffsetFillEnabled();
455 case GL_SAMPLE_ALPHA_TO_COVERAGE: return isSampleAlphaToCoverageEnabled();
456 case GL_SAMPLE_COVERAGE: return isSampleCoverageEnabled();
457 case GL_SCISSOR_TEST: return isScissorTestEnabled();
458 case GL_STENCIL_TEST: return isStencilTestEnabled();
459 case GL_DEPTH_TEST: return isDepthTestEnabled();
460 case GL_BLEND: return isBlendEnabled();
461 case GL_DITHER: return isDitherEnabled();
462 case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); return false;
463 case GL_RASTERIZER_DISCARD: return isRasterizerDiscardEnabled();
464 default: UNREACHABLE(); return false;
468 void Context::setClearColor(float red, float green, float blue, float alpha)
470 mState.colorClearValue.red = red;
471 mState.colorClearValue.green = green;
472 mState.colorClearValue.blue = blue;
473 mState.colorClearValue.alpha = alpha;
476 void Context::setClearDepth(float depth)
478 mState.depthClearValue = depth;
481 void Context::setClearStencil(int stencil)
483 mState.stencilClearValue = stencil;
486 void Context::setRasterizerDiscard(bool enabled)
488 mState.rasterizer.rasterizerDiscard = enabled;
491 bool Context::isRasterizerDiscardEnabled() const
493 return mState.rasterizer.rasterizerDiscard;
496 void Context::setCullFace(bool enabled)
498 mState.rasterizer.cullFace = enabled;
501 bool Context::isCullFaceEnabled() const
503 return mState.rasterizer.cullFace;
506 void Context::setCullMode(GLenum mode)
508 mState.rasterizer.cullMode = mode;
511 void Context::setFrontFace(GLenum front)
513 mState.rasterizer.frontFace = front;
516 void Context::setDepthTest(bool enabled)
518 mState.depthStencil.depthTest = enabled;
521 bool Context::isDepthTestEnabled() const
523 return mState.depthStencil.depthTest;
526 void Context::setDepthFunc(GLenum depthFunc)
528 mState.depthStencil.depthFunc = depthFunc;
531 void Context::setDepthRange(float zNear, float zFar)
533 mState.zNear = zNear;
537 void Context::setBlend(bool enabled)
539 mState.blend.blend = enabled;
542 bool Context::isBlendEnabled() const
544 return mState.blend.blend;
547 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
549 mState.blend.sourceBlendRGB = sourceRGB;
550 mState.blend.destBlendRGB = destRGB;
551 mState.blend.sourceBlendAlpha = sourceAlpha;
552 mState.blend.destBlendAlpha = destAlpha;
555 void Context::setBlendColor(float red, float green, float blue, float alpha)
557 mState.blendColor.red = red;
558 mState.blendColor.green = green;
559 mState.blendColor.blue = blue;
560 mState.blendColor.alpha = alpha;
563 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
565 mState.blend.blendEquationRGB = rgbEquation;
566 mState.blend.blendEquationAlpha = alphaEquation;
569 void Context::setStencilTest(bool enabled)
571 mState.depthStencil.stencilTest = enabled;
574 bool Context::isStencilTestEnabled() const
576 return mState.depthStencil.stencilTest;
579 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
581 mState.depthStencil.stencilFunc = stencilFunc;
582 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
583 mState.depthStencil.stencilMask = stencilMask;
586 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
588 mState.depthStencil.stencilBackFunc = stencilBackFunc;
589 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
590 mState.depthStencil.stencilBackMask = stencilBackMask;
593 void Context::setStencilWritemask(GLuint stencilWritemask)
595 mState.depthStencil.stencilWritemask = stencilWritemask;
598 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
600 mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
603 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
605 mState.depthStencil.stencilFail = stencilFail;
606 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
607 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
610 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
612 mState.depthStencil.stencilBackFail = stencilBackFail;
613 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
614 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
617 void Context::setPolygonOffsetFill(bool enabled)
619 mState.rasterizer.polygonOffsetFill = enabled;
622 bool Context::isPolygonOffsetFillEnabled() const
624 return mState.rasterizer.polygonOffsetFill;
627 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
629 // An application can pass NaN values here, so handle this gracefully
630 mState.rasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
631 mState.rasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
634 void Context::setSampleAlphaToCoverage(bool enabled)
636 mState.blend.sampleAlphaToCoverage = enabled;
639 bool Context::isSampleAlphaToCoverageEnabled() const
641 return mState.blend.sampleAlphaToCoverage;
644 void Context::setSampleCoverage(bool enabled)
646 mState.sampleCoverage = enabled;
649 bool Context::isSampleCoverageEnabled() const
651 return mState.sampleCoverage;
654 void Context::setSampleCoverageParams(GLclampf value, bool invert)
656 mState.sampleCoverageValue = value;
657 mState.sampleCoverageInvert = invert;
660 void Context::setScissorTest(bool enabled)
662 mState.scissorTest = enabled;
665 bool Context::isScissorTestEnabled() const
667 return mState.scissorTest;
670 void Context::setDither(bool enabled)
672 mState.blend.dither = enabled;
675 bool Context::isDitherEnabled() const
677 return mState.blend.dither;
680 void Context::setLineWidth(GLfloat width)
682 mState.lineWidth = width;
685 void Context::setGenerateMipmapHint(GLenum hint)
687 mState.generateMipmapHint = hint;
690 void Context::setFragmentShaderDerivativeHint(GLenum hint)
692 mState.fragmentShaderDerivativeHint = hint;
693 // TODO: Propagate the hint to shader translator so we can write
694 // ddx, ddx_coarse, or ddx_fine depending on the hint.
695 // Ignore for now. It is valid for implementations to ignore hint.
698 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
700 mState.viewport.x = x;
701 mState.viewport.y = y;
702 mState.viewport.width = width;
703 mState.viewport.height = height;
706 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
708 mState.scissor.x = x;
709 mState.scissor.y = y;
710 mState.scissor.width = width;
711 mState.scissor.height = height;
714 void Context::getScissorParams(GLint *x, GLint *y, GLsizei *width, GLsizei *height)
716 *x = mState.scissor.x;
717 *y = mState.scissor.y;
718 *width = mState.scissor.width;
719 *height = mState.scissor.height;
722 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
724 mState.blend.colorMaskRed = red;
725 mState.blend.colorMaskGreen = green;
726 mState.blend.colorMaskBlue = blue;
727 mState.blend.colorMaskAlpha = alpha;
730 void Context::setDepthMask(bool mask)
732 mState.depthStencil.depthMask = mask;
735 void Context::setActiveSampler(unsigned int active)
737 mState.activeSampler = active;
740 GLuint Context::getReadFramebufferHandle() const
742 return mState.readFramebuffer;
745 GLuint Context::getDrawFramebufferHandle() const
747 return mState.drawFramebuffer;
750 GLuint Context::getRenderbufferHandle() const
752 return mState.renderbuffer.id();
755 GLuint Context::getVertexArrayHandle() const
757 return mState.vertexArray;
760 GLuint Context::getSamplerHandle(GLuint textureUnit) const
762 ASSERT(textureUnit < ArraySize(mState.samplers));
763 return mState.samplers[textureUnit];
766 unsigned int Context::getActiveSampler() const
768 return mState.activeSampler;
771 GLuint Context::getArrayBufferHandle() const
773 return mState.arrayBuffer.id();
776 bool Context::isQueryActive() const
778 for (State::ActiveQueryMap::const_iterator i = mState.activeQueries.begin();
779 i != mState.activeQueries.end(); i++)
781 if (i->second.get() != NULL)
790 const Query *Context::getActiveQuery(GLenum target) const
792 // All query types should already exist in the activeQueries map
793 ASSERT(mState.activeQueries.find(target) != mState.activeQueries.end());
795 return mState.activeQueries.at(target).get();
798 GLuint Context::getActiveQueryId(GLenum target) const
800 const Query *query = getActiveQuery(target);
801 return (query ? query->id() : 0u);
804 void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
806 getCurrentVertexArray()->enableAttribute(attribNum, enabled);
809 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
811 return getCurrentVertexArray()->getVertexAttribute(attribNum);
814 const VertexAttribCurrentValueData &Context::getVertexAttribCurrentValue(unsigned int attribNum) const
816 ASSERT(attribNum < MAX_VERTEX_ATTRIBS);
817 return mState.vertexAttribCurrentValues[attribNum];
820 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
821 bool pureInteger, GLsizei stride, const void *pointer)
823 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
826 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
828 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
831 void Context::setPackAlignment(GLint alignment)
833 mState.pack.alignment = alignment;
836 GLint Context::getPackAlignment() const
838 return mState.pack.alignment;
841 void Context::setUnpackAlignment(GLint alignment)
843 mState.unpack.alignment = alignment;
846 GLint Context::getUnpackAlignment() const
848 return mState.unpack.alignment;
851 void Context::setPackReverseRowOrder(bool reverseRowOrder)
853 mState.pack.reverseRowOrder = reverseRowOrder;
856 bool Context::getPackReverseRowOrder() const
858 return mState.pack.reverseRowOrder;
861 const PixelUnpackState &Context::getUnpackState() const
863 return mState.unpack;
866 const PixelPackState &Context::getPackState() const
871 GLuint Context::createBuffer()
873 return mResourceManager->createBuffer();
876 GLuint Context::createProgram()
878 return mResourceManager->createProgram();
881 GLuint Context::createShader(GLenum type)
883 return mResourceManager->createShader(type);
886 GLuint Context::createTexture()
888 return mResourceManager->createTexture();
891 GLuint Context::createRenderbuffer()
893 return mResourceManager->createRenderbuffer();
896 GLsync Context::createFenceSync(GLenum condition)
898 GLuint handle = mResourceManager->createFenceSync();
900 gl::FenceSync *fenceSync = mResourceManager->getFenceSync(handle);
903 fenceSync->set(condition);
905 return reinterpret_cast<GLsync>(handle);
908 GLuint Context::createVertexArray()
910 GLuint handle = mVertexArrayHandleAllocator.allocate();
912 // Although the spec states VAO state is not initialized until the object is bound,
913 // we create it immediately. The resulting behaviour is transparent to the application,
914 // since it's not currently possible to access the state until the object is bound.
915 mVertexArrayMap[handle] = new VertexArray(mRenderer, handle);
920 GLuint Context::createSampler()
922 return mResourceManager->createSampler();
925 GLuint Context::createTransformFeedback()
927 GLuint handle = mTransformFeedbackAllocator.allocate();
928 TransformFeedback *transformFeedback = new TransformFeedback(handle);
929 transformFeedback->addRef();
930 mTransformFeedbackMap[handle] = transformFeedback;
934 // Returns an unused framebuffer name
935 GLuint Context::createFramebuffer()
937 GLuint handle = mFramebufferHandleAllocator.allocate();
939 mFramebufferMap[handle] = NULL;
944 GLuint Context::createFenceNV()
946 GLuint handle = mFenceNVHandleAllocator.allocate();
948 mFenceNVMap[handle] = new FenceNV(mRenderer);
953 // Returns an unused query name
954 GLuint Context::createQuery()
956 GLuint handle = mQueryHandleAllocator.allocate();
958 mQueryMap[handle] = NULL;
963 void Context::deleteBuffer(GLuint buffer)
965 if (mResourceManager->getBuffer(buffer))
967 detachBuffer(buffer);
970 mResourceManager->deleteBuffer(buffer);
973 void Context::deleteShader(GLuint shader)
975 mResourceManager->deleteShader(shader);
978 void Context::deleteProgram(GLuint program)
980 mResourceManager->deleteProgram(program);
983 void Context::deleteTexture(GLuint texture)
985 if (mResourceManager->getTexture(texture))
987 detachTexture(texture);
990 mResourceManager->deleteTexture(texture);
993 void Context::deleteRenderbuffer(GLuint renderbuffer)
995 if (mResourceManager->getRenderbuffer(renderbuffer))
997 detachRenderbuffer(renderbuffer);
1000 mResourceManager->deleteRenderbuffer(renderbuffer);
1003 void Context::deleteFenceSync(GLsync fenceSync)
1005 // The spec specifies the underlying Fence object is not deleted until all current
1006 // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1007 // and since our API is currently designed for being called from a single thread, we can delete
1008 // the fence immediately.
1009 mResourceManager->deleteFenceSync(reinterpret_cast<GLuint>(fenceSync));
1012 void Context::deleteVertexArray(GLuint vertexArray)
1014 auto vertexArrayObject = mVertexArrayMap.find(vertexArray);
1016 if (vertexArrayObject != mVertexArrayMap.end())
1018 detachVertexArray(vertexArray);
1020 mVertexArrayHandleAllocator.release(vertexArrayObject->first);
1021 delete vertexArrayObject->second;
1022 mVertexArrayMap.erase(vertexArrayObject);
1026 void Context::deleteSampler(GLuint sampler)
1028 if (mResourceManager->getSampler(sampler))
1030 detachSampler(sampler);
1033 mResourceManager->deleteSampler(sampler);
1036 void Context::deleteTransformFeedback(GLuint transformFeedback)
1038 TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(transformFeedback);
1039 if (iter != mTransformFeedbackMap.end())
1041 detachTransformFeedback(transformFeedback);
1042 mTransformFeedbackAllocator.release(transformFeedback);
1043 iter->second->release();
1044 mTransformFeedbackMap.erase(iter);
1048 void Context::deleteFramebuffer(GLuint framebuffer)
1050 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
1052 if (framebufferObject != mFramebufferMap.end())
1054 detachFramebuffer(framebuffer);
1056 mFramebufferHandleAllocator.release(framebufferObject->first);
1057 delete framebufferObject->second;
1058 mFramebufferMap.erase(framebufferObject);
1062 void Context::deleteFenceNV(GLuint fence)
1064 FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence);
1066 if (fenceObject != mFenceNVMap.end())
1068 mFenceNVHandleAllocator.release(fenceObject->first);
1069 delete fenceObject->second;
1070 mFenceNVMap.erase(fenceObject);
1074 void Context::deleteQuery(GLuint query)
1076 QueryMap::iterator queryObject = mQueryMap.find(query);
1077 if (queryObject != mQueryMap.end())
1079 mQueryHandleAllocator.release(queryObject->first);
1080 if (queryObject->second)
1082 queryObject->second->release();
1084 mQueryMap.erase(queryObject);
1088 Buffer *Context::getBuffer(GLuint handle)
1090 return mResourceManager->getBuffer(handle);
1093 Shader *Context::getShader(GLuint handle) const
1095 return mResourceManager->getShader(handle);
1098 Program *Context::getProgram(GLuint handle) const
1100 return mResourceManager->getProgram(handle);
1103 Texture *Context::getTexture(GLuint handle)
1105 return mResourceManager->getTexture(handle);
1108 FramebufferAttachment *Context::getRenderbuffer(GLuint handle)
1110 return mResourceManager->getRenderbuffer(handle);
1113 FenceSync *Context::getFenceSync(GLsync handle) const
1115 return mResourceManager->getFenceSync(reinterpret_cast<GLuint>(handle));
1118 VertexArray *Context::getVertexArray(GLuint handle) const
1120 auto vertexArray = mVertexArrayMap.find(handle);
1122 if (vertexArray == mVertexArrayMap.end())
1128 return vertexArray->second;
1132 Sampler *Context::getSampler(GLuint handle) const
1134 return mResourceManager->getSampler(handle);
1137 TransformFeedback *Context::getTransformFeedback(GLuint handle) const
1141 return mTransformFeedbackZero.get();
1145 TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(handle);
1146 return (iter != mTransformFeedbackMap.end()) ? iter->second : NULL;
1150 Framebuffer *Context::getReadFramebuffer()
1152 return getFramebuffer(mState.readFramebuffer);
1155 Framebuffer *Context::getDrawFramebuffer()
1157 return mBoundDrawFramebuffer;
1160 VertexArray *Context::getCurrentVertexArray() const
1162 VertexArray *vao = getVertexArray(mState.vertexArray);
1163 ASSERT(vao != NULL);
1167 TransformFeedback *Context::getCurrentTransformFeedback() const
1169 return mState.transformFeedback.get();
1172 bool Context::isSampler(GLuint samplerName) const
1174 return mResourceManager->isSampler(samplerName);
1177 void Context::bindArrayBuffer(unsigned int buffer)
1179 mResourceManager->checkBufferAllocation(buffer);
1181 mState.arrayBuffer.set(getBuffer(buffer));
1184 void Context::bindElementArrayBuffer(unsigned int buffer)
1186 mResourceManager->checkBufferAllocation(buffer);
1188 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1191 void Context::bindTexture2D(GLuint texture)
1193 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1195 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
1198 void Context::bindTextureCubeMap(GLuint texture)
1200 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1202 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
1205 void Context::bindTexture3D(GLuint texture)
1207 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1209 mState.samplerTexture[TEXTURE_3D][mState.activeSampler].set(getTexture(texture));
1212 void Context::bindTexture2DArray(GLuint texture)
1214 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1216 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].set(getTexture(texture));
1219 void Context::bindReadFramebuffer(GLuint framebuffer)
1221 if (!getFramebuffer(framebuffer))
1223 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
1226 mState.readFramebuffer = framebuffer;
1229 void Context::bindDrawFramebuffer(GLuint framebuffer)
1231 if (!getFramebuffer(framebuffer))
1233 mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
1236 mState.drawFramebuffer = framebuffer;
1238 mBoundDrawFramebuffer = getFramebuffer(framebuffer);
1241 void Context::bindRenderbuffer(GLuint renderbuffer)
1243 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1245 mState.renderbuffer.set(getRenderbuffer(renderbuffer));
1248 void Context::bindVertexArray(GLuint vertexArray)
1250 if (!getVertexArray(vertexArray))
1252 mVertexArrayMap[vertexArray] = new VertexArray(mRenderer, vertexArray);
1255 mState.vertexArray = vertexArray;
1258 void Context::bindSampler(GLuint textureUnit, GLuint sampler)
1260 ASSERT(textureUnit < ArraySize(mState.samplers));
1261 mResourceManager->checkSamplerAllocation(sampler);
1263 mState.samplers[textureUnit] = sampler;
1266 void Context::bindGenericUniformBuffer(GLuint buffer)
1268 mResourceManager->checkBufferAllocation(buffer);
1270 mState.genericUniformBuffer.set(getBuffer(buffer));
1273 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1275 mResourceManager->checkBufferAllocation(buffer);
1277 mState.uniformBuffers[index].set(getBuffer(buffer), offset, size);
1280 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1282 mResourceManager->checkBufferAllocation(buffer);
1284 mState.genericTransformFeedbackBuffer.set(getBuffer(buffer));
1287 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1289 mResourceManager->checkBufferAllocation(buffer);
1291 mState.transformFeedbackBuffers[index].set(getBuffer(buffer), offset, size);
1294 void Context::bindCopyReadBuffer(GLuint buffer)
1296 mResourceManager->checkBufferAllocation(buffer);
1298 mState.copyReadBuffer.set(getBuffer(buffer));
1301 void Context::bindCopyWriteBuffer(GLuint buffer)
1303 mResourceManager->checkBufferAllocation(buffer);
1305 mState.copyWriteBuffer.set(getBuffer(buffer));
1308 void Context::bindPixelPackBuffer(GLuint buffer)
1310 mResourceManager->checkBufferAllocation(buffer);
1312 mState.pack.pixelBuffer.set(getBuffer(buffer));
1315 void Context::bindPixelUnpackBuffer(GLuint buffer)
1317 mResourceManager->checkBufferAllocation(buffer);
1319 mState.unpack.pixelBuffer.set(getBuffer(buffer));
1322 void Context::useProgram(GLuint program)
1324 GLuint priorProgram = mState.currentProgram;
1325 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1327 if (priorProgram != program)
1329 Program *newProgram = mResourceManager->getProgram(program);
1330 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1331 mCurrentProgramBinary.set(NULL);
1335 newProgram->addRef();
1336 mCurrentProgramBinary.set(newProgram->getProgramBinary());
1341 oldProgram->release();
1346 void Context::linkProgram(GLuint program)
1348 Program *programObject = mResourceManager->getProgram(program);
1350 bool linked = programObject->link();
1352 // if the current program was relinked successfully we
1353 // need to install the new executables
1354 if (linked && program == mState.currentProgram)
1356 mCurrentProgramBinary.set(programObject->getProgramBinary());
1360 void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
1362 Program *programObject = mResourceManager->getProgram(program);
1364 bool loaded = programObject->setProgramBinary(binary, length);
1366 // if the current program was reloaded successfully we
1367 // need to install the new executables
1368 if (loaded && program == mState.currentProgram)
1370 mCurrentProgramBinary.set(programObject->getProgramBinary());
1375 void Context::bindTransformFeedback(GLuint transformFeedback)
1377 TransformFeedback *transformFeedbackObject = getTransformFeedback(transformFeedback);
1378 mState.transformFeedback.set(transformFeedbackObject);
1381 void Context::beginQuery(GLenum target, GLuint query)
1383 Query *queryObject = getQuery(query, true, target);
1384 ASSERT(queryObject);
1386 // set query as active for specified target
1387 mState.activeQueries[target].set(queryObject);
1390 queryObject->begin();
1393 void Context::endQuery(GLenum target)
1395 Query *queryObject = mState.activeQueries[target].get();
1396 ASSERT(queryObject);
1400 mState.activeQueries[target].set(NULL);
1403 void Context::setFramebufferZero(Framebuffer *buffer)
1405 delete mFramebufferMap[0];
1406 mFramebufferMap[0] = buffer;
1407 if (mState.drawFramebuffer == 0)
1409 mBoundDrawFramebuffer = buffer;
1413 void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
1415 const bool color = gl::IsColorRenderingSupported(internalformat, this);
1416 const bool depth = gl::IsDepthRenderingSupported(internalformat, this);
1417 const bool stencil = gl::IsStencilRenderingSupported(internalformat, this);
1419 RenderbufferStorage *renderbuffer = NULL;
1423 renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
1425 else if (depth && stencil)
1427 renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
1431 renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
1435 renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
1443 FramebufferAttachment *renderbufferObject = mState.renderbuffer.get();
1444 renderbufferObject->setStorage(renderbuffer);
1447 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1449 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle);
1451 if (framebuffer == mFramebufferMap.end())
1457 return framebuffer->second;
1461 FenceNV *Context::getFenceNV(unsigned int handle)
1463 FenceNVMap::iterator fence = mFenceNVMap.find(handle);
1465 if (fence == mFenceNVMap.end())
1471 return fence->second;
1475 Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1477 QueryMap::iterator query = mQueryMap.find(handle);
1479 if (query == mQueryMap.end())
1485 if (!query->second && create)
1487 query->second = new Query(mRenderer, type, handle);
1488 query->second->addRef();
1490 return query->second;
1494 Buffer *Context::getTargetBuffer(GLenum target) const
1498 case GL_ARRAY_BUFFER: return mState.arrayBuffer.get();
1499 case GL_COPY_READ_BUFFER: return mState.copyReadBuffer.get();
1500 case GL_COPY_WRITE_BUFFER: return mState.copyWriteBuffer.get();
1501 case GL_ELEMENT_ARRAY_BUFFER: return getCurrentVertexArray()->getElementArrayBuffer();
1502 case GL_PIXEL_PACK_BUFFER: return mState.pack.pixelBuffer.get();
1503 case GL_PIXEL_UNPACK_BUFFER: return mState.unpack.pixelBuffer.get();
1504 case GL_TRANSFORM_FEEDBACK_BUFFER: return mState.genericTransformFeedbackBuffer.get();
1505 case GL_UNIFORM_BUFFER: return mState.genericUniformBuffer.get();
1506 default: UNREACHABLE(); return NULL;
1510 Buffer *Context::getArrayBuffer()
1512 return mState.arrayBuffer.get();
1515 Buffer *Context::getElementArrayBuffer() const
1517 return getCurrentVertexArray()->getElementArrayBuffer();
1520 ProgramBinary *Context::getCurrentProgramBinary()
1522 return mCurrentProgramBinary.get();
1525 Texture *Context::getTargetTexture(GLenum target) const
1527 if (!ValidTextureTarget(this, target))
1534 case GL_TEXTURE_2D: return getTexture2D();
1535 case GL_TEXTURE_CUBE_MAP: return getTextureCubeMap();
1536 case GL_TEXTURE_3D: return getTexture3D();
1537 case GL_TEXTURE_2D_ARRAY: return getTexture2DArray();
1538 default: return NULL;
1542 GLuint Context::getTargetFramebufferHandle(GLenum target) const
1544 if (!ValidFramebufferTarget(target))
1546 return GL_INVALID_INDEX;
1549 if (target == GL_READ_FRAMEBUFFER_ANGLE)
1551 return mState.readFramebuffer;
1555 return mState.drawFramebuffer;
1559 Framebuffer *Context::getTargetFramebuffer(GLenum target) const
1561 GLuint framebufferHandle = getTargetFramebufferHandle(target);
1562 return (framebufferHandle == GL_INVALID_INDEX ? NULL : getFramebuffer(framebufferHandle));
1565 Texture2D *Context::getTexture2D() const
1567 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1570 TextureCubeMap *Context::getTextureCubeMap() const
1572 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1575 Texture3D *Context::getTexture3D() const
1577 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1580 Texture2DArray *Context::getTexture2DArray() const
1582 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1585 Buffer *Context::getGenericUniformBuffer()
1587 return mState.genericUniformBuffer.get();
1590 Buffer *Context::getGenericTransformFeedbackBuffer()
1592 return mState.genericTransformFeedbackBuffer.get();
1595 Buffer *Context::getCopyReadBuffer()
1597 return mState.copyReadBuffer.get();
1600 Buffer *Context::getCopyWriteBuffer()
1602 return mState.copyWriteBuffer.get();
1605 Buffer *Context::getPixelPackBuffer()
1607 return mState.pack.pixelBuffer.get();
1610 Buffer *Context::getPixelUnpackBuffer()
1612 return mState.unpack.pixelBuffer.get();
1615 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1617 GLuint texid = mState.samplerTexture[type][sampler].id();
1619 if (texid == 0) // Special case: 0 refers to different initial textures based on the target
1623 default: UNREACHABLE();
1624 case TEXTURE_2D: return mTexture2DZero.get();
1625 case TEXTURE_CUBE: return mTextureCubeMapZero.get();
1626 case TEXTURE_3D: return mTexture3DZero.get();
1627 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero.get();
1631 return mState.samplerTexture[type][sampler].get();
1634 void Context::getBooleanv(GLenum pname, GLboolean *params)
1638 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1639 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1640 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
1641 case GL_COLOR_WRITEMASK:
1642 params[0] = mState.blend.colorMaskRed;
1643 params[1] = mState.blend.colorMaskGreen;
1644 params[2] = mState.blend.colorMaskBlue;
1645 params[3] = mState.blend.colorMaskAlpha;
1647 case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
1648 case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
1649 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
1650 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
1651 case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
1652 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
1653 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
1654 case GL_BLEND: *params = mState.blend.blend; break;
1655 case GL_DITHER: *params = mState.blend.dither; break;
1656 case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
1657 case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isStarted(); break;
1658 case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused(); break;
1665 void Context::getFloatv(GLenum pname, GLfloat *params)
1667 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1668 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1669 // GetIntegerv as its native query function. As it would require conversion in any
1670 // case, this should make no difference to the calling application.
1673 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1674 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1675 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1676 case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
1677 case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
1678 case GL_ALIASED_LINE_WIDTH_RANGE:
1679 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1680 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1682 case GL_ALIASED_POINT_SIZE_RANGE:
1683 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1684 params[1] = getMaximumPointSize();
1686 case GL_DEPTH_RANGE:
1687 params[0] = mState.zNear;
1688 params[1] = mState.zFar;
1690 case GL_COLOR_CLEAR_VALUE:
1691 params[0] = mState.colorClearValue.red;
1692 params[1] = mState.colorClearValue.green;
1693 params[2] = mState.colorClearValue.blue;
1694 params[3] = mState.colorClearValue.alpha;
1696 case GL_BLEND_COLOR:
1697 params[0] = mState.blendColor.red;
1698 params[1] = mState.blendColor.green;
1699 params[2] = mState.blendColor.blue;
1700 params[3] = mState.blendColor.alpha;
1702 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1703 ASSERT(supportsTextureFilterAnisotropy());
1704 *params = mMaxTextureAnisotropy;
1712 void Context::getIntegerv(GLenum pname, GLint *params)
1714 if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
1716 unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
1717 ASSERT(colorAttachment < mRenderer->getMaxRenderTargets());
1718 Framebuffer *framebuffer = getDrawFramebuffer();
1719 *params = framebuffer->getDrawBufferState(colorAttachment);
1723 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1724 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1725 // GetIntegerv as its native query function. As it would require conversion in any
1726 // case, this should make no difference to the calling application. You may find it in
1727 // Context::getFloatv.
1730 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1731 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mRenderer->getMaxVertexUniformVectors(); break;
1732 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: *params = mRenderer->getMaxVertexUniformVectors() * 4; break;
1733 case GL_MAX_VARYING_VECTORS: *params = mRenderer->getMaxVaryingVectors(); break;
1734 case GL_MAX_VARYING_COMPONENTS: *params = mRenderer->getMaxVaryingVectors() * 4; break;
1735 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxCombinedTextureImageUnits(); break;
1736 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxVertexTextureImageUnits(); break;
1737 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1738 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mRenderer->getMaxFragmentUniformVectors(); break;
1739 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = mRenderer->getMaxFragmentUniformVectors() * 4; break;
1740 case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
1741 case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mRenderer->getMaxRenderTargets(); break;
1742 case GL_MAX_DRAW_BUFFERS_EXT: *params = mRenderer->getMaxRenderTargets(); break;
1743 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1744 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1745 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
1746 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getCurrentVertexArray()->getElementArrayBufferId(); break;
1747 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1748 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1749 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1750 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
1751 case GL_VERTEX_ARRAY_BINDING: *params = mState.vertexArray; break;
1752 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1753 case GL_PACK_ALIGNMENT: *params = mState.pack.alignment; break;
1754 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.pack.reverseRowOrder; break;
1755 case GL_UNPACK_ALIGNMENT: *params = mState.unpack.alignment; break;
1756 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1757 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1758 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
1759 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
1760 case GL_STENCIL_REF: *params = mState.stencilRef; break;
1761 case GL_STENCIL_VALUE_MASK: *params = clampToInt(mState.depthStencil.stencilMask); break;
1762 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
1763 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
1764 case GL_STENCIL_BACK_VALUE_MASK: *params = clampToInt(mState.depthStencil.stencilBackMask); break;
1765 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
1766 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
1767 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
1768 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
1769 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
1770 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
1771 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
1772 case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
1773 case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
1774 case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
1775 case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
1776 case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
1777 case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
1778 case GL_STENCIL_WRITEMASK: *params = clampToInt(mState.depthStencil.stencilWritemask); break;
1779 case GL_STENCIL_BACK_WRITEMASK: *params = clampToInt(mState.depthStencil.stencilBackWritemask); break;
1780 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1781 case GL_SUBPIXEL_BITS: *params = 4; break;
1782 case GL_MAX_TEXTURE_SIZE: *params = getMaximum2DTextureDimension(); break;
1783 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
1784 case GL_MAX_3D_TEXTURE_SIZE: *params = getMaximum3DTextureDimension(); break;
1785 case GL_MAX_ARRAY_TEXTURE_LAYERS: *params = getMaximum2DArrayTextureLayers(); break;
1786 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: *params = getUniformBufferOffsetAlignment(); break;
1787 case GL_MAX_UNIFORM_BUFFER_BINDINGS: *params = getMaximumCombinedUniformBufferBindings(); break;
1788 case GL_MAX_VERTEX_UNIFORM_BLOCKS: *params = mRenderer->getMaxVertexShaderUniformBuffers(); break;
1789 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: *params = mRenderer->getMaxFragmentShaderUniformBuffers(); break;
1790 case GL_MAX_COMBINED_UNIFORM_BLOCKS: *params = getMaximumCombinedUniformBufferBindings(); break;
1791 case GL_MAJOR_VERSION: *params = mClientVersion; break;
1792 case GL_MINOR_VERSION: *params = 0; break;
1793 case GL_MAX_ELEMENTS_INDICES: *params = mRenderer->getMaxRecommendedElementsIndices(); break;
1794 case GL_MAX_ELEMENTS_VERTICES: *params = mRenderer->getMaxRecommendedElementsVertices(); break;
1795 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackInterleavedComponents(); break;
1796 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = mRenderer->getMaxTransformFeedbackBuffers(); break;
1797 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackSeparateComponents(); break;
1798 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1799 params[0] = mNumCompressedTextureFormats;
1801 case GL_MAX_SAMPLES_ANGLE:
1802 *params = static_cast<GLint>(getMaxSupportedSamples());
1804 case GL_SAMPLE_BUFFERS:
1807 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1808 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1812 case GL_SAMPLE_BUFFERS:
1813 if (framebuffer->getSamples() != 0)
1823 *params = framebuffer->getSamples();
1833 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1834 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1836 GLenum internalFormat, format, type;
1837 getCurrentReadFormatType(&internalFormat, &format, &type);
1838 if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1844 case GL_MAX_VIEWPORT_DIMS:
1846 params[0] = mMaxViewportDimension;
1847 params[1] = mMaxViewportDimension;
1850 case GL_COMPRESSED_TEXTURE_FORMATS:
1852 if (supportsDXT1Textures())
1854 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1855 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1857 if (supportsDXT3Textures())
1859 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1861 if (supportsDXT5Textures())
1863 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1868 params[0] = mState.viewport.x;
1869 params[1] = mState.viewport.y;
1870 params[2] = mState.viewport.width;
1871 params[3] = mState.viewport.height;
1873 case GL_SCISSOR_BOX:
1874 params[0] = mState.scissor.x;
1875 params[1] = mState.scissor.y;
1876 params[2] = mState.scissor.width;
1877 params[3] = mState.scissor.height;
1879 case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
1880 case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
1886 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1887 gl::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer();
1893 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1894 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1895 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1896 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1907 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1908 gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
1912 *params = depthbuffer->getDepthSize();
1920 case GL_STENCIL_BITS:
1922 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1923 gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
1927 *params = stencilbuffer->getStencilSize();
1935 case GL_TEXTURE_BINDING_2D:
1936 ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
1937 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1939 case GL_TEXTURE_BINDING_CUBE_MAP:
1940 ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
1941 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1943 case GL_TEXTURE_BINDING_3D:
1944 ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
1945 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].id();
1947 case GL_TEXTURE_BINDING_2D_ARRAY:
1948 ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
1949 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].id();
1951 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1952 *params = mResetStrategy;
1954 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1957 case GL_PROGRAM_BINARY_FORMATS_OES:
1958 *params = GL_PROGRAM_BINARY_ANGLE;
1960 case GL_UNIFORM_BUFFER_BINDING:
1961 *params = mState.genericUniformBuffer.id();
1963 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1964 *params = mState.genericTransformFeedbackBuffer.id();
1966 case GL_COPY_READ_BUFFER_BINDING:
1967 *params = mState.copyReadBuffer.id();
1969 case GL_COPY_WRITE_BUFFER_BINDING:
1970 *params = mState.copyWriteBuffer.id();
1972 case GL_PIXEL_PACK_BUFFER_BINDING:
1973 *params = mState.pack.pixelBuffer.id();
1975 case GL_PIXEL_UNPACK_BUFFER_BINDING:
1976 *params = mState.unpack.pixelBuffer.id();
1978 case GL_NUM_EXTENSIONS:
1979 *params = static_cast<GLint>(getNumExtensions());
1987 void Context::getInteger64v(GLenum pname, GLint64 *params)
1991 case GL_MAX_ELEMENT_INDEX:
1992 *params = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
1994 case GL_MAX_UNIFORM_BLOCK_SIZE:
1995 *params = static_cast<GLint64>(mRenderer->getMaxUniformBufferSize());
1997 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
1999 GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
2000 GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
2001 *params = uniformBufferComponents + defaultBufferComponents;
2004 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2006 GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxFragmentShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
2007 GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
2008 *params = uniformBufferComponents + defaultBufferComponents;
2011 case GL_MAX_SERVER_WAIT_TIMEOUT:
2012 // We do not wait for server fence objects internally, so report a max timeout of zero.
2021 bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
2025 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2026 if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
2028 *data = mState.transformFeedbackBuffers[index].id();
2031 case GL_UNIFORM_BUFFER_BINDING:
2032 if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
2034 *data = mState.uniformBuffers[index].id();
2044 bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
2048 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2049 if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
2051 *data = mState.transformFeedbackBuffers[index].getOffset();
2054 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2055 if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
2057 *data = mState.transformFeedbackBuffers[index].getSize();
2060 case GL_UNIFORM_BUFFER_START:
2061 if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
2063 *data = mState.uniformBuffers[index].getOffset();
2066 case GL_UNIFORM_BUFFER_SIZE:
2067 if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
2069 *data = mState.uniformBuffers[index].getSize();
2079 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
2081 if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
2088 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2089 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2090 // to the fact that it is stored internally as a float, and so would require conversion
2091 // if returned from Context::getIntegerv. Since this conversion is already implemented
2092 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2093 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2097 case GL_COMPRESSED_TEXTURE_FORMATS:
2100 *numParams = mNumCompressedTextureFormats;
2103 case GL_SHADER_BINARY_FORMATS:
2109 case GL_MAX_VERTEX_ATTRIBS:
2110 case GL_MAX_VERTEX_UNIFORM_VECTORS:
2111 case GL_MAX_VARYING_VECTORS:
2112 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2113 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2114 case GL_MAX_TEXTURE_IMAGE_UNITS:
2115 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2116 case GL_MAX_RENDERBUFFER_SIZE:
2117 case GL_MAX_COLOR_ATTACHMENTS_EXT:
2118 case GL_MAX_DRAW_BUFFERS_EXT:
2119 case GL_NUM_SHADER_BINARY_FORMATS:
2120 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2121 case GL_ARRAY_BUFFER_BINDING:
2122 //case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE
2123 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:
2124 case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2125 case GL_RENDERBUFFER_BINDING:
2126 case GL_CURRENT_PROGRAM:
2127 case GL_PACK_ALIGNMENT:
2128 case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
2129 case GL_UNPACK_ALIGNMENT:
2130 case GL_GENERATE_MIPMAP_HINT:
2131 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2137 case GL_STENCIL_BITS:
2138 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2139 case GL_CULL_FACE_MODE:
2141 case GL_ACTIVE_TEXTURE:
2142 case GL_STENCIL_FUNC:
2143 case GL_STENCIL_VALUE_MASK:
2144 case GL_STENCIL_REF:
2145 case GL_STENCIL_FAIL:
2146 case GL_STENCIL_PASS_DEPTH_FAIL:
2147 case GL_STENCIL_PASS_DEPTH_PASS:
2148 case GL_STENCIL_BACK_FUNC:
2149 case GL_STENCIL_BACK_VALUE_MASK:
2150 case GL_STENCIL_BACK_REF:
2151 case GL_STENCIL_BACK_FAIL:
2152 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2153 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2155 case GL_BLEND_SRC_RGB:
2156 case GL_BLEND_SRC_ALPHA:
2157 case GL_BLEND_DST_RGB:
2158 case GL_BLEND_DST_ALPHA:
2159 case GL_BLEND_EQUATION_RGB:
2160 case GL_BLEND_EQUATION_ALPHA:
2161 case GL_STENCIL_WRITEMASK:
2162 case GL_STENCIL_BACK_WRITEMASK:
2163 case GL_STENCIL_CLEAR_VALUE:
2164 case GL_SUBPIXEL_BITS:
2165 case GL_MAX_TEXTURE_SIZE:
2166 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2167 case GL_SAMPLE_BUFFERS:
2169 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2170 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2171 case GL_TEXTURE_BINDING_2D:
2172 case GL_TEXTURE_BINDING_CUBE_MAP:
2173 case GL_RESET_NOTIFICATION_STRATEGY_EXT:
2174 case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
2175 case GL_PROGRAM_BINARY_FORMATS_OES:
2181 case GL_MAX_SAMPLES_ANGLE:
2183 if (getMaxSupportedSamples() != 0)
2194 case GL_PIXEL_PACK_BUFFER_BINDING:
2195 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2208 case GL_MAX_VIEWPORT_DIMS:
2215 case GL_SCISSOR_BOX:
2221 case GL_SHADER_COMPILER:
2222 case GL_SAMPLE_COVERAGE_INVERT:
2223 case GL_DEPTH_WRITEMASK:
2224 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
2225 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
2226 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2227 case GL_SAMPLE_COVERAGE:
2228 case GL_SCISSOR_TEST:
2229 case GL_STENCIL_TEST:
2233 case GL_CONTEXT_ROBUST_ACCESS_EXT:
2239 case GL_COLOR_WRITEMASK:
2245 case GL_POLYGON_OFFSET_FACTOR:
2246 case GL_POLYGON_OFFSET_UNITS:
2247 case GL_SAMPLE_COVERAGE_VALUE:
2248 case GL_DEPTH_CLEAR_VALUE:
2255 case GL_ALIASED_LINE_WIDTH_RANGE:
2256 case GL_ALIASED_POINT_SIZE_RANGE:
2257 case GL_DEPTH_RANGE:
2263 case GL_COLOR_CLEAR_VALUE:
2264 case GL_BLEND_COLOR:
2270 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2271 if (!supportsTextureFilterAnisotropy())
2280 if (mClientVersion < 3)
2285 // Check for ES3.0+ parameter names
2288 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2289 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2290 case GL_UNIFORM_BUFFER_BINDING:
2291 case GL_TRANSFORM_FEEDBACK_BINDING:
2292 case GL_COPY_READ_BUFFER_BINDING:
2293 case GL_COPY_WRITE_BUFFER_BINDING:
2294 case GL_TEXTURE_BINDING_3D:
2295 case GL_TEXTURE_BINDING_2D_ARRAY:
2296 case GL_MAX_3D_TEXTURE_SIZE:
2297 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2298 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2299 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2300 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2301 case GL_MAX_VARYING_COMPONENTS:
2302 case GL_VERTEX_ARRAY_BINDING:
2303 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2304 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2305 case GL_NUM_EXTENSIONS:
2306 case GL_MAJOR_VERSION:
2307 case GL_MINOR_VERSION:
2308 case GL_MAX_ELEMENTS_INDICES:
2309 case GL_MAX_ELEMENTS_VERTICES:
2310 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2311 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2312 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2319 case GL_MAX_ELEMENT_INDEX:
2320 case GL_MAX_UNIFORM_BLOCK_SIZE:
2321 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2322 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2323 case GL_MAX_SERVER_WAIT_TIMEOUT:
2325 *type = GL_INT_64_ANGLEX;
2330 case GL_TRANSFORM_FEEDBACK_ACTIVE:
2331 case GL_TRANSFORM_FEEDBACK_PAUSED:
2342 bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams)
2344 if (mClientVersion < 3)
2351 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2352 case GL_UNIFORM_BUFFER_BINDING:
2358 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2359 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2360 case GL_UNIFORM_BUFFER_START:
2361 case GL_UNIFORM_BUFFER_SIZE:
2363 *type = GL_INT_64_ANGLEX;
2371 // Applies the render target surface, depth stencil surface, viewport rectangle and
2372 // scissor rectangle to the renderer
2373 bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
2375 Framebuffer *framebufferObject = getDrawFramebuffer();
2377 if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2379 return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2382 mRenderer->applyRenderTarget(framebufferObject);
2384 if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace,
2390 mRenderer->setScissorRectangle(mState.scissor, mState.scissorTest);
2395 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
2396 void Context::applyState(GLenum drawMode)
2398 Framebuffer *framebufferObject = getDrawFramebuffer();
2399 int samples = framebufferObject->getSamples();
2401 mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS);
2402 mState.rasterizer.multiSample = (samples != 0);
2403 mRenderer->setRasterizerState(mState.rasterizer);
2405 unsigned int mask = 0;
2406 if (mState.sampleCoverage)
2408 if (mState.sampleCoverageValue != 0)
2411 float threshold = 0.5f;
2413 for (int i = 0; i < samples; ++i)
2417 if ((i + 1) * mState.sampleCoverageValue >= threshold)
2425 if (mState.sampleCoverageInvert)
2434 mRenderer->setBlendState(framebufferObject, mState.blend, mState.blendColor, mask);
2436 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
2437 mState.rasterizer.frontFace == GL_CCW);
2440 // Applies the shaders and shader constants to the Direct3D 9 device
2441 void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive)
2443 const VertexAttribute *vertexAttributes = getCurrentVertexArray()->getVertexAttributes();
2445 VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
2446 VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.vertexAttribCurrentValues);
2448 mRenderer->applyShaders(programBinary, mState.rasterizer.rasterizerDiscard, transformFeedbackActive, inputLayout);
2450 programBinary->applyUniforms();
2453 size_t Context::getCurrentTexturesAndSamplerStates(ProgramBinary *programBinary, SamplerType type, Texture **outTextures,
2454 TextureType *outTextureTypes, SamplerState *outSamplers)
2456 size_t samplerRange = programBinary->getUsedSamplerRange(type);
2457 for (size_t i = 0; i < samplerRange; i++)
2459 outTextureTypes[i] = programBinary->getSamplerTextureType(type, i);
2460 GLint textureUnit = programBinary->getSamplerMapping(type, i); // OpenGL texture image unit index
2461 if (textureUnit != -1)
2463 outTextures[i] = getSamplerTexture(textureUnit, outTextureTypes[i]);
2464 outTextures[i]->getSamplerState(&outSamplers[i]);
2465 if (mState.samplers[textureUnit] != 0)
2467 Sampler *samplerObject = getSampler(mState.samplers[textureUnit]);
2468 samplerObject->getState(&outSamplers[i]);
2473 outTextures[i] = NULL;
2477 return samplerRange;
2480 void Context::generateSwizzles(Texture *textures[], size_t count)
2482 for (size_t i = 0; i < count; i++)
2484 if (textures[i] && textures[i]->isSwizzled())
2486 mRenderer->generateSwizzle(textures[i]);
2491 // For each Direct3D sampler of either the pixel or vertex stage,
2492 // looks up the corresponding OpenGL texture image unit and texture type,
2493 // and sets the texture and its addressing/filtering state (or NULL when inactive).
2494 void Context::applyTextures(SamplerType shaderType, Texture *textures[], TextureType *textureTypes, SamplerState *samplers,
2495 size_t textureCount, const FramebufferTextureSerialArray& framebufferSerials,
2496 size_t framebufferSerialCount)
2498 // Range of Direct3D samplers of given sampler type
2499 size_t samplerCount = (shaderType == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS
2500 : mRenderer->getMaxVertexTextureImageUnits();
2502 for (size_t samplerIndex = 0; samplerIndex < textureCount; samplerIndex++)
2504 Texture *texture = textures[samplerIndex];
2505 const SamplerState &sampler = samplers[samplerIndex];
2506 TextureType textureType = textureTypes[samplerIndex];
2510 // TODO: std::binary_search may become unavailable using older versions of GCC
2511 if (texture->isSamplerComplete(sampler) &&
2512 !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
2514 mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
2515 mRenderer->setTexture(shaderType, samplerIndex, texture);
2516 texture->resetDirty();
2520 Texture *incompleteTexture = getIncompleteTexture(textureType);
2521 mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture);
2522 incompleteTexture->resetDirty();
2527 mRenderer->setTexture(shaderType, samplerIndex, NULL);
2531 for (size_t samplerIndex = textureCount; samplerIndex < samplerCount; samplerIndex++)
2533 mRenderer->setTexture(shaderType, samplerIndex, NULL);
2537 bool Context::applyUniformBuffers()
2539 Program *programObject = getProgram(mState.currentProgram);
2540 ProgramBinary *programBinary = programObject->getProgramBinary();
2542 std::vector<gl::Buffer*> boundBuffers;
2544 for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++)
2546 GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex);
2547 const OffsetBindingPointer<Buffer>& boundBuffer = mState.uniformBuffers[blockBinding];
2548 if (boundBuffer.id() == 0)
2550 // undefined behaviour
2555 gl::Buffer *uniformBuffer = boundBuffer.get();
2556 ASSERT(uniformBuffer);
2557 boundBuffers.push_back(uniformBuffer);
2561 return programBinary->applyUniformBuffers(boundBuffers);
2564 bool Context::applyTransformFeedbackBuffers()
2566 TransformFeedback *curTransformFeedback = getCurrentTransformFeedback();
2567 if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused())
2569 Buffer *transformFeedbackBuffers[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
2570 GLintptr transformFeedbackOffsets[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
2571 for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
2573 transformFeedbackBuffers[i] = mState.transformFeedbackBuffers[i].get();
2574 transformFeedbackOffsets[i] = mState.transformFeedbackBuffers[i].getOffset();
2576 mRenderer->applyTransformFeedbackBuffers(transformFeedbackBuffers, transformFeedbackOffsets);
2585 void Context::markTransformFeedbackUsage()
2587 for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
2589 Buffer *buffer = mState.transformFeedbackBuffers[i].get();
2592 buffer->markTransformFeedbackUsage();
2597 void Context::clear(GLbitfield mask)
2599 if (isRasterizerDiscardEnabled())
2604 ClearParameters clearParams = { 0 };
2605 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2607 clearParams.clearColor[i] = false;
2609 clearParams.colorFClearValue = mState.colorClearValue;
2610 clearParams.colorClearType = GL_FLOAT;
2611 clearParams.colorMaskRed = mState.blend.colorMaskRed;
2612 clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2613 clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2614 clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2615 clearParams.clearDepth = false;
2616 clearParams.depthClearValue = mState.depthClearValue;
2617 clearParams.clearStencil = false;
2618 clearParams.stencilClearValue = mState.stencilClearValue;
2619 clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2620 clearParams.scissorEnabled = mState.scissorTest;
2621 clearParams.scissor = mState.scissor;
2623 Framebuffer *framebufferObject = getDrawFramebuffer();
2624 if (mask & GL_COLOR_BUFFER_BIT)
2626 if (framebufferObject->hasEnabledColorAttachment())
2628 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2630 clearParams.clearColor[i] = true;
2635 if (mask & GL_DEPTH_BUFFER_BIT)
2637 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
2639 clearParams.clearDepth = true;
2643 if (mask & GL_STENCIL_BUFFER_BIT)
2645 if (framebufferObject->getStencilbufferType() != GL_NONE)
2647 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
2650 ERR("Depth stencil pointer unexpectedly null.");
2654 if (gl::GetStencilBits(depthStencil->getActualFormat(), mClientVersion) > 0)
2656 clearParams.clearStencil = true;
2662 if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
2667 mRenderer->clear(clearParams, framebufferObject);
2670 void Context::clearBufferfv(GLenum buffer, int drawbuffer, const float *values)
2672 if (isRasterizerDiscardEnabled())
2677 // glClearBufferfv can be called to clear the color buffer or depth buffer
2678 ClearParameters clearParams = { 0 };
2680 if (buffer == GL_COLOR)
2682 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2684 clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
2686 clearParams.colorFClearValue = ColorF(values[0], values[1], values[2], values[3]);
2687 clearParams.colorClearType = GL_FLOAT;
2691 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2693 clearParams.clearColor[i] = false;
2695 clearParams.colorFClearValue = mState.colorClearValue;
2696 clearParams.colorClearType = GL_FLOAT;
2699 clearParams.colorMaskRed = mState.blend.colorMaskRed;
2700 clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2701 clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2702 clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2704 if (buffer == GL_DEPTH)
2706 clearParams.clearDepth = true;
2707 clearParams.depthClearValue = values[0];
2711 clearParams.clearDepth = false;
2712 clearParams.depthClearValue = mState.depthClearValue;
2715 clearParams.clearStencil = false;
2716 clearParams.stencilClearValue = mState.stencilClearValue;
2717 clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2718 clearParams.scissorEnabled = mState.scissorTest;
2719 clearParams.scissor = mState.scissor;
2721 if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
2726 mRenderer->clear(clearParams, getDrawFramebuffer());
2729 void Context::clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values)
2731 if (isRasterizerDiscardEnabled())
2736 // glClearBufferuv can only be called to clear a color buffer
2737 ClearParameters clearParams = { 0 };
2738 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2740 clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
2742 clearParams.colorUIClearValue = ColorUI(values[0], values[1], values[2], values[3]);
2743 clearParams.colorClearType = GL_UNSIGNED_INT;
2744 clearParams.colorMaskRed = mState.blend.colorMaskRed;
2745 clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2746 clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2747 clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2748 clearParams.clearDepth = false;
2749 clearParams.depthClearValue = mState.depthClearValue;
2750 clearParams.clearStencil = false;
2751 clearParams.stencilClearValue = mState.stencilClearValue;
2752 clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2753 clearParams.scissorEnabled = mState.scissorTest;
2754 clearParams.scissor = mState.scissor;
2756 if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
2761 mRenderer->clear(clearParams, getDrawFramebuffer());
2764 void Context::clearBufferiv(GLenum buffer, int drawbuffer, const int *values)
2766 if (isRasterizerDiscardEnabled())
2771 // glClearBufferfv can be called to clear the color buffer or stencil buffer
2772 ClearParameters clearParams = { 0 };
2774 if (buffer == GL_COLOR)
2776 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2778 clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
2780 clearParams.colorIClearValue = ColorI(values[0], values[1], values[2], values[3]);
2781 clearParams.colorClearType = GL_INT;
2785 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2787 clearParams.clearColor[i] = false;
2789 clearParams.colorFClearValue = mState.colorClearValue;
2790 clearParams.colorClearType = GL_FLOAT;
2793 clearParams.colorMaskRed = mState.blend.colorMaskRed;
2794 clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2795 clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2796 clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2798 clearParams.clearDepth = false;
2799 clearParams.depthClearValue = mState.depthClearValue;
2801 if (buffer == GL_STENCIL)
2803 clearParams.clearStencil = true;
2804 clearParams.stencilClearValue = values[1];
2808 clearParams.clearStencil = false;
2809 clearParams.stencilClearValue = mState.stencilClearValue;
2811 clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2813 clearParams.scissorEnabled = mState.scissorTest;
2814 clearParams.scissor = mState.scissor;
2816 if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
2821 mRenderer->clear(clearParams, getDrawFramebuffer());
2824 void Context::clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil)
2826 if (isRasterizerDiscardEnabled())
2831 // glClearBufferfi can only be called to clear a depth stencil buffer
2832 ClearParameters clearParams = { 0 };
2833 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2835 clearParams.clearColor[i] = false;
2837 clearParams.colorFClearValue = mState.colorClearValue;
2838 clearParams.colorClearType = GL_FLOAT;
2839 clearParams.colorMaskRed = mState.blend.colorMaskRed;
2840 clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2841 clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2842 clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2843 clearParams.clearDepth = true;
2844 clearParams.depthClearValue = depth;
2845 clearParams.clearStencil = true;
2846 clearParams.stencilClearValue = stencil;
2847 clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2848 clearParams.scissorEnabled = mState.scissorTest;
2849 clearParams.scissor = mState.scissor;
2851 if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
2856 mRenderer->clear(clearParams, getDrawFramebuffer());
2859 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2860 GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2862 gl::Framebuffer *framebuffer = getReadFramebuffer();
2864 bool isSized = IsSizedInternalFormat(format, mClientVersion);
2865 GLenum sizedInternalFormat = (isSized ? format : GetSizedInternalFormat(format, type, mClientVersion));
2866 GLuint outputPitch = GetRowPitch(sizedInternalFormat, type, mClientVersion, width, mState.pack.alignment);
2868 mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.pack, pixels);
2871 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2873 if (!mState.currentProgram)
2875 return gl::error(GL_INVALID_OPERATION);
2878 ProgramBinary *programBinary = getCurrentProgramBinary();
2879 programBinary->applyUniforms();
2881 Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2882 TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2883 SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2884 size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
2886 Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
2887 TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
2888 SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
2889 size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
2891 generateSwizzles(vsTextures, vsTextureCount);
2892 generateSwizzles(psTextures, psTextureCount);
2894 if (!mRenderer->applyPrimitiveType(mode, count))
2899 if (!applyRenderTarget(mode, false))
2906 GLenum err = mRenderer->applyVertexBuffer(programBinary, getCurrentVertexArray()->getVertexAttributes(), mState.vertexAttribCurrentValues, first, count, instances);
2907 if (err != GL_NO_ERROR)
2909 return gl::error(err);
2912 bool transformFeedbackActive = applyTransformFeedbackBuffers();
2914 applyShaders(programBinary, transformFeedbackActive);
2916 FramebufferTextureSerialArray frameBufferSerials;
2917 size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
2919 applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
2920 applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
2922 if (!applyUniformBuffers())
2927 if (!programBinary->validateSamplers(NULL))
2929 return gl::error(GL_INVALID_OPERATION);
2932 if (!skipDraw(mode))
2934 mRenderer->drawArrays(mode, count, instances, transformFeedbackActive);
2936 if (transformFeedbackActive)
2938 markTransformFeedbackUsage();
2943 void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2945 if (!mState.currentProgram)
2947 return gl::error(GL_INVALID_OPERATION);
2950 VertexArray *vao = getCurrentVertexArray();
2951 if (!indices && !vao->getElementArrayBuffer())
2953 return gl::error(GL_INVALID_OPERATION);
2956 ProgramBinary *programBinary = getCurrentProgramBinary();
2957 programBinary->applyUniforms();
2959 Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2960 TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2961 SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2962 size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
2964 Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
2965 TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
2966 SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
2967 size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
2969 generateSwizzles(vsTextures, vsTextureCount);
2970 generateSwizzles(psTextures, psTextureCount);
2972 if (!mRenderer->applyPrimitiveType(mode, count))
2977 if (!applyRenderTarget(mode, false))
2984 rx::TranslatedIndexData indexInfo;
2985 GLenum err = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
2986 if (err != GL_NO_ERROR)
2988 return gl::error(err);
2991 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2992 err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(), mState.vertexAttribCurrentValues, indexInfo.minIndex, vertexCount, instances);
2993 if (err != GL_NO_ERROR)
2995 return gl::error(err);
2998 bool transformFeedbackActive = applyTransformFeedbackBuffers();
2999 // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
3001 ASSERT(!transformFeedbackActive);
3003 applyShaders(programBinary, transformFeedbackActive);
3005 FramebufferTextureSerialArray frameBufferSerials;
3006 size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
3008 applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
3009 applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
3011 if (!applyUniformBuffers())
3016 if (!programBinary->validateSamplers(NULL))
3018 return gl::error(GL_INVALID_OPERATION);
3021 if (!skipDraw(mode))
3023 mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
3027 // Implements glFlush when block is false, glFinish when block is true
3028 void Context::sync(bool block)
3030 mRenderer->sync(block);
3033 void Context::recordInvalidEnum()
3035 mInvalidEnum = true;
3038 void Context::recordInvalidValue()
3040 mInvalidValue = true;
3043 void Context::recordInvalidOperation()
3045 mInvalidOperation = true;
3048 void Context::recordOutOfMemory()
3050 mOutOfMemory = true;
3053 void Context::recordInvalidFramebufferOperation()
3055 mInvalidFramebufferOperation = true;
3058 // Get one of the recorded errors and clear its flag, if any.
3059 // [OpenGL ES 2.0.24] section 2.5 page 13.
3060 GLenum Context::getError()
3064 mInvalidEnum = false;
3066 return GL_INVALID_ENUM;
3071 mInvalidValue = false;
3073 return GL_INVALID_VALUE;
3076 if (mInvalidOperation)
3078 mInvalidOperation = false;
3080 return GL_INVALID_OPERATION;
3085 mOutOfMemory = false;
3087 return GL_OUT_OF_MEMORY;
3090 if (mInvalidFramebufferOperation)
3092 mInvalidFramebufferOperation = false;
3094 return GL_INVALID_FRAMEBUFFER_OPERATION;
3100 GLenum Context::getResetStatus()
3102 if (mResetStatus == GL_NO_ERROR && !mContextLost)
3104 // mResetStatus will be set by the markContextLost callback
3105 // in the case a notification is sent
3106 mRenderer->testDeviceLost(true);
3109 GLenum status = mResetStatus;
3111 if (mResetStatus != GL_NO_ERROR)
3113 ASSERT(mContextLost);
3115 if (mRenderer->testDeviceResettable())
3117 mResetStatus = GL_NO_ERROR;
3124 bool Context::isResetNotificationEnabled()
3126 return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
3129 int Context::getClientVersion() const
3131 return mClientVersion;
3134 int Context::getMajorShaderModel() const
3136 return mMajorShaderModel;
3139 float Context::getMaximumPointSize() const
3141 return mMaximumPointSize;
3144 unsigned int Context::getMaximumCombinedTextureImageUnits() const
3146 return mRenderer->getMaxCombinedTextureImageUnits();
3149 unsigned int Context::getMaximumCombinedUniformBufferBindings() const
3151 return mRenderer->getMaxVertexShaderUniformBuffers() +
3152 mRenderer->getMaxFragmentShaderUniformBuffers();
3155 int Context::getMaxSupportedSamples() const
3157 return mRenderer->getMaxSupportedSamples();
3160 GLsizei Context::getMaxSupportedFormatSamples(GLenum internalFormat) const
3162 return mRenderer->getMaxSupportedFormatSamples(internalFormat);
3165 GLsizei Context::getNumSampleCounts(GLenum internalFormat) const
3167 return mRenderer->getNumSampleCounts(internalFormat);
3170 void Context::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
3172 mRenderer->getSampleCounts(internalFormat, bufSize, params);
3175 unsigned int Context::getMaxTransformFeedbackBufferBindings() const
3177 return mRenderer->getMaxTransformFeedbackBuffers();
3180 GLintptr Context::getUniformBufferOffsetAlignment() const
3182 // setting a large alignment forces uniform buffers to bind with zero offset
3183 return static_cast<GLintptr>(std::numeric_limits<GLint>::max());
3186 unsigned int Context::getMaximumRenderTargets() const
3188 return mRenderer->getMaxRenderTargets();
3191 bool Context::supportsEventQueries() const
3193 return mSupportsEventQueries;
3196 bool Context::supportsOcclusionQueries() const
3198 return mSupportsOcclusionQueries;
3201 bool Context::supportsBGRATextures() const
3203 return mSupportsBGRATextures;
3206 bool Context::supportsDXT1Textures() const
3208 return mSupportsDXT1Textures;
3211 bool Context::supportsDXT3Textures() const
3213 return mSupportsDXT3Textures;
3216 bool Context::supportsDXT5Textures() const
3218 return mSupportsDXT5Textures;
3221 bool Context::supportsFloat32Textures() const
3223 return mSupportsFloat32Textures;
3226 bool Context::supportsFloat32LinearFilter() const
3228 return mSupportsFloat32LinearFilter;
3231 bool Context::supportsFloat32RenderableTextures() const
3233 return mSupportsFloat32RenderableTextures;
3236 bool Context::supportsFloat16Textures() const
3238 return mSupportsFloat16Textures;
3241 bool Context::supportsFloat16LinearFilter() const
3243 return mSupportsFloat16LinearFilter;
3246 bool Context::supportsFloat16RenderableTextures() const
3248 return mSupportsFloat16RenderableTextures;
3251 int Context::getMaximumRenderbufferDimension() const
3253 return mMaxRenderbufferDimension;
3256 int Context::getMaximum2DTextureDimension() const
3258 return mMax2DTextureDimension;
3261 int Context::getMaximumCubeTextureDimension() const
3263 return mMaxCubeTextureDimension;
3266 int Context::getMaximum3DTextureDimension() const
3268 return mMax3DTextureDimension;
3271 int Context::getMaximum2DArrayTextureLayers() const
3273 return mMax2DArrayTextureLayers;
3276 int Context::getMaximum2DTextureLevel() const
3278 return mMax2DTextureLevel;
3281 int Context::getMaximumCubeTextureLevel() const
3283 return mMaxCubeTextureLevel;
3286 int Context::getMaximum3DTextureLevel() const
3288 return mMax3DTextureLevel;
3291 int Context::getMaximum2DArrayTextureLevel() const
3293 return mMax2DArrayTextureLevel;
3296 bool Context::supportsLuminanceTextures() const
3298 return mSupportsLuminanceTextures;
3301 bool Context::supportsLuminanceAlphaTextures() const
3303 return mSupportsLuminanceAlphaTextures;
3306 bool Context::supportsRGTextures() const
3308 return mSupportsRGTextures;
3311 bool Context::supportsDepthTextures() const
3313 return mSupportsDepthTextures;
3316 bool Context::supports32bitIndices() const
3318 return mSupports32bitIndices;
3321 bool Context::supportsNonPower2Texture() const
3323 return mSupportsNonPower2Texture;
3326 bool Context::supportsInstancing() const
3328 return mSupportsInstancing;
3331 bool Context::supportsTextureFilterAnisotropy() const
3333 return mSupportsTextureFilterAnisotropy;
3336 bool Context::supportsPBOs() const
3338 return mSupportsPBOs;
3341 float Context::getTextureMaxAnisotropy() const
3343 return mMaxTextureAnisotropy;
3346 void Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type)
3348 Framebuffer *framebuffer = getReadFramebuffer();
3349 ASSERT(framebuffer && framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE);
3351 FramebufferAttachment *attachment = framebuffer->getReadColorbuffer();
3354 *internalFormat = attachment->getActualFormat();
3355 *format = gl::GetFormat(attachment->getActualFormat(), mClientVersion);
3356 *type = gl::GetType(attachment->getActualFormat(), mClientVersion);
3359 void Context::detachBuffer(GLuint buffer)
3361 // [OpenGL ES 2.0.24] section 2.9 page 22:
3362 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3363 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3365 if (mState.arrayBuffer.id() == buffer)
3367 mState.arrayBuffer.set(NULL);
3370 // mark as freed among the vertex array objects
3371 for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++)
3373 vaoIt->second->detachBuffer(buffer);
3377 void Context::detachTexture(GLuint texture)
3379 // [OpenGL ES 2.0.24] section 3.8 page 84:
3380 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3381 // rebound to texture object zero
3383 for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3385 for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3387 if (mState.samplerTexture[type][sampler].id() == texture)
3389 mState.samplerTexture[type][sampler].set(NULL);
3394 // [OpenGL ES 2.0.24] section 4.4 page 112:
3395 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3396 // as if Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this
3397 // image was attached in the currently bound framebuffer.
3399 Framebuffer *readFramebuffer = getReadFramebuffer();
3400 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3402 if (readFramebuffer)
3404 readFramebuffer->detachTexture(texture);
3407 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3409 drawFramebuffer->detachTexture(texture);
3413 void Context::detachFramebuffer(GLuint framebuffer)
3415 // [OpenGL ES 2.0.24] section 4.4 page 107:
3416 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3417 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3419 if (mState.readFramebuffer == framebuffer)
3421 bindReadFramebuffer(0);
3424 if (mState.drawFramebuffer == framebuffer)
3426 bindDrawFramebuffer(0);
3430 void Context::detachRenderbuffer(GLuint renderbuffer)
3432 // [OpenGL ES 2.0.24] section 4.4 page 109:
3433 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3434 // had been executed with the target RENDERBUFFER and name of zero.
3436 if (mState.renderbuffer.id() == renderbuffer)
3438 bindRenderbuffer(0);
3441 // [OpenGL ES 2.0.24] section 4.4 page 111:
3442 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3443 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3444 // point to which this image was attached in the currently bound framebuffer.
3446 Framebuffer *readFramebuffer = getReadFramebuffer();
3447 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3449 if (readFramebuffer)
3451 readFramebuffer->detachRenderbuffer(renderbuffer);
3454 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3456 drawFramebuffer->detachRenderbuffer(renderbuffer);
3460 void Context::detachVertexArray(GLuint vertexArray)
3462 // [OpenGL ES 3.0.2] section 2.10 page 43:
3463 // If a vertex array object that is currently bound is deleted, the binding
3464 // for that object reverts to zero and the default vertex array becomes current.
3465 if (mState.vertexArray == vertexArray)
3471 void Context::detachTransformFeedback(GLuint transformFeedback)
3473 if (mState.transformFeedback.id() == transformFeedback)
3475 bindTransformFeedback(0);
3479 void Context::detachSampler(GLuint sampler)
3481 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3482 // If a sampler object that is currently bound to one or more texture units is
3483 // deleted, it is as though BindSampler is called once for each texture unit to
3484 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3485 for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++)
3487 if (mState.samplers[textureUnit] == sampler)
3489 mState.samplers[textureUnit] = 0;
3494 Texture *Context::getIncompleteTexture(TextureType type)
3496 Texture *t = mIncompleteTextures[type].get();
3500 const GLubyte color[] = { 0, 0, 0, 255 };
3501 const PixelUnpackState incompleteUnpackState(1);
3507 // default falls through to TEXTURE_2D
3511 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
3512 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3519 TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
3521 incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3522 incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3523 incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3524 incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3525 incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3526 incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3534 Texture3D *incomplete3d = new Texture3D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
3535 incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3541 case TEXTURE_2D_ARRAY:
3543 Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
3544 incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3546 t = incomplete2darray;
3551 mIncompleteTextures[type].set(t);
3557 bool Context::skipDraw(GLenum drawMode)
3559 if (drawMode == GL_POINTS)
3561 // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
3562 // which affects varying interpolation. Since the value of gl_PointSize is
3563 // undefined when not written, just skip drawing to avoid unexpected results.
3564 if (!getCurrentProgramBinary()->usesPointSize())
3566 // This is stictly speaking not an error, but developers should be
3567 // notified of risking undefined behavior.
3568 ERR("Point rendering without writing to gl_PointSize.");
3573 else if (IsTriangleMode(drawMode))
3575 if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
3584 void Context::setVertexAttribf(GLuint index, const GLfloat values[4])
3586 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3587 mState.vertexAttribCurrentValues[index].setFloatValues(values);
3590 void Context::setVertexAttribu(GLuint index, const GLuint values[4])
3592 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3593 mState.vertexAttribCurrentValues[index].setUnsignedIntValues(values);
3596 void Context::setVertexAttribi(GLuint index, const GLint values[4])
3598 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3599 mState.vertexAttribCurrentValues[index].setIntValues(values);
3602 void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3604 getCurrentVertexArray()->setVertexAttribDivisor(index, divisor);
3607 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
3609 mResourceManager->checkSamplerAllocation(sampler);
3611 Sampler *samplerObject = getSampler(sampler);
3612 ASSERT(samplerObject);
3616 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
3617 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
3618 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
3619 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
3620 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
3621 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
3622 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
3623 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break;
3624 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break;
3625 default: UNREACHABLE(); break;
3629 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
3631 mResourceManager->checkSamplerAllocation(sampler);
3633 Sampler *samplerObject = getSampler(sampler);
3634 ASSERT(samplerObject);
3638 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(uiround<GLenum>(param)); break;
3639 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(uiround<GLenum>(param)); break;
3640 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(uiround<GLenum>(param)); break;
3641 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(uiround<GLenum>(param)); break;
3642 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(uiround<GLenum>(param)); break;
3643 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
3644 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
3645 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(uiround<GLenum>(param)); break;
3646 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(uiround<GLenum>(param)); break;
3647 default: UNREACHABLE(); break;
3651 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
3653 mResourceManager->checkSamplerAllocation(sampler);
3655 Sampler *samplerObject = getSampler(sampler);
3656 ASSERT(samplerObject);
3660 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
3661 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
3662 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
3663 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
3664 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
3665 case GL_TEXTURE_MIN_LOD: return uiround<GLint>(samplerObject->getMinLod());
3666 case GL_TEXTURE_MAX_LOD: return uiround<GLint>(samplerObject->getMaxLod());
3667 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode());
3668 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc());
3669 default: UNREACHABLE(); return 0;
3673 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
3675 mResourceManager->checkSamplerAllocation(sampler);
3677 Sampler *samplerObject = getSampler(sampler);
3678 ASSERT(samplerObject);
3682 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
3683 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
3684 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
3685 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
3686 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
3687 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
3688 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
3689 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode());
3690 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc());
3691 default: UNREACHABLE(); return 0;
3695 // keep list sorted in following order
3698 // Vendor extensions
3699 void Context::initExtensionString()
3701 // Do not report extension in GLES 3 contexts for now
3702 if (mClientVersion == 2)
3705 if (supports32bitIndices())
3707 mExtensionStringList.push_back("GL_OES_element_index_uint");
3710 mExtensionStringList.push_back("GL_OES_packed_depth_stencil");
3711 mExtensionStringList.push_back("GL_OES_get_program_binary");
3712 mExtensionStringList.push_back("GL_OES_rgb8_rgba8");
3716 mExtensionStringList.push_back("NV_pixel_buffer_object");
3717 mExtensionStringList.push_back("GL_OES_mapbuffer");
3718 mExtensionStringList.push_back("GL_EXT_map_buffer_range");
3721 if (mRenderer->getDerivativeInstructionSupport())
3723 mExtensionStringList.push_back("GL_OES_standard_derivatives");
3726 if (supportsFloat16Textures())
3728 mExtensionStringList.push_back("GL_OES_texture_half_float");
3730 if (supportsFloat16LinearFilter())
3732 mExtensionStringList.push_back("GL_OES_texture_half_float_linear");
3734 if (supportsFloat32Textures())
3736 mExtensionStringList.push_back("GL_OES_texture_float");
3738 if (supportsFloat32LinearFilter())
3740 mExtensionStringList.push_back("GL_OES_texture_float_linear");
3743 if (supportsRGTextures())
3745 mExtensionStringList.push_back("GL_EXT_texture_rg");
3748 if (supportsNonPower2Texture())
3750 mExtensionStringList.push_back("GL_OES_texture_npot");
3753 // Multi-vendor (EXT) extensions
3754 if (supportsOcclusionQueries())
3756 mExtensionStringList.push_back("GL_EXT_occlusion_query_boolean");
3759 mExtensionStringList.push_back("GL_EXT_read_format_bgra");
3760 mExtensionStringList.push_back("GL_EXT_robustness");
3761 mExtensionStringList.push_back("GL_EXT_shader_texture_lod");
3763 if (supportsDXT1Textures())
3765 mExtensionStringList.push_back("GL_EXT_texture_compression_dxt1");
3768 if (supportsTextureFilterAnisotropy())
3770 mExtensionStringList.push_back("GL_EXT_texture_filter_anisotropic");
3773 if (supportsBGRATextures())
3775 mExtensionStringList.push_back("GL_EXT_texture_format_BGRA8888");
3778 if (mRenderer->getMaxRenderTargets() > 1)
3780 mExtensionStringList.push_back("GL_EXT_draw_buffers");
3783 mExtensionStringList.push_back("GL_EXT_texture_storage");
3784 mExtensionStringList.push_back("GL_EXT_frag_depth");
3785 mExtensionStringList.push_back("GL_EXT_blend_minmax");
3787 // ANGLE-specific extensions
3788 if (supportsDepthTextures())
3790 mExtensionStringList.push_back("GL_ANGLE_depth_texture");
3793 mExtensionStringList.push_back("GL_ANGLE_framebuffer_blit");
3794 if (getMaxSupportedSamples() != 0)
3796 mExtensionStringList.push_back("GL_ANGLE_framebuffer_multisample");
3799 if (supportsInstancing())
3801 mExtensionStringList.push_back("GL_ANGLE_instanced_arrays");
3804 mExtensionStringList.push_back("GL_ANGLE_pack_reverse_row_order");
3806 if (supportsDXT3Textures())
3808 mExtensionStringList.push_back("GL_ANGLE_texture_compression_dxt3");
3810 if (supportsDXT5Textures())
3812 mExtensionStringList.push_back("GL_ANGLE_texture_compression_dxt5");
3815 mExtensionStringList.push_back("GL_ANGLE_texture_usage");
3816 mExtensionStringList.push_back("GL_ANGLE_translated_shader_source");
3818 // Other vendor-specific extensions
3819 if (supportsEventQueries())
3821 mExtensionStringList.push_back("GL_NV_fence");
3825 if (mClientVersion == 3)
3827 mExtensionStringList.push_back("GL_EXT_color_buffer_float");
3829 mExtensionStringList.push_back("GL_EXT_read_format_bgra");
3831 if (supportsBGRATextures())
3833 mExtensionStringList.push_back("GL_EXT_texture_format_BGRA8888");
3837 // Join the extension strings to one long string for use with GetString
3838 std::stringstream strstr;
3839 for (unsigned int extensionIndex = 0; extensionIndex < mExtensionStringList.size(); extensionIndex++)
3841 strstr << mExtensionStringList[extensionIndex];
3845 mCombinedExtensionsString = makeStaticString(strstr.str());
3848 const char *Context::getCombinedExtensionsString() const
3850 return mCombinedExtensionsString;
3853 const char *Context::getExtensionString(const GLuint index) const
3855 ASSERT(index < mExtensionStringList.size());
3856 return mExtensionStringList[index].c_str();
3859 unsigned int Context::getNumExtensions() const
3861 return mExtensionStringList.size();
3864 void Context::initRendererString()
3866 std::ostringstream rendererString;
3867 rendererString << "ANGLE (";
3868 rendererString << mRenderer->getRendererDescription();
3869 rendererString << ")";
3871 mRendererString = makeStaticString(rendererString.str());
3874 const char *Context::getRendererString() const
3876 return mRendererString;
3879 size_t Context::getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray)
3881 size_t serialCount = 0;
3883 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3884 for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++)
3886 FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
3887 if (attachment && attachment->isTexture())
3889 (*outSerialArray)[serialCount++] = attachment->getTextureSerial();
3893 FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
3894 if (depthStencilAttachment && depthStencilAttachment->isTexture())
3896 (*outSerialArray)[serialCount++] = depthStencilAttachment->getTextureSerial();
3899 std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount);
3904 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3905 GLbitfield mask, GLenum filter)
3907 Framebuffer *readFramebuffer = getReadFramebuffer();
3908 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3910 bool blitRenderTarget = false;
3911 bool blitDepth = false;
3912 bool blitStencil = false;
3913 if ((mask & GL_COLOR_BUFFER_BIT) && readFramebuffer->getReadColorbuffer() && drawFramebuffer->getFirstColorbuffer())
3915 blitRenderTarget = true;
3917 if ((mask & GL_STENCIL_BUFFER_BIT) && readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3921 if ((mask & GL_DEPTH_BUFFER_BIT) && readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3926 gl::Rectangle srcRect(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
3927 gl::Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
3928 if (blitRenderTarget || blitDepth || blitStencil)
3930 const gl::Rectangle *scissor = mState.scissorTest ? &mState.scissor : NULL;
3931 mRenderer->blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor,
3932 blitRenderTarget, blitDepth, blitStencil, filter);
3936 void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments,
3937 GLint x, GLint y, GLsizei width, GLsizei height)
3939 Framebuffer *frameBuffer = NULL;
3942 case GL_FRAMEBUFFER:
3943 case GL_DRAW_FRAMEBUFFER:
3944 frameBuffer = getDrawFramebuffer();
3946 case GL_READ_FRAMEBUFFER:
3947 frameBuffer = getReadFramebuffer();
3953 if (frameBuffer && frameBuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
3955 for (int i = 0; i < numAttachments; ++i)
3957 rx::RenderTarget *renderTarget = NULL;
3959 if (attachments[i] >= GL_COLOR_ATTACHMENT0 && attachments[i] <= GL_COLOR_ATTACHMENT15)
3961 gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(attachments[i] - GL_COLOR_ATTACHMENT0);
3964 renderTarget = attachment->getRenderTarget();
3967 else if (attachments[i] == GL_COLOR)
3969 gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(0);
3972 renderTarget = attachment->getRenderTarget();
3977 gl::FramebufferAttachment *attachment = NULL;
3978 switch (attachments[i])
3980 case GL_DEPTH_ATTACHMENT:
3982 attachment = frameBuffer->getDepthbuffer();
3984 case GL_STENCIL_ATTACHMENT:
3986 attachment = frameBuffer->getStencilbuffer();
3988 case GL_DEPTH_STENCIL_ATTACHMENT:
3989 attachment = frameBuffer->getDepthOrStencilbuffer();
3997 renderTarget = attachment->getDepthStencil();
4003 renderTarget->invalidate(x, y, width, height);
4009 bool Context::hasMappedBuffer(GLenum target) const
4011 if (target == GL_ARRAY_BUFFER)
4013 for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++)
4015 const gl::VertexAttribute &vertexAttrib = getVertexAttribState(attribIndex);
4016 gl::Buffer *boundBuffer = vertexAttrib.mBoundBuffer.get();
4017 if (vertexAttrib.mArrayEnabled && boundBuffer && boundBuffer->mapped())
4023 else if (target == GL_ELEMENT_ARRAY_BUFFER)
4025 Buffer *elementBuffer = getElementArrayBuffer();
4026 return (elementBuffer && elementBuffer->mapped());
4028 else if (target == GL_TRANSFORM_FEEDBACK_BUFFER)
4040 gl::Context *glCreateContext(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
4042 return new gl::Context(clientVersion, shareContext, renderer, notifyResets, robustAccess);
4045 void glDestroyContext(gl::Context *context)
4049 if (context == gl::getContext())
4051 gl::makeCurrent(NULL, NULL, NULL);
4055 void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
4057 gl::makeCurrent(context, display, surface);
4060 gl::Context *glGetCurrentContext()
4062 return gl::getContext();