#include "libGLESv2/Buffer.h"
#include "libGLESv2/Fence.h"
#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/Program.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Query.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/ResourceManager.h"
-#include "libGLESv2/renderer/IndexDataManager.h"
+#include "libGLESv2/renderer/d3d/IndexDataManager.h"
#include "libGLESv2/renderer/RenderTarget.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/VertexArray.h"
namespace gl
{
-static const char* makeStaticString(const std::string& str)
-{
- static std::set<std::string> strings;
- std::set<std::string>::iterator it = strings.find(str);
- if (it != strings.end())
- return it->c_str();
-
- return strings.insert(str).first->c_str();
-}
-Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer)
+Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
+ : mRenderer(renderer)
{
ASSERT(robustAccess == false); // Unimplemented
- mFenceNVHandleAllocator.setBaseHandle(0);
-
- setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ initCaps(clientVersion);
mClientVersion = clientVersion;
- mState.depthClearValue = 1.0f;
- mState.stencilClearValue = 0;
-
- mState.rasterizer.rasterizerDiscard = false;
- mState.rasterizer.cullFace = false;
- mState.rasterizer.cullMode = GL_BACK;
- mState.rasterizer.frontFace = GL_CCW;
- mState.rasterizer.polygonOffsetFill = false;
- mState.rasterizer.polygonOffsetFactor = 0.0f;
- mState.rasterizer.polygonOffsetUnits = 0.0f;
- mState.rasterizer.pointDrawMode = false;
- mState.rasterizer.multiSample = false;
- mState.scissorTest = false;
- mState.scissor.x = 0;
- mState.scissor.y = 0;
- mState.scissor.width = 0;
- mState.scissor.height = 0;
-
- mState.blend.blend = false;
- mState.blend.sourceBlendRGB = GL_ONE;
- mState.blend.sourceBlendAlpha = GL_ONE;
- mState.blend.destBlendRGB = GL_ZERO;
- mState.blend.destBlendAlpha = GL_ZERO;
- mState.blend.blendEquationRGB = GL_FUNC_ADD;
- mState.blend.blendEquationAlpha = GL_FUNC_ADD;
- mState.blend.sampleAlphaToCoverage = false;
- mState.blend.dither = true;
-
- mState.blendColor.red = 0;
- mState.blendColor.green = 0;
- mState.blendColor.blue = 0;
- mState.blendColor.alpha = 0;
-
- mState.depthStencil.depthTest = false;
- mState.depthStencil.depthFunc = GL_LESS;
- mState.depthStencil.depthMask = true;
- mState.depthStencil.stencilTest = false;
- mState.depthStencil.stencilFunc = GL_ALWAYS;
- mState.depthStencil.stencilMask = -1;
- mState.depthStencil.stencilWritemask = -1;
- mState.depthStencil.stencilBackFunc = GL_ALWAYS;
- mState.depthStencil.stencilBackMask = - 1;
- mState.depthStencil.stencilBackWritemask = -1;
- mState.depthStencil.stencilFail = GL_KEEP;
- mState.depthStencil.stencilPassDepthFail = GL_KEEP;
- mState.depthStencil.stencilPassDepthPass = GL_KEEP;
- mState.depthStencil.stencilBackFail = GL_KEEP;
- mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
- mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
-
- mState.stencilRef = 0;
- mState.stencilBackRef = 0;
-
- mState.sampleCoverage = false;
- mState.sampleCoverageValue = 1.0f;
- mState.sampleCoverageInvert = false;
- mState.generateMipmapHint = GL_DONT_CARE;
- mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
-
- mState.lineWidth = 1.0f;
-
- mState.viewport.x = 0;
- mState.viewport.y = 0;
- mState.viewport.width = 0;
- mState.viewport.height = 0;
- mState.zNear = 0.0f;
- mState.zFar = 1.0f;
-
- mState.blend.colorMaskRed = true;
- mState.blend.colorMaskGreen = true;
- mState.blend.colorMaskBlue = true;
- mState.blend.colorMaskAlpha = true;
-
- const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
- {
- mState.vertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
- }
+ mFenceNVHandleAllocator.setBaseHandle(0);
if (shareContext != NULL)
{
// In order that access to these initial textures not be lost, they are treated as texture
// objects all of whose names are 0.
- mTexture2DZero.set(new Texture2D(mRenderer, 0));
- mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
- mTexture3DZero.set(new Texture3D(mRenderer, 0));
- mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0));
-
- for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++)
- {
- mState.samplers[textureUnit] = 0;
- }
+ mTexture2DZero.set(new Texture2D(mRenderer->createTexture2D(), 0));
+ mTextureCubeMapZero.set(new TextureCubeMap(mRenderer->createTextureCube(), 0));
+ mTexture3DZero.set(new Texture3D(mRenderer->createTexture3D(), 0));
+ mTexture2DArrayZero.set(new Texture2DArray(mRenderer->createTexture2DArray(), 0));
- mState.activeSampler = 0;
bindVertexArray(0);
bindArrayBuffer(0);
bindElementArrayBuffer(0);
bindDrawFramebuffer(0);
bindRenderbuffer(0);
- mState.activeQueries[GL_ANY_SAMPLES_PASSED].set(NULL);
- mState.activeQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL);
- mState.activeQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL);
-
bindGenericUniformBuffer(0);
for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
{
mTransformFeedbackZero.set(new TransformFeedback(0));
bindTransformFeedback(0);
- mState.currentProgram = 0;
- mCurrentProgramBinary.set(NULL);
-
- mCombinedExtensionsString = NULL;
- mRendererString = NULL;
-
mInvalidEnum = false;
mInvalidValue = false;
mInvalidOperation = false;
mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
mRobustAccess = robustAccess;
- mSupportsBGRATextures = false;
- mSupportsDXT1Textures = false;
- mSupportsDXT3Textures = false;
- mSupportsDXT5Textures = false;
- mSupportsEventQueries = false;
- mSupportsOcclusionQueries = false;
mNumCompressedTextureFormats = 0;
+
+ mState.setContext(this);
}
Context::~Context()
{
- if (mState.currentProgram != 0)
+ GLuint currentProgram = mState.getCurrentProgramId();
+ if (currentProgram != 0)
{
- Program *programObject = mResourceManager->getProgram(mState.currentProgram);
+ Program *programObject = mResourceManager->getProgram(currentProgram);
if (programObject)
{
programObject->release();
}
- mState.currentProgram = 0;
+ currentProgram = 0;
}
- mCurrentProgramBinary.set(NULL);
+ mState.setCurrentProgram(0, NULL);
while (!mFramebufferMap.empty())
{
for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
- for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
- {
- mState.samplerTexture[type][sampler].set(NULL);
- }
- }
-
- for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
- {
mIncompleteTextures[type].set(NULL);
}
- const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
- {
- mState.vertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
- }
-
- mState.arrayBuffer.set(NULL);
- mState.renderbuffer.set(NULL);
-
- mState.transformFeedback.set(NULL);
-
mTexture2DZero.set(NULL);
mTextureCubeMapZero.set(NULL);
mTexture3DZero.set(NULL);
mTexture2DArrayZero.set(NULL);
- for (State::ActiveQueryMap::iterator i = mState.activeQueries.begin(); i != mState.activeQueries.end(); i++)
- {
- i->second.set(NULL);
- }
-
- mState.genericUniformBuffer.set(NULL);
- for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
- {
- mState.uniformBuffers[i].set(NULL);
- }
-
- mState.genericTransformFeedbackBuffer.set(NULL);
- for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
- {
- mState.transformFeedbackBuffers[i].set(NULL);
- }
-
- mState.copyReadBuffer.set(NULL);
- mState.copyWriteBuffer.set(NULL);
-
- mState.pack.pixelBuffer.set(NULL);
- mState.unpack.pixelBuffer.set(NULL);
-
mResourceManager->release();
}
{
if (!mHasBeenCurrent)
{
- mMajorShaderModel = mRenderer->getMajorShaderModel();
- mMaximumPointSize = mRenderer->getMaxPointSize();
mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
- mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
- mSupportsInstancing = mRenderer->getInstancingSupport();
-
- mMaxViewportDimension = mRenderer->getMaxViewportDimension();
- mMax2DTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
- (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
- mMaxCubeTextureDimension = std::min(mMax2DTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
- mMax3DTextureDimension = std::min(std::min(mMax2DTextureDimension, mRenderer->getMaxTextureDepth()),
- (int)gl::IMPLEMENTATION_MAX_3D_TEXTURE_SIZE);
- mMax2DArrayTextureLayers = mRenderer->getMaxTextureArrayLayers();
- mMaxRenderbufferDimension = mMax2DTextureDimension;
- mMax2DTextureLevel = log2(mMax2DTextureDimension) + 1;
- mMaxCubeTextureLevel = log2(mMaxCubeTextureDimension) + 1;
- mMax3DTextureLevel = log2(mMax3DTextureDimension) + 1;
- mMax2DArrayTextureLevel = log2(mMax2DTextureDimension) + 1;
- mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
- TRACE("Max2DTextureDimension=%d, MaxCubeTextureDimension=%d, Max3DTextureDimension=%d, Max2DArrayTextureLayers = %d, "
- "Max2DTextureLevel=%d, MaxCubeTextureLevel=%d, Max3DTextureLevel=%d, Max2DArrayTextureLevel=%d, "
- "MaxRenderbufferDimension=%d, MaxTextureAnisotropy=%f",
- mMax2DTextureDimension, mMaxCubeTextureDimension, mMax3DTextureDimension, mMax2DArrayTextureLayers,
- mMax2DTextureLevel, mMaxCubeTextureLevel, mMax3DTextureLevel, mMax2DArrayTextureLevel,
- mMaxRenderbufferDimension, mMaxTextureAnisotropy);
-
- mSupportsEventQueries = mRenderer->getEventQuerySupport();
- mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
- mSupportsBGRATextures = mRenderer->getBGRATextureSupport();
- mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
- mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
- mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
- mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport();
- mSupportsFloat32LinearFilter = mRenderer->getFloat32TextureFilteringSupport();
- mSupportsFloat32RenderableTextures = mRenderer->getFloat32TextureRenderingSupport();
- mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport();
- mSupportsFloat16LinearFilter = mRenderer->getFloat16TextureFilteringSupport();
- mSupportsFloat16RenderableTextures = mRenderer->getFloat16TextureRenderingSupport();
- mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
- mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
- mSupportsRGTextures = mRenderer->getRGTextureSupport();
- mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
- mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
- mSupports32bitIndices = mRenderer->get32BitIndexSupport();
- mSupportsPBOs = mRenderer->getPBOSupport();
mNumCompressedTextureFormats = 0;
- if (supportsDXT1Textures())
+ if (mExtensions.textureCompressionDXT1)
{
mNumCompressedTextureFormats += 2;
}
- if (supportsDXT3Textures())
+ if (mExtensions.textureCompressionDXT3)
{
mNumCompressedTextureFormats += 1;
}
- if (supportsDXT5Textures())
+ if (mExtensions.textureCompressionDXT5)
{
mNumCompressedTextureFormats += 1;
}
- initExtensionString();
initRendererString();
+ initExtensionStrings();
- mState.viewport.x = 0;
- mState.viewport.y = 0;
- mState.viewport.width = surface->getWidth();
- mState.viewport.height = surface->getHeight();
-
- mState.scissor.x = 0;
- mState.scissor.y = 0;
- mState.scissor.width = surface->getWidth();
- mState.scissor.height = surface->getHeight();
+ mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight());
+ mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight());
mHasBeenCurrent = true;
}
return mContextLost;
}
-void Context::setCap(GLenum cap, bool enabled)
-{
- switch (cap)
- {
- case GL_CULL_FACE: setCullFace(enabled); break;
- case GL_POLYGON_OFFSET_FILL: setPolygonOffsetFill(enabled); break;
- case GL_SAMPLE_ALPHA_TO_COVERAGE: setSampleAlphaToCoverage(enabled); break;
- case GL_SAMPLE_COVERAGE: setSampleCoverage(enabled); break;
- case GL_SCISSOR_TEST: setScissorTest(enabled); break;
- case GL_STENCIL_TEST: setStencilTest(enabled); break;
- case GL_DEPTH_TEST: setDepthTest(enabled); break;
- case GL_BLEND: setBlend(enabled); break;
- case GL_DITHER: setDither(enabled); break;
- case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); break;
- case GL_RASTERIZER_DISCARD: setRasterizerDiscard(enabled); break;
- default: UNREACHABLE();
- }
-}
-
-bool Context::getCap(GLenum cap)
-{
- switch (cap)
- {
- case GL_CULL_FACE: return isCullFaceEnabled();
- case GL_POLYGON_OFFSET_FILL: return isPolygonOffsetFillEnabled();
- case GL_SAMPLE_ALPHA_TO_COVERAGE: return isSampleAlphaToCoverageEnabled();
- case GL_SAMPLE_COVERAGE: return isSampleCoverageEnabled();
- case GL_SCISSOR_TEST: return isScissorTestEnabled();
- case GL_STENCIL_TEST: return isStencilTestEnabled();
- case GL_DEPTH_TEST: return isDepthTestEnabled();
- case GL_BLEND: return isBlendEnabled();
- case GL_DITHER: return isDitherEnabled();
- case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); return false;
- case GL_RASTERIZER_DISCARD: return isRasterizerDiscardEnabled();
- default: UNREACHABLE(); return false;
- }
-}
-
-void Context::setClearColor(float red, float green, float blue, float alpha)
-{
- mState.colorClearValue.red = red;
- mState.colorClearValue.green = green;
- mState.colorClearValue.blue = blue;
- mState.colorClearValue.alpha = alpha;
-}
-
-void Context::setClearDepth(float depth)
-{
- mState.depthClearValue = depth;
-}
-
-void Context::setClearStencil(int stencil)
-{
- mState.stencilClearValue = stencil;
-}
-
-void Context::setRasterizerDiscard(bool enabled)
-{
- mState.rasterizer.rasterizerDiscard = enabled;
-}
-
-bool Context::isRasterizerDiscardEnabled() const
-{
- return mState.rasterizer.rasterizerDiscard;
-}
-
-void Context::setCullFace(bool enabled)
-{
- mState.rasterizer.cullFace = enabled;
-}
-
-bool Context::isCullFaceEnabled() const
-{
- return mState.rasterizer.cullFace;
-}
-
-void Context::setCullMode(GLenum mode)
-{
- mState.rasterizer.cullMode = mode;
-}
-
-void Context::setFrontFace(GLenum front)
-{
- mState.rasterizer.frontFace = front;
-}
-
-void Context::setDepthTest(bool enabled)
-{
- mState.depthStencil.depthTest = enabled;
-}
-
-bool Context::isDepthTestEnabled() const
-{
- return mState.depthStencil.depthTest;
-}
-
-void Context::setDepthFunc(GLenum depthFunc)
-{
- mState.depthStencil.depthFunc = depthFunc;
-}
-
-void Context::setDepthRange(float zNear, float zFar)
-{
- mState.zNear = zNear;
- mState.zFar = zFar;
-}
-
-void Context::setBlend(bool enabled)
-{
- mState.blend.blend = enabled;
-}
-
-bool Context::isBlendEnabled() const
-{
- return mState.blend.blend;
-}
-
-void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
-{
- mState.blend.sourceBlendRGB = sourceRGB;
- mState.blend.destBlendRGB = destRGB;
- mState.blend.sourceBlendAlpha = sourceAlpha;
- mState.blend.destBlendAlpha = destAlpha;
-}
-
-void Context::setBlendColor(float red, float green, float blue, float alpha)
-{
- mState.blendColor.red = red;
- mState.blendColor.green = green;
- mState.blendColor.blue = blue;
- mState.blendColor.alpha = alpha;
-}
-
-void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
-{
- mState.blend.blendEquationRGB = rgbEquation;
- mState.blend.blendEquationAlpha = alphaEquation;
-}
-
-void Context::setStencilTest(bool enabled)
-{
- mState.depthStencil.stencilTest = enabled;
-}
-
-bool Context::isStencilTestEnabled() const
-{
- return mState.depthStencil.stencilTest;
-}
-
-void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
-{
- mState.depthStencil.stencilFunc = stencilFunc;
- mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
- mState.depthStencil.stencilMask = stencilMask;
-}
-
-void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
-{
- mState.depthStencil.stencilBackFunc = stencilBackFunc;
- mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
- mState.depthStencil.stencilBackMask = stencilBackMask;
-}
-
-void Context::setStencilWritemask(GLuint stencilWritemask)
-{
- mState.depthStencil.stencilWritemask = stencilWritemask;
-}
-
-void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
-{
- mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
-}
-
-void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
-{
- mState.depthStencil.stencilFail = stencilFail;
- mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
- mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
-}
-
-void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
-{
- mState.depthStencil.stencilBackFail = stencilBackFail;
- mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
- mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
-}
-
-void Context::setPolygonOffsetFill(bool enabled)
-{
- mState.rasterizer.polygonOffsetFill = enabled;
-}
-
-bool Context::isPolygonOffsetFillEnabled() const
-{
- return mState.rasterizer.polygonOffsetFill;
-}
-
-void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
-{
- // An application can pass NaN values here, so handle this gracefully
- mState.rasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
- mState.rasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
-}
-
-void Context::setSampleAlphaToCoverage(bool enabled)
-{
- mState.blend.sampleAlphaToCoverage = enabled;
-}
-
-bool Context::isSampleAlphaToCoverageEnabled() const
-{
- return mState.blend.sampleAlphaToCoverage;
-}
-
-void Context::setSampleCoverage(bool enabled)
-{
- mState.sampleCoverage = enabled;
-}
-
-bool Context::isSampleCoverageEnabled() const
-{
- return mState.sampleCoverage;
-}
-
-void Context::setSampleCoverageParams(GLclampf value, bool invert)
-{
- mState.sampleCoverageValue = value;
- mState.sampleCoverageInvert = invert;
-}
-
-void Context::setScissorTest(bool enabled)
-{
- mState.scissorTest = enabled;
-}
-
-bool Context::isScissorTestEnabled() const
-{
- return mState.scissorTest;
-}
-
-void Context::setDither(bool enabled)
-{
- mState.blend.dither = enabled;
-}
-
-bool Context::isDitherEnabled() const
-{
- return mState.blend.dither;
-}
-
-void Context::setLineWidth(GLfloat width)
-{
- mState.lineWidth = width;
-}
-
-void Context::setGenerateMipmapHint(GLenum hint)
-{
- mState.generateMipmapHint = hint;
-}
-
-void Context::setFragmentShaderDerivativeHint(GLenum hint)
-{
- mState.fragmentShaderDerivativeHint = hint;
- // TODO: Propagate the hint to shader translator so we can write
- // ddx, ddx_coarse, or ddx_fine depending on the hint.
- // Ignore for now. It is valid for implementations to ignore hint.
-}
-
-void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
-{
- mState.viewport.x = x;
- mState.viewport.y = y;
- mState.viewport.width = width;
- mState.viewport.height = height;
-}
-
-void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
-{
- mState.scissor.x = x;
- mState.scissor.y = y;
- mState.scissor.width = width;
- mState.scissor.height = height;
-}
-
-void Context::getScissorParams(GLint *x, GLint *y, GLsizei *width, GLsizei *height)
-{
- *x = mState.scissor.x;
- *y = mState.scissor.y;
- *width = mState.scissor.width;
- *height = mState.scissor.height;
-}
-
-void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
-{
- mState.blend.colorMaskRed = red;
- mState.blend.colorMaskGreen = green;
- mState.blend.colorMaskBlue = blue;
- mState.blend.colorMaskAlpha = alpha;
-}
-
-void Context::setDepthMask(bool mask)
-{
- mState.depthStencil.depthMask = mask;
-}
-
-void Context::setActiveSampler(unsigned int active)
-{
- mState.activeSampler = active;
-}
-
-GLuint Context::getReadFramebufferHandle() const
-{
- return mState.readFramebuffer;
-}
-
-GLuint Context::getDrawFramebufferHandle() const
-{
- return mState.drawFramebuffer;
-}
-
-GLuint Context::getRenderbufferHandle() const
-{
- return mState.renderbuffer.id();
-}
-
-GLuint Context::getVertexArrayHandle() const
-{
- return mState.vertexArray;
-}
-
-GLuint Context::getSamplerHandle(GLuint textureUnit) const
-{
- ASSERT(textureUnit < ArraySize(mState.samplers));
- return mState.samplers[textureUnit];
-}
-
-unsigned int Context::getActiveSampler() const
-{
- return mState.activeSampler;
-}
-
-GLuint Context::getArrayBufferHandle() const
-{
- return mState.arrayBuffer.id();
-}
-
-bool Context::isQueryActive() const
-{
- for (State::ActiveQueryMap::const_iterator i = mState.activeQueries.begin();
- i != mState.activeQueries.end(); i++)
- {
- if (i->second.get() != NULL)
- {
- return true;
- }
- }
-
- return false;
-}
-
-const Query *Context::getActiveQuery(GLenum target) const
-{
- // All query types should already exist in the activeQueries map
- ASSERT(mState.activeQueries.find(target) != mState.activeQueries.end());
-
- return mState.activeQueries.at(target).get();
-}
-
-GLuint Context::getActiveQueryId(GLenum target) const
-{
- const Query *query = getActiveQuery(target);
- return (query ? query->id() : 0u);
-}
-
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
-{
- getCurrentVertexArray()->enableAttribute(attribNum, enabled);
-}
-
-const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
-{
- return getCurrentVertexArray()->getVertexAttribute(attribNum);
-}
-
-const VertexAttribCurrentValueData &Context::getVertexAttribCurrentValue(unsigned int attribNum) const
-{
- ASSERT(attribNum < MAX_VERTEX_ATTRIBS);
- return mState.vertexAttribCurrentValues[attribNum];
-}
-
-void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
- bool pureInteger, GLsizei stride, const void *pointer)
-{
- getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
-}
-
-const void *Context::getVertexAttribPointer(unsigned int attribNum) const
-{
- return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
-}
-
-void Context::setPackAlignment(GLint alignment)
-{
- mState.pack.alignment = alignment;
-}
-
-GLint Context::getPackAlignment() const
-{
- return mState.pack.alignment;
-}
-
-void Context::setUnpackAlignment(GLint alignment)
-{
- mState.unpack.alignment = alignment;
-}
-
-GLint Context::getUnpackAlignment() const
-{
- return mState.unpack.alignment;
-}
-
-void Context::setPackReverseRowOrder(bool reverseRowOrder)
-{
- mState.pack.reverseRowOrder = reverseRowOrder;
-}
-
-bool Context::getPackReverseRowOrder() const
-{
- return mState.pack.reverseRowOrder;
-}
-
-const PixelUnpackState &Context::getUnpackState() const
-{
- return mState.unpack;
-}
-
-const PixelPackState &Context::getPackState() const
-{
- return mState.pack;
-}
-
GLuint Context::createBuffer()
{
return mResourceManager->createBuffer();
// Although the spec states VAO state is not initialized until the object is bound,
// we create it immediately. The resulting behaviour is transparent to the application,
// since it's not currently possible to access the state until the object is bound.
- mVertexArrayMap[handle] = new VertexArray(mRenderer, handle);
-
+ VertexArray *vertexArray = new VertexArray(mRenderer->createVertexArray(), handle, MAX_VERTEX_ATTRIBS);
+ mVertexArrayMap[handle] = vertexArray;
return handle;
}
return mResourceManager->getProgram(handle);
}
-Texture *Context::getTexture(GLuint handle)
+Texture *Context::getTexture(GLuint handle) const
{
return mResourceManager->getTexture(handle);
}
-FramebufferAttachment *Context::getRenderbuffer(GLuint handle)
+Renderbuffer *Context::getRenderbuffer(GLuint handle)
{
return mResourceManager->getRenderbuffer(handle);
}
}
}
-Framebuffer *Context::getReadFramebuffer()
-{
- return getFramebuffer(mState.readFramebuffer);
-}
-
-Framebuffer *Context::getDrawFramebuffer()
-{
- return mBoundDrawFramebuffer;
-}
-
-VertexArray *Context::getCurrentVertexArray() const
-{
- VertexArray *vao = getVertexArray(mState.vertexArray);
- ASSERT(vao != NULL);
- return vao;
-}
-
-TransformFeedback *Context::getCurrentTransformFeedback() const
-{
- return mState.transformFeedback.get();
-}
-
bool Context::isSampler(GLuint samplerName) const
{
return mResourceManager->isSampler(samplerName);
{
mResourceManager->checkBufferAllocation(buffer);
- mState.arrayBuffer.set(getBuffer(buffer));
+ mState.setArrayBufferBinding(getBuffer(buffer));
}
void Context::bindElementArrayBuffer(unsigned int buffer)
{
mResourceManager->checkBufferAllocation(buffer);
- getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
+ mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer));
}
void Context::bindTexture2D(GLuint texture)
{
mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
- mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
+ mState.setSamplerTexture(TEXTURE_2D, getTexture(texture));
}
void Context::bindTextureCubeMap(GLuint texture)
{
mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
- mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
+ mState.setSamplerTexture(TEXTURE_CUBE, getTexture(texture));
}
void Context::bindTexture3D(GLuint texture)
{
mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
- mState.samplerTexture[TEXTURE_3D][mState.activeSampler].set(getTexture(texture));
+ mState.setSamplerTexture(TEXTURE_3D, getTexture(texture));
}
void Context::bindTexture2DArray(GLuint texture)
{
mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
- mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].set(getTexture(texture));
+ mState.setSamplerTexture(TEXTURE_2D_ARRAY, getTexture(texture));
}
void Context::bindReadFramebuffer(GLuint framebuffer)
{
if (!getFramebuffer(framebuffer))
{
- mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
+ mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer);
}
- mState.readFramebuffer = framebuffer;
+ mState.setReadFramebufferBinding(getFramebuffer(framebuffer));
}
void Context::bindDrawFramebuffer(GLuint framebuffer)
{
if (!getFramebuffer(framebuffer))
{
- mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
+ mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer);
}
- mState.drawFramebuffer = framebuffer;
-
- mBoundDrawFramebuffer = getFramebuffer(framebuffer);
+ mState.setDrawFramebufferBinding(getFramebuffer(framebuffer));
}
void Context::bindRenderbuffer(GLuint renderbuffer)
{
mResourceManager->checkRenderbufferAllocation(renderbuffer);
- mState.renderbuffer.set(getRenderbuffer(renderbuffer));
+ mState.setRenderbufferBinding(getRenderbuffer(renderbuffer));
}
void Context::bindVertexArray(GLuint vertexArray)
{
if (!getVertexArray(vertexArray))
{
- mVertexArrayMap[vertexArray] = new VertexArray(mRenderer, vertexArray);
+ VertexArray *vertexArrayObject = new VertexArray(mRenderer->createVertexArray(), vertexArray, MAX_VERTEX_ATTRIBS);
+ mVertexArrayMap[vertexArray] = vertexArrayObject;
}
- mState.vertexArray = vertexArray;
+ mState.setVertexArrayBinding(getVertexArray(vertexArray));
}
void Context::bindSampler(GLuint textureUnit, GLuint sampler)
{
- ASSERT(textureUnit < ArraySize(mState.samplers));
+ ASSERT(textureUnit < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS); // TODO: Update for backend-determined array size
mResourceManager->checkSamplerAllocation(sampler);
- mState.samplers[textureUnit] = sampler;
+ mState.setSamplerBinding(textureUnit, getSampler(sampler));
}
void Context::bindGenericUniformBuffer(GLuint buffer)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.genericUniformBuffer.set(getBuffer(buffer));
+ mState.setGenericUniformBufferBinding(getBuffer(buffer));
}
void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.uniformBuffers[index].set(getBuffer(buffer), offset, size);
+ mState.setIndexedUniformBufferBinding(index, getBuffer(buffer), offset, size);
}
void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.genericTransformFeedbackBuffer.set(getBuffer(buffer));
+ mState.setGenericTransformFeedbackBufferBinding(getBuffer(buffer));
}
void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.transformFeedbackBuffers[index].set(getBuffer(buffer), offset, size);
+ mState.setIndexedTransformFeedbackBufferBinding(index, getBuffer(buffer), offset, size);
}
void Context::bindCopyReadBuffer(GLuint buffer)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.copyReadBuffer.set(getBuffer(buffer));
+ mState.setCopyReadBufferBinding(getBuffer(buffer));
}
void Context::bindCopyWriteBuffer(GLuint buffer)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.copyWriteBuffer.set(getBuffer(buffer));
+ mState.setCopyWriteBufferBinding(getBuffer(buffer));
}
void Context::bindPixelPackBuffer(GLuint buffer)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.pack.pixelBuffer.set(getBuffer(buffer));
+ mState.setPixelPackBufferBinding(getBuffer(buffer));
}
void Context::bindPixelUnpackBuffer(GLuint buffer)
{
mResourceManager->checkBufferAllocation(buffer);
- mState.unpack.pixelBuffer.set(getBuffer(buffer));
+ mState.setPixelUnpackBufferBinding(getBuffer(buffer));
}
void Context::useProgram(GLuint program)
{
- GLuint priorProgram = mState.currentProgram;
- mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
+ GLuint priorProgramId = mState.getCurrentProgramId();
+ Program *priorProgram = mResourceManager->getProgram(priorProgramId);
- if (priorProgram != program)
+ if (priorProgramId != program)
{
- Program *newProgram = mResourceManager->getProgram(program);
- Program *oldProgram = mResourceManager->getProgram(priorProgram);
- mCurrentProgramBinary.set(NULL);
+ mState.setCurrentProgram(program, mResourceManager->getProgram(program));
- if (newProgram)
+ if (priorProgram)
{
- newProgram->addRef();
- mCurrentProgramBinary.set(newProgram->getProgramBinary());
- }
-
- if (oldProgram)
- {
- oldProgram->release();
+ priorProgram->release();
}
}
}
// if the current program was relinked successfully we
// need to install the new executables
- if (linked && program == mState.currentProgram)
+ if (linked && program == mState.getCurrentProgramId())
{
- mCurrentProgramBinary.set(programObject->getProgramBinary());
+ mState.setCurrentProgramBinary(programObject->getProgramBinary());
}
}
// if the current program was reloaded successfully we
// need to install the new executables
- if (loaded && program == mState.currentProgram)
+ if (loaded && program == mState.getCurrentProgramId())
{
- mCurrentProgramBinary.set(programObject->getProgramBinary());
+ mState.setCurrentProgramBinary(programObject->getProgramBinary());
}
}
void Context::bindTransformFeedback(GLuint transformFeedback)
{
- TransformFeedback *transformFeedbackObject = getTransformFeedback(transformFeedback);
- mState.transformFeedback.set(transformFeedbackObject);
+ mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback));
}
void Context::beginQuery(GLenum target, GLuint query)
ASSERT(queryObject);
// set query as active for specified target
- mState.activeQueries[target].set(queryObject);
+ mState.setActiveQuery(target, queryObject);
// begin query
queryObject->begin();
void Context::endQuery(GLenum target)
{
- Query *queryObject = mState.activeQueries[target].get();
+ Query *queryObject = mState.getActiveQuery(target);
ASSERT(queryObject);
queryObject->end();
- mState.activeQueries[target].set(NULL);
+ mState.setActiveQuery(target, NULL);
}
void Context::setFramebufferZero(Framebuffer *buffer)
{
- delete mFramebufferMap[0];
- mFramebufferMap[0] = buffer;
- if (mState.drawFramebuffer == 0)
+ // First, check to see if the old default framebuffer
+ // was set for draw or read framebuffer, and change
+ // the bindings to point to the new one before deleting it.
+ if (mState.getDrawFramebuffer()->id() == 0)
+ {
+ mState.setDrawFramebufferBinding(buffer);
+ }
+
+ if (mState.getReadFramebuffer()->id() == 0)
{
- mBoundDrawFramebuffer = buffer;
+ mState.setReadFramebufferBinding(buffer);
}
+
+ delete mFramebufferMap[0];
+ mFramebufferMap[0] = buffer;
}
void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
{
- const bool color = gl::IsColorRenderingSupported(internalformat, this);
- const bool depth = gl::IsDepthRenderingSupported(internalformat, this);
- const bool stencil = gl::IsStencilRenderingSupported(internalformat, this);
+ ASSERT(getTextureCaps().get(internalformat).renderable);
RenderbufferStorage *renderbuffer = NULL;
- if (color)
- {
- renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
- }
- else if (depth && stencil)
+ const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat);
+ if (formatInfo.depthBits > 0 && formatInfo.stencilBits > 0)
{
renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
}
- else if (depth)
+ else if (formatInfo.depthBits > 0)
{
renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
}
- else if (stencil)
+ else if (formatInfo.stencilBits > 0)
{
renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
}
else
{
- UNREACHABLE();
- return;
+ renderbuffer = new gl::Colorbuffer(mRenderer, width, height, internalformat, samples);
}
- FramebufferAttachment *renderbufferObject = mState.renderbuffer.get();
- renderbufferObject->setStorage(renderbuffer);
+ mState.getCurrentRenderbuffer()->setStorage(renderbuffer);
}
Framebuffer *Context::getFramebuffer(unsigned int handle) const
}
}
-Buffer *Context::getTargetBuffer(GLenum target) const
-{
- switch (target)
- {
- case GL_ARRAY_BUFFER: return mState.arrayBuffer.get();
- case GL_COPY_READ_BUFFER: return mState.copyReadBuffer.get();
- case GL_COPY_WRITE_BUFFER: return mState.copyWriteBuffer.get();
- case GL_ELEMENT_ARRAY_BUFFER: return getCurrentVertexArray()->getElementArrayBuffer();
- case GL_PIXEL_PACK_BUFFER: return mState.pack.pixelBuffer.get();
- case GL_PIXEL_UNPACK_BUFFER: return mState.unpack.pixelBuffer.get();
- case GL_TRANSFORM_FEEDBACK_BUFFER: return mState.genericTransformFeedbackBuffer.get();
- case GL_UNIFORM_BUFFER: return mState.genericUniformBuffer.get();
- default: UNREACHABLE(); return NULL;
- }
-}
-
-Buffer *Context::getArrayBuffer()
-{
- return mState.arrayBuffer.get();
-}
-
-Buffer *Context::getElementArrayBuffer() const
-{
- return getCurrentVertexArray()->getElementArrayBuffer();
-}
-
-ProgramBinary *Context::getCurrentProgramBinary()
-{
- return mCurrentProgramBinary.get();
-}
-
Texture *Context::getTargetTexture(GLenum target) const
{
if (!ValidTextureTarget(this, target))
}
}
-GLuint Context::getTargetFramebufferHandle(GLenum target) const
-{
- if (!ValidFramebufferTarget(target))
- {
- return GL_INVALID_INDEX;
- }
-
- if (target == GL_READ_FRAMEBUFFER_ANGLE)
- {
- return mState.readFramebuffer;
- }
- else
- {
- return mState.drawFramebuffer;
- }
-}
-
-Framebuffer *Context::getTargetFramebuffer(GLenum target) const
-{
- GLuint framebufferHandle = getTargetFramebufferHandle(target);
- return (framebufferHandle == GL_INVALID_INDEX ? NULL : getFramebuffer(framebufferHandle));
-}
-
Texture2D *Context::getTexture2D() const
{
- return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
+ return static_cast<Texture2D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D));
}
TextureCubeMap *Context::getTextureCubeMap() const
{
- return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
+ return static_cast<TextureCubeMap*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_CUBE));
}
Texture3D *Context::getTexture3D() const
{
- return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
+ return static_cast<Texture3D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_3D));
}
Texture2DArray *Context::getTexture2DArray() const
{
- return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
-}
-
-Buffer *Context::getGenericUniformBuffer()
-{
- return mState.genericUniformBuffer.get();
-}
-
-Buffer *Context::getGenericTransformFeedbackBuffer()
-{
- return mState.genericTransformFeedbackBuffer.get();
-}
-
-Buffer *Context::getCopyReadBuffer()
-{
- return mState.copyReadBuffer.get();
-}
-
-Buffer *Context::getCopyWriteBuffer()
-{
- return mState.copyWriteBuffer.get();
-}
-
-Buffer *Context::getPixelPackBuffer()
-{
- return mState.pack.pixelBuffer.get();
-}
-
-Buffer *Context::getPixelUnpackBuffer()
-{
- return mState.unpack.pixelBuffer.get();
+ return static_cast<Texture2DArray*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D_ARRAY));
}
Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
{
- GLuint texid = mState.samplerTexture[type][sampler].id();
-
- if (texid == 0) // Special case: 0 refers to different initial textures based on the target
+ if (mState.getSamplerTextureId(sampler, type) == 0)
{
switch (type)
{
case TEXTURE_2D_ARRAY: return mTexture2DArrayZero.get();
}
}
-
- return mState.samplerTexture[type][sampler].get();
+ else
+ {
+ return mState.getSamplerTexture(sampler, type);
+ }
}
void Context::getBooleanv(GLenum pname, GLboolean *params)
switch (pname)
{
case GL_SHADER_COMPILER: *params = GL_TRUE; break;
- case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
- case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
- case GL_COLOR_WRITEMASK:
- params[0] = mState.blend.colorMaskRed;
- params[1] = mState.blend.colorMaskGreen;
- params[2] = mState.blend.colorMaskBlue;
- params[3] = mState.blend.colorMaskAlpha;
- break;
- case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
- case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
- case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
- case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
- case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
- case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
- case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
- case GL_BLEND: *params = mState.blend.blend; break;
- case GL_DITHER: *params = mState.blend.dither; break;
case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
- case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isStarted(); break;
- case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused(); break;
default:
- UNREACHABLE();
+ mState.getBooleanv(pname, params);
break;
}
}
void Context::getFloatv(GLenum pname, GLfloat *params)
{
- // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
- // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
- // GetIntegerv as its native query function. As it would require conversion in any
- // case, this should make no difference to the calling application.
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
switch (pname)
{
- case GL_LINE_WIDTH: *params = mState.lineWidth; break;
- case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
- case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
- case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
- case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
case GL_ALIASED_LINE_WIDTH_RANGE:
- params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
- params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
+ params[0] = mCaps.minAliasedLineWidth;
+ params[1] = mCaps.maxAliasedLineWidth;
break;
case GL_ALIASED_POINT_SIZE_RANGE:
- params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
- params[1] = getMaximumPointSize();
- break;
- case GL_DEPTH_RANGE:
- params[0] = mState.zNear;
- params[1] = mState.zFar;
- break;
- case GL_COLOR_CLEAR_VALUE:
- params[0] = mState.colorClearValue.red;
- params[1] = mState.colorClearValue.green;
- params[2] = mState.colorClearValue.blue;
- params[3] = mState.colorClearValue.alpha;
- break;
- case GL_BLEND_COLOR:
- params[0] = mState.blendColor.red;
- params[1] = mState.blendColor.green;
- params[2] = mState.blendColor.blue;
- params[3] = mState.blendColor.alpha;
+ params[0] = mCaps.minAliasedPointSize;
+ params[1] = mCaps.maxAliasedPointSize;
break;
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
- ASSERT(supportsTextureFilterAnisotropy());
- *params = mMaxTextureAnisotropy;
+ ASSERT(mExtensions.textureFilterAnisotropic);
+ *params = mExtensions.maxTextureAnisotropy;
break;
default:
- UNREACHABLE();
+ mState.getFloatv(pname, params);
break;
}
}
void Context::getIntegerv(GLenum pname, GLint *params)
{
- if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
- {
- unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
- ASSERT(colorAttachment < mRenderer->getMaxRenderTargets());
- Framebuffer *framebuffer = getDrawFramebuffer();
- *params = framebuffer->getDrawBufferState(colorAttachment);
- return;
- }
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
- // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
- // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
- // GetIntegerv as its native query function. As it would require conversion in any
- // case, this should make no difference to the calling application. You may find it in
- // Context::getFloatv.
switch (pname)
{
case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mRenderer->getMaxFragmentUniformVectors(); break;
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = mRenderer->getMaxFragmentUniformVectors() * 4; break;
- case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
- case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mRenderer->getMaxRenderTargets(); break;
- case GL_MAX_DRAW_BUFFERS_EXT: *params = mRenderer->getMaxRenderTargets(); break;
+ case GL_MAX_RENDERBUFFER_SIZE: *params = mCaps.maxRenderbufferSize; break;
+ case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mCaps.maxColorAttachments; break;
+ case GL_MAX_DRAW_BUFFERS_EXT: *params = mCaps.maxDrawBuffers; break;
case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
- case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
- case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getCurrentVertexArray()->getElementArrayBufferId(); break;
//case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
- case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
- case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
- case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
- case GL_VERTEX_ARRAY_BINDING: *params = mState.vertexArray; break;
- case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
- case GL_PACK_ALIGNMENT: *params = mState.pack.alignment; break;
- case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.pack.reverseRowOrder; break;
- case GL_UNPACK_ALIGNMENT: *params = mState.unpack.alignment; break;
- case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
- case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
- case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
- case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
- case GL_STENCIL_REF: *params = mState.stencilRef; break;
- case GL_STENCIL_VALUE_MASK: *params = clampToInt(mState.depthStencil.stencilMask); break;
- case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
- case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
- case GL_STENCIL_BACK_VALUE_MASK: *params = clampToInt(mState.depthStencil.stencilBackMask); break;
- case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
- case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
- case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
- case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
- case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
- case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
- case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
- case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
- case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
- case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
- case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
- case GL_STENCIL_WRITEMASK: *params = clampToInt(mState.depthStencil.stencilWritemask); break;
- case GL_STENCIL_BACK_WRITEMASK: *params = clampToInt(mState.depthStencil.stencilBackWritemask); break;
- case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
case GL_SUBPIXEL_BITS: *params = 4; break;
- case GL_MAX_TEXTURE_SIZE: *params = getMaximum2DTextureDimension(); break;
- case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
- case GL_MAX_3D_TEXTURE_SIZE: *params = getMaximum3DTextureDimension(); break;
- case GL_MAX_ARRAY_TEXTURE_LAYERS: *params = getMaximum2DArrayTextureLayers(); break;
+ case GL_MAX_TEXTURE_SIZE: *params = mCaps.max2DTextureSize; break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = mCaps.maxCubeMapTextureSize; break;
+ case GL_MAX_3D_TEXTURE_SIZE: *params = mCaps.max3DTextureSize; break;
+ case GL_MAX_ARRAY_TEXTURE_LAYERS: *params = mCaps.maxArrayTextureLayers; break;
case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: *params = getUniformBufferOffsetAlignment(); break;
case GL_MAX_UNIFORM_BUFFER_BINDINGS: *params = getMaximumCombinedUniformBufferBindings(); break;
case GL_MAX_VERTEX_UNIFORM_BLOCKS: *params = mRenderer->getMaxVertexShaderUniformBuffers(); break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
params[0] = mNumCompressedTextureFormats;
break;
- case GL_MAX_SAMPLES_ANGLE:
- *params = static_cast<GLint>(getMaxSupportedSamples());
- break;
- case GL_SAMPLE_BUFFERS:
- case GL_SAMPLES:
- {
- gl::Framebuffer *framebuffer = getDrawFramebuffer();
- if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
- {
- switch (pname)
- {
- case GL_SAMPLE_BUFFERS:
- if (framebuffer->getSamples() != 0)
- {
- *params = 1;
- }
- else
- {
- *params = 0;
- }
- break;
- case GL_SAMPLES:
- *params = framebuffer->getSamples();
- break;
- }
- }
- else
- {
- *params = 0;
- }
- }
- break;
+ case GL_MAX_SAMPLES_ANGLE: *params = mExtensions.maxSamples; break;
case GL_IMPLEMENTATION_COLOR_READ_TYPE:
case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
{
break;
case GL_MAX_VIEWPORT_DIMS:
{
- params[0] = mMaxViewportDimension;
- params[1] = mMaxViewportDimension;
+ params[0] = mCaps.maxViewportWidth;
+ params[1] = mCaps.maxViewportHeight;
}
break;
case GL_COMPRESSED_TEXTURE_FORMATS:
{
- if (supportsDXT1Textures())
+ if (mExtensions.textureCompressionDXT1)
{
*params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
*params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
}
- if (supportsDXT3Textures())
+ if (mExtensions.textureCompressionDXT3)
{
*params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
}
- if (supportsDXT5Textures())
+ if (mExtensions.textureCompressionDXT5)
{
*params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
}
}
break;
- case GL_VIEWPORT:
- params[0] = mState.viewport.x;
- params[1] = mState.viewport.y;
- params[2] = mState.viewport.width;
- params[3] = mState.viewport.height;
- break;
- case GL_SCISSOR_BOX:
- params[0] = mState.scissor.x;
- params[1] = mState.scissor.y;
- params[2] = mState.scissor.width;
- params[3] = mState.scissor.height;
- break;
- case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
- case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
- case GL_RED_BITS:
- case GL_GREEN_BITS:
- case GL_BLUE_BITS:
- case GL_ALPHA_BITS:
- {
- gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer();
-
- if (colorbuffer)
- {
- switch (pname)
- {
- case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
- case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
- case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
- case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
- }
- }
- else
- {
- *params = 0;
- }
- }
- break;
- case GL_DEPTH_BITS:
- {
- gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
-
- if (depthbuffer)
- {
- *params = depthbuffer->getDepthSize();
- }
- else
- {
- *params = 0;
- }
- }
- break;
- case GL_STENCIL_BITS:
- {
- gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
-
- if (stencilbuffer)
- {
- *params = stencilbuffer->getStencilSize();
- }
- else
- {
- *params = 0;
- }
- }
- break;
- case GL_TEXTURE_BINDING_2D:
- ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
- *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
- break;
- case GL_TEXTURE_BINDING_CUBE_MAP:
- ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
- *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
- break;
- case GL_TEXTURE_BINDING_3D:
- ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
- *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].id();
- break;
- case GL_TEXTURE_BINDING_2D_ARRAY:
- ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
- *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].id();
- break;
case GL_RESET_NOTIFICATION_STRATEGY_EXT:
*params = mResetStrategy;
break;
case GL_PROGRAM_BINARY_FORMATS_OES:
*params = GL_PROGRAM_BINARY_ANGLE;
break;
- case GL_UNIFORM_BUFFER_BINDING:
- *params = mState.genericUniformBuffer.id();
- break;
- case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
- *params = mState.genericTransformFeedbackBuffer.id();
- break;
- case GL_COPY_READ_BUFFER_BINDING:
- *params = mState.copyReadBuffer.id();
- break;
- case GL_COPY_WRITE_BUFFER_BINDING:
- *params = mState.copyWriteBuffer.id();
- break;
- case GL_PIXEL_PACK_BUFFER_BINDING:
- *params = mState.pack.pixelBuffer.id();
- break;
- case GL_PIXEL_UNPACK_BUFFER_BINDING:
- *params = mState.unpack.pixelBuffer.id();
- break;
case GL_NUM_EXTENSIONS:
- *params = static_cast<GLint>(getNumExtensions());
+ *params = static_cast<GLint>(mExtensionStrings.size());
break;
default:
- UNREACHABLE();
+ mState.getIntegerv(pname, params);
break;
}
}
void Context::getInteger64v(GLenum pname, GLint64 *params)
{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
switch (pname)
{
case GL_MAX_ELEMENT_INDEX:
- *params = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
+ *params = mCaps.maxElementIndex;
break;
case GL_MAX_UNIFORM_BLOCK_SIZE:
*params = static_cast<GLint64>(mRenderer->getMaxUniformBufferSize());
*params = uniformBufferComponents + defaultBufferComponents;
}
break;
- case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
- {
- GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxFragmentShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
- GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
- *params = uniformBufferComponents + defaultBufferComponents;
- }
- break;
- case GL_MAX_SERVER_WAIT_TIMEOUT:
- // We do not wait for server fence objects internally, so report a max timeout of zero.
- *params = 0;
- break;
- default:
- UNREACHABLE();
- break;
- }
-}
-
-bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
-{
- switch (target)
- {
- case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
- if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
- {
- *data = mState.transformFeedbackBuffers[index].id();
- }
- break;
- case GL_UNIFORM_BUFFER_BINDING:
- if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
- {
- *data = mState.uniformBuffers[index].id();
- }
- break;
- default:
- return false;
- }
-
- return true;
-}
-
-bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
-{
- switch (target)
- {
- case GL_TRANSFORM_FEEDBACK_BUFFER_START:
- if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
- {
- *data = mState.transformFeedbackBuffers[index].getOffset();
- }
- break;
- case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
- if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
- {
- *data = mState.transformFeedbackBuffers[index].getSize();
- }
- break;
- case GL_UNIFORM_BUFFER_START:
- if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
+ case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
{
- *data = mState.uniformBuffers[index].getOffset();
+ GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxFragmentShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
+ GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
+ *params = uniformBufferComponents + defaultBufferComponents;
}
break;
- case GL_UNIFORM_BUFFER_SIZE:
- if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
- {
- *data = mState.uniformBuffers[index].getSize();
- }
+ case GL_MAX_SERVER_WAIT_TIMEOUT:
+ // We do not wait for server fence objects internally, so report a max timeout of zero.
+ *params = 0;
break;
default:
- return false;
+ UNREACHABLE();
+ break;
}
+}
- return true;
+bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+ // Indexed integer queries all refer to current state, so this function is a
+ // mere passthrough.
+ return mState.getIndexedIntegerv(target, index, data);
+}
+
+bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+ // Indexed integer queries all refer to current state, so this function is a
+ // mere passthrough.
+ return mState.getIndexedInteger64v(target, index, data);
}
bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
return true;
case GL_MAX_SAMPLES_ANGLE:
{
- if (getMaxSupportedSamples() != 0)
+ if (mExtensions.framebufferMultisample)
{
*type = GL_INT;
*numParams = 1;
case GL_PIXEL_PACK_BUFFER_BINDING:
case GL_PIXEL_UNPACK_BUFFER_BINDING:
{
- if (supportsPBOs())
+ if (mExtensions.pixelBufferObject)
{
*type = GL_INT;
*numParams = 1;
}
return true;
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
- if (!supportsTextureFilterAnisotropy())
+ if (!mExtensions.maxTextureAnisotropy)
{
return false;
}
// scissor rectangle to the renderer
bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
{
- Framebuffer *framebufferObject = getDrawFramebuffer();
-
- if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
- {
- return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
- }
+ Framebuffer *framebufferObject = mState.getDrawFramebuffer();
+ ASSERT(framebufferObject && framebufferObject->completeness() == GL_FRAMEBUFFER_COMPLETE);
mRenderer->applyRenderTarget(framebufferObject);
- if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace,
+ float nearZ, farZ;
+ mState.getDepthRange(&nearZ, &farZ);
+ if (!mRenderer->setViewport(mState.getViewport(), nearZ, farZ, drawMode, mState.getRasterizerState().frontFace,
ignoreViewport))
{
return false;
}
- mRenderer->setScissorRectangle(mState.scissor, mState.scissorTest);
+ mRenderer->setScissorRectangle(mState.getScissor(), mState.isScissorTestEnabled());
return true;
}
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
void Context::applyState(GLenum drawMode)
{
- Framebuffer *framebufferObject = getDrawFramebuffer();
+ Framebuffer *framebufferObject = mState.getDrawFramebuffer();
int samples = framebufferObject->getSamples();
- mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS);
- mState.rasterizer.multiSample = (samples != 0);
- mRenderer->setRasterizerState(mState.rasterizer);
+ RasterizerState rasterizer = mState.getRasterizerState();
+ rasterizer.pointDrawMode = (drawMode == GL_POINTS);
+ rasterizer.multiSample = (samples != 0);
+
+ mRenderer->setRasterizerState(rasterizer);
unsigned int mask = 0;
- if (mState.sampleCoverage)
+ if (mState.isSampleCoverageEnabled())
{
- if (mState.sampleCoverageValue != 0)
+ GLclampf coverageValue;
+ bool coverageInvert = false;
+ mState.getSampleCoverageParams(&coverageValue, &coverageInvert);
+ if (coverageValue != 0)
{
float threshold = 0.5f;
{
mask <<= 1;
- if ((i + 1) * mState.sampleCoverageValue >= threshold)
+ if ((i + 1) * coverageValue >= threshold)
{
threshold += 1.0f;
mask |= 1;
}
}
- if (mState.sampleCoverageInvert)
+ if (coverageInvert)
{
mask = ~mask;
}
{
mask = 0xFFFFFFFF;
}
- mRenderer->setBlendState(framebufferObject, mState.blend, mState.blendColor, mask);
+ mRenderer->setBlendState(framebufferObject, mState.getBlendState(), mState.getBlendColor(), mask);
- mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
- mState.rasterizer.frontFace == GL_CCW);
+ mRenderer->setDepthStencilState(mState.getDepthStencilState(), mState.getStencilRef(), mState.getStencilBackRef(),
+ rasterizer.frontFace == GL_CCW);
}
// Applies the shaders and shader constants to the Direct3D 9 device
void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive)
{
- const VertexAttribute *vertexAttributes = getCurrentVertexArray()->getVertexAttributes();
+ const VertexAttribute *vertexAttributes = mState.getVertexArray()->getVertexAttributes();
VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
- VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.vertexAttribCurrentValues);
+ VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.getVertexAttribCurrentValues());
- mRenderer->applyShaders(programBinary, mState.rasterizer.rasterizerDiscard, transformFeedbackActive, inputLayout);
+ const Framebuffer *fbo = mState.getDrawFramebuffer();
+
+ mRenderer->applyShaders(programBinary, inputLayout, fbo, mState.getRasterizerState().rasterizerDiscard, transformFeedbackActive);
programBinary->applyUniforms();
}
if (textureUnit != -1)
{
outTextures[i] = getSamplerTexture(textureUnit, outTextureTypes[i]);
- outTextures[i]->getSamplerState(&outSamplers[i]);
- if (mState.samplers[textureUnit] != 0)
+ outTextures[i]->getSamplerStateWithNativeOffset(&outSamplers[i]);
+ Sampler *samplerObject = mState.getSampler(textureUnit);
+ if (samplerObject)
{
- Sampler *samplerObject = getSampler(mState.samplers[textureUnit]);
samplerObject->getState(&outSamplers[i]);
}
}
{
for (size_t i = 0; i < count; i++)
{
- if (textures[i] && textures[i]->isSwizzled())
+ if (textures[i] && textures[i]->getSamplerState().swizzleRequired())
{
mRenderer->generateSwizzle(textures[i]);
}
{
mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
mRenderer->setTexture(shaderType, samplerIndex, texture);
- texture->resetDirty();
}
else
{
Texture *incompleteTexture = getIncompleteTexture(textureType);
mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture);
- incompleteTexture->resetDirty();
}
}
else
bool Context::applyUniformBuffers()
{
- Program *programObject = getProgram(mState.currentProgram);
+ Program *programObject = getProgram(mState.getCurrentProgramId());
ProgramBinary *programBinary = programObject->getProgramBinary();
std::vector<gl::Buffer*> boundBuffers;
for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++)
{
GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex);
- const OffsetBindingPointer<Buffer>& boundBuffer = mState.uniformBuffers[blockBinding];
- if (boundBuffer.id() == 0)
+
+ if (mState.getIndexedUniformBuffer(blockBinding)->id() == 0)
{
// undefined behaviour
return false;
}
else
{
- gl::Buffer *uniformBuffer = boundBuffer.get();
+ Buffer *uniformBuffer = mState.getIndexedUniformBuffer(blockBinding);
ASSERT(uniformBuffer);
boundBuffers.push_back(uniformBuffer);
}
bool Context::applyTransformFeedbackBuffers()
{
- TransformFeedback *curTransformFeedback = getCurrentTransformFeedback();
+ TransformFeedback *curTransformFeedback = mState.getCurrentTransformFeedback();
if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused())
{
Buffer *transformFeedbackBuffers[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
GLintptr transformFeedbackOffsets[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
{
- transformFeedbackBuffers[i] = mState.transformFeedbackBuffers[i].get();
- transformFeedbackOffsets[i] = mState.transformFeedbackBuffers[i].getOffset();
+ transformFeedbackBuffers[i] = mState.getIndexedTransformFeedbackBuffer(i);
+ transformFeedbackOffsets[i] = mState.getIndexedTransformFeedbackBufferOffset(i);
}
mRenderer->applyTransformFeedbackBuffers(transformFeedbackBuffers, transformFeedbackOffsets);
return true;
{
for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
{
- Buffer *buffer = mState.transformFeedbackBuffers[i].get();
+ Buffer *buffer = mState.getIndexedTransformFeedbackBuffer(i);
if (buffer)
{
buffer->markTransformFeedbackUsage();
void Context::clear(GLbitfield mask)
{
- if (isRasterizerDiscardEnabled())
+ if (mState.isRasterizerDiscardEnabled())
{
return;
}
- ClearParameters clearParams = { 0 };
- for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
- {
- clearParams.clearColor[i] = false;
- }
- clearParams.colorFClearValue = mState.colorClearValue;
- clearParams.colorClearType = GL_FLOAT;
- clearParams.colorMaskRed = mState.blend.colorMaskRed;
- clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
- clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
- clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
- clearParams.clearDepth = false;
- clearParams.depthClearValue = mState.depthClearValue;
- clearParams.clearStencil = false;
- clearParams.stencilClearValue = mState.stencilClearValue;
- clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
- clearParams.scissorEnabled = mState.scissorTest;
- clearParams.scissor = mState.scissor;
-
- Framebuffer *framebufferObject = getDrawFramebuffer();
- if (mask & GL_COLOR_BUFFER_BIT)
- {
- if (framebufferObject->hasEnabledColorAttachment())
- {
- for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
- {
- clearParams.clearColor[i] = true;
- }
- }
- }
-
- if (mask & GL_DEPTH_BUFFER_BIT)
- {
- if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
- {
- clearParams.clearDepth = true;
- }
- }
-
- if (mask & GL_STENCIL_BUFFER_BIT)
- {
- if (framebufferObject->getStencilbufferType() != GL_NONE)
- {
- rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
- if (!depthStencil)
- {
- ERR("Depth stencil pointer unexpectedly null.");
- return;
- }
-
- if (gl::GetStencilBits(depthStencil->getActualFormat(), mClientVersion) > 0)
- {
- clearParams.clearStencil = true;
- }
- }
- }
-
+ ClearParameters clearParams = mState.getClearParameters(mask);
if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
{
return;
}
- mRenderer->clear(clearParams, framebufferObject);
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
}
void Context::clearBufferfv(GLenum buffer, int drawbuffer, const float *values)
{
- if (isRasterizerDiscardEnabled())
+ if (mState.isRasterizerDiscardEnabled())
{
return;
}
// glClearBufferfv can be called to clear the color buffer or depth buffer
- ClearParameters clearParams = { 0 };
+ ClearParameters clearParams = mState.getClearParameters(0);
if (buffer == GL_COLOR)
{
clearParams.colorFClearValue = ColorF(values[0], values[1], values[2], values[3]);
clearParams.colorClearType = GL_FLOAT;
}
- else
- {
- for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
- {
- clearParams.clearColor[i] = false;
- }
- clearParams.colorFClearValue = mState.colorClearValue;
- clearParams.colorClearType = GL_FLOAT;
- }
-
- clearParams.colorMaskRed = mState.blend.colorMaskRed;
- clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
- clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
- clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
if (buffer == GL_DEPTH)
{
clearParams.clearDepth = true;
clearParams.depthClearValue = values[0];
}
- else
- {
- clearParams.clearDepth = false;
- clearParams.depthClearValue = mState.depthClearValue;
- }
-
- clearParams.clearStencil = false;
- clearParams.stencilClearValue = mState.stencilClearValue;
- clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
- clearParams.scissorEnabled = mState.scissorTest;
- clearParams.scissor = mState.scissor;
if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
{
return;
}
- mRenderer->clear(clearParams, getDrawFramebuffer());
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
}
void Context::clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values)
{
- if (isRasterizerDiscardEnabled())
+ if (mState.isRasterizerDiscardEnabled())
{
return;
}
// glClearBufferuv can only be called to clear a color buffer
- ClearParameters clearParams = { 0 };
+ ClearParameters clearParams = mState.getClearParameters(0);
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
}
clearParams.colorUIClearValue = ColorUI(values[0], values[1], values[2], values[3]);
clearParams.colorClearType = GL_UNSIGNED_INT;
- clearParams.colorMaskRed = mState.blend.colorMaskRed;
- clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
- clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
- clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
- clearParams.clearDepth = false;
- clearParams.depthClearValue = mState.depthClearValue;
- clearParams.clearStencil = false;
- clearParams.stencilClearValue = mState.stencilClearValue;
- clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
- clearParams.scissorEnabled = mState.scissorTest;
- clearParams.scissor = mState.scissor;
if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
{
return;
}
- mRenderer->clear(clearParams, getDrawFramebuffer());
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
}
void Context::clearBufferiv(GLenum buffer, int drawbuffer, const int *values)
{
- if (isRasterizerDiscardEnabled())
+ if (mState.isRasterizerDiscardEnabled())
{
return;
}
// glClearBufferfv can be called to clear the color buffer or stencil buffer
- ClearParameters clearParams = { 0 };
+ ClearParameters clearParams = mState.getClearParameters(0);
if (buffer == GL_COLOR)
{
clearParams.colorIClearValue = ColorI(values[0], values[1], values[2], values[3]);
clearParams.colorClearType = GL_INT;
}
- else
- {
- for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
- {
- clearParams.clearColor[i] = false;
- }
- clearParams.colorFClearValue = mState.colorClearValue;
- clearParams.colorClearType = GL_FLOAT;
- }
-
- clearParams.colorMaskRed = mState.blend.colorMaskRed;
- clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
- clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
- clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
-
- clearParams.clearDepth = false;
- clearParams.depthClearValue = mState.depthClearValue;
if (buffer == GL_STENCIL)
{
clearParams.clearStencil = true;
clearParams.stencilClearValue = values[1];
}
- else
- {
- clearParams.clearStencil = false;
- clearParams.stencilClearValue = mState.stencilClearValue;
- }
- clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
-
- clearParams.scissorEnabled = mState.scissorTest;
- clearParams.scissor = mState.scissor;
if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
{
return;
}
- mRenderer->clear(clearParams, getDrawFramebuffer());
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
}
void Context::clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil)
{
- if (isRasterizerDiscardEnabled())
+ if (mState.isRasterizerDiscardEnabled())
{
return;
}
// glClearBufferfi can only be called to clear a depth stencil buffer
- ClearParameters clearParams = { 0 };
- for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
- {
- clearParams.clearColor[i] = false;
- }
- clearParams.colorFClearValue = mState.colorClearValue;
- clearParams.colorClearType = GL_FLOAT;
- clearParams.colorMaskRed = mState.blend.colorMaskRed;
- clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
- clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
- clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
+ ClearParameters clearParams = mState.getClearParameters(0);
clearParams.clearDepth = true;
clearParams.depthClearValue = depth;
clearParams.clearStencil = true;
clearParams.stencilClearValue = stencil;
- clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
- clearParams.scissorEnabled = mState.scissorTest;
- clearParams.scissor = mState.scissor;
if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
{
return;
}
- mRenderer->clear(clearParams, getDrawFramebuffer());
+ mRenderer->clear(clearParams, mState.getDrawFramebuffer());
}
void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
{
- gl::Framebuffer *framebuffer = getReadFramebuffer();
+ gl::Framebuffer *framebuffer = mState.getReadFramebuffer();
- bool isSized = IsSizedInternalFormat(format, mClientVersion);
- GLenum sizedInternalFormat = (isSized ? format : GetSizedInternalFormat(format, type, mClientVersion));
- GLuint outputPitch = GetRowPitch(sizedInternalFormat, type, mClientVersion, width, mState.pack.alignment);
+ GLenum sizedInternalFormat = GetSizedInternalFormat(format, type);
+ const InternalFormat &sizedFormatInfo = GetInternalFormatInfo(sizedInternalFormat);
+ GLuint outputPitch = sizedFormatInfo.computeRowPitch(type, width, mState.getPackAlignment());
- mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.pack, pixels);
+ mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.getPackState(), pixels);
}
void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
{
- if (!mState.currentProgram)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
+ ASSERT(mState.getCurrentProgramId() != 0);
- ProgramBinary *programBinary = getCurrentProgramBinary();
- programBinary->applyUniforms();
+ ProgramBinary *programBinary = mState.getCurrentProgramBinary();
+ programBinary->updateSamplerMapping();
Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
applyState(mode);
- GLenum err = mRenderer->applyVertexBuffer(programBinary, getCurrentVertexArray()->getVertexAttributes(), mState.vertexAttribCurrentValues, first, count, instances);
+ GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.getVertexArray()->getVertexAttributes(), mState.getVertexAttribCurrentValues(), first, count, instances);
if (err != GL_NO_ERROR)
{
return gl::error(err);
return;
}
- if (!programBinary->validateSamplers(NULL))
- {
- return gl::error(GL_INVALID_OPERATION);
- }
-
if (!skipDraw(mode))
{
mRenderer->drawArrays(mode, count, instances, transformFeedbackActive);
void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
{
- if (!mState.currentProgram)
- {
- return gl::error(GL_INVALID_OPERATION);
- }
-
- VertexArray *vao = getCurrentVertexArray();
- if (!indices && !vao->getElementArrayBuffer())
- {
- return gl::error(GL_INVALID_OPERATION);
- }
+ ASSERT(mState.getCurrentProgramId() != 0);
- ProgramBinary *programBinary = getCurrentProgramBinary();
- programBinary->applyUniforms();
+ ProgramBinary *programBinary = mState.getCurrentProgramBinary();
+ programBinary->updateSamplerMapping();
Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
applyState(mode);
+ VertexArray *vao = mState.getVertexArray();
rx::TranslatedIndexData indexInfo;
GLenum err = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
if (err != GL_NO_ERROR)
}
GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
- err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(), mState.vertexAttribCurrentValues, indexInfo.minIndex, vertexCount, instances);
+ err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(), mState.getVertexAttribCurrentValues(), indexInfo.minIndex, vertexCount, instances);
if (err != GL_NO_ERROR)
{
return gl::error(err);
return;
}
- if (!programBinary->validateSamplers(NULL))
- {
- return gl::error(GL_INVALID_OPERATION);
- }
-
if (!skipDraw(mode))
{
mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
}
}
-// Implements glFlush when block is false, glFinish when block is true
-void Context::sync(bool block)
-{
- mRenderer->sync(block);
-}
-
-void Context::recordInvalidEnum()
-{
- mInvalidEnum = true;
-}
-
-void Context::recordInvalidValue()
-{
- mInvalidValue = true;
-}
-
-void Context::recordInvalidOperation()
-{
- mInvalidOperation = true;
-}
-
-void Context::recordOutOfMemory()
-{
- mOutOfMemory = true;
-}
-
-void Context::recordInvalidFramebufferOperation()
-{
- mInvalidFramebufferOperation = true;
-}
-
-// Get one of the recorded errors and clear its flag, if any.
-// [OpenGL ES 2.0.24] section 2.5 page 13.
-GLenum Context::getError()
-{
- if (mInvalidEnum)
- {
- mInvalidEnum = false;
-
- return GL_INVALID_ENUM;
- }
-
- if (mInvalidValue)
- {
- mInvalidValue = false;
-
- return GL_INVALID_VALUE;
- }
-
- if (mInvalidOperation)
- {
- mInvalidOperation = false;
-
- return GL_INVALID_OPERATION;
- }
-
- if (mOutOfMemory)
- {
- mOutOfMemory = false;
-
- return GL_OUT_OF_MEMORY;
- }
-
- if (mInvalidFramebufferOperation)
- {
- mInvalidFramebufferOperation = false;
-
- return GL_INVALID_FRAMEBUFFER_OPERATION;
- }
-
- return GL_NO_ERROR;
-}
-
-GLenum Context::getResetStatus()
-{
- if (mResetStatus == GL_NO_ERROR && !mContextLost)
- {
- // mResetStatus will be set by the markContextLost callback
- // in the case a notification is sent
- mRenderer->testDeviceLost(true);
- }
-
- GLenum status = mResetStatus;
-
- if (mResetStatus != GL_NO_ERROR)
- {
- ASSERT(mContextLost);
-
- if (mRenderer->testDeviceResettable())
- {
- mResetStatus = GL_NO_ERROR;
- }
- }
-
- return status;
-}
-
-bool Context::isResetNotificationEnabled()
-{
- return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
-}
-
-int Context::getClientVersion() const
-{
- return mClientVersion;
-}
-
-int Context::getMajorShaderModel() const
-{
- return mMajorShaderModel;
-}
-
-float Context::getMaximumPointSize() const
-{
- return mMaximumPointSize;
-}
-
-unsigned int Context::getMaximumCombinedTextureImageUnits() const
-{
- return mRenderer->getMaxCombinedTextureImageUnits();
-}
-
-unsigned int Context::getMaximumCombinedUniformBufferBindings() const
-{
- return mRenderer->getMaxVertexShaderUniformBuffers() +
- mRenderer->getMaxFragmentShaderUniformBuffers();
-}
-
-int Context::getMaxSupportedSamples() const
-{
- return mRenderer->getMaxSupportedSamples();
-}
-
-GLsizei Context::getMaxSupportedFormatSamples(GLenum internalFormat) const
-{
- return mRenderer->getMaxSupportedFormatSamples(internalFormat);
-}
-
-GLsizei Context::getNumSampleCounts(GLenum internalFormat) const
-{
- return mRenderer->getNumSampleCounts(internalFormat);
-}
-
-void Context::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
-{
- mRenderer->getSampleCounts(internalFormat, bufSize, params);
-}
-
-unsigned int Context::getMaxTransformFeedbackBufferBindings() const
-{
- return mRenderer->getMaxTransformFeedbackBuffers();
-}
-
-GLintptr Context::getUniformBufferOffsetAlignment() const
-{
- // setting a large alignment forces uniform buffers to bind with zero offset
- return static_cast<GLintptr>(std::numeric_limits<GLint>::max());
-}
-
-unsigned int Context::getMaximumRenderTargets() const
-{
- return mRenderer->getMaxRenderTargets();
-}
-
-bool Context::supportsEventQueries() const
-{
- return mSupportsEventQueries;
-}
-
-bool Context::supportsOcclusionQueries() const
-{
- return mSupportsOcclusionQueries;
-}
-
-bool Context::supportsBGRATextures() const
-{
- return mSupportsBGRATextures;
-}
-
-bool Context::supportsDXT1Textures() const
-{
- return mSupportsDXT1Textures;
-}
-
-bool Context::supportsDXT3Textures() const
+// Implements glFlush when block is false, glFinish when block is true
+void Context::sync(bool block)
{
- return mSupportsDXT3Textures;
+ mRenderer->sync(block);
}
-bool Context::supportsDXT5Textures() const
+void Context::recordInvalidEnum()
{
- return mSupportsDXT5Textures;
+ mInvalidEnum = true;
}
-bool Context::supportsFloat32Textures() const
+void Context::recordInvalidValue()
{
- return mSupportsFloat32Textures;
+ mInvalidValue = true;
}
-bool Context::supportsFloat32LinearFilter() const
+void Context::recordInvalidOperation()
{
- return mSupportsFloat32LinearFilter;
+ mInvalidOperation = true;
}
-bool Context::supportsFloat32RenderableTextures() const
+void Context::recordOutOfMemory()
{
- return mSupportsFloat32RenderableTextures;
+ mOutOfMemory = true;
}
-bool Context::supportsFloat16Textures() const
+void Context::recordInvalidFramebufferOperation()
{
- return mSupportsFloat16Textures;
+ mInvalidFramebufferOperation = true;
}
-bool Context::supportsFloat16LinearFilter() const
+// Get one of the recorded errors and clear its flag, if any.
+// [OpenGL ES 2.0.24] section 2.5 page 13.
+GLenum Context::getError()
{
- return mSupportsFloat16LinearFilter;
-}
+ if (mInvalidEnum)
+ {
+ mInvalidEnum = false;
-bool Context::supportsFloat16RenderableTextures() const
-{
- return mSupportsFloat16RenderableTextures;
-}
+ return GL_INVALID_ENUM;
+ }
-int Context::getMaximumRenderbufferDimension() const
-{
- return mMaxRenderbufferDimension;
-}
+ if (mInvalidValue)
+ {
+ mInvalidValue = false;
-int Context::getMaximum2DTextureDimension() const
-{
- return mMax2DTextureDimension;
-}
+ return GL_INVALID_VALUE;
+ }
-int Context::getMaximumCubeTextureDimension() const
-{
- return mMaxCubeTextureDimension;
-}
+ if (mInvalidOperation)
+ {
+ mInvalidOperation = false;
-int Context::getMaximum3DTextureDimension() const
-{
- return mMax3DTextureDimension;
-}
+ return GL_INVALID_OPERATION;
+ }
-int Context::getMaximum2DArrayTextureLayers() const
-{
- return mMax2DArrayTextureLayers;
-}
+ if (mOutOfMemory)
+ {
+ mOutOfMemory = false;
-int Context::getMaximum2DTextureLevel() const
-{
- return mMax2DTextureLevel;
-}
+ return GL_OUT_OF_MEMORY;
+ }
-int Context::getMaximumCubeTextureLevel() const
-{
- return mMaxCubeTextureLevel;
-}
+ if (mInvalidFramebufferOperation)
+ {
+ mInvalidFramebufferOperation = false;
-int Context::getMaximum3DTextureLevel() const
-{
- return mMax3DTextureLevel;
-}
+ return GL_INVALID_FRAMEBUFFER_OPERATION;
+ }
-int Context::getMaximum2DArrayTextureLevel() const
-{
- return mMax2DArrayTextureLevel;
+ return GL_NO_ERROR;
}
-bool Context::supportsLuminanceTextures() const
+GLenum Context::getResetStatus()
{
- return mSupportsLuminanceTextures;
+ if (mResetStatus == GL_NO_ERROR && !mContextLost)
+ {
+ // mResetStatus will be set by the markContextLost callback
+ // in the case a notification is sent
+ mRenderer->testDeviceLost(true);
+ }
+
+ GLenum status = mResetStatus;
+
+ if (mResetStatus != GL_NO_ERROR)
+ {
+ ASSERT(mContextLost);
+
+ if (mRenderer->testDeviceResettable())
+ {
+ mResetStatus = GL_NO_ERROR;
+ }
+ }
+
+ return status;
}
-bool Context::supportsLuminanceAlphaTextures() const
+bool Context::isResetNotificationEnabled()
{
- return mSupportsLuminanceAlphaTextures;
+ return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
}
-bool Context::supportsRGTextures() const
+int Context::getClientVersion() const
{
- return mSupportsRGTextures;
+ return mClientVersion;
}
-bool Context::supportsDepthTextures() const
+const Caps &Context::getCaps() const
{
- return mSupportsDepthTextures;
+ return mCaps;
}
-bool Context::supports32bitIndices() const
+const TextureCapsMap &Context::getTextureCaps() const
{
- return mSupports32bitIndices;
+ return mTextureCaps;
}
-bool Context::supportsNonPower2Texture() const
+const Extensions &Context::getExtensions() const
{
- return mSupportsNonPower2Texture;
+ return mExtensions;
}
-bool Context::supportsInstancing() const
+unsigned int Context::getMaximumCombinedTextureImageUnits() const
{
- return mSupportsInstancing;
+ return mRenderer->getMaxCombinedTextureImageUnits();
}
-bool Context::supportsTextureFilterAnisotropy() const
+unsigned int Context::getMaximumCombinedUniformBufferBindings() const
{
- return mSupportsTextureFilterAnisotropy;
+ return mRenderer->getMaxVertexShaderUniformBuffers() +
+ mRenderer->getMaxFragmentShaderUniformBuffers();
}
-bool Context::supportsPBOs() const
+unsigned int Context::getMaxTransformFeedbackBufferBindings() const
{
- return mSupportsPBOs;
+ return mRenderer->getMaxTransformFeedbackBuffers();
}
-float Context::getTextureMaxAnisotropy() const
+GLintptr Context::getUniformBufferOffsetAlignment() const
{
- return mMaxTextureAnisotropy;
+ // setting a large alignment forces uniform buffers to bind with zero offset
+ return static_cast<GLintptr>(std::numeric_limits<GLint>::max());
}
void Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type)
{
- Framebuffer *framebuffer = getReadFramebuffer();
+ Framebuffer *framebuffer = mState.getReadFramebuffer();
ASSERT(framebuffer && framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE);
FramebufferAttachment *attachment = framebuffer->getReadColorbuffer();
ASSERT(attachment);
- *internalFormat = attachment->getActualFormat();
- *format = gl::GetFormat(attachment->getActualFormat(), mClientVersion);
- *type = gl::GetType(attachment->getActualFormat(), mClientVersion);
+ GLenum actualFormat = attachment->getActualFormat();
+ const InternalFormat &actualFormatInfo = GetInternalFormatInfo(actualFormat);
+
+ *internalFormat = actualFormat;
+ *format = actualFormatInfo.format;
+ *type = actualFormatInfo.type;
+}
+
+void Context::detachTexture(GLuint texture)
+{
+ // Simple pass-through to State's detachTexture method, as textures do not require
+ // allocation map management either here or in the resource manager at detach time.
+ // Zero textures are held by the Context, and we don't attempt to request them from
+ // the State.
+ mState.detachTexture(texture);
}
void Context::detachBuffer(GLuint buffer)
{
+ // Buffer detachment is handled by Context, because the buffer must also be
+ // attached from any VAOs in existence, and Context holds the VAO map.
+
// [OpenGL ES 2.0.24] section 2.9 page 22:
// If a buffer object is deleted while it is bound, all bindings to that object in the current context
// (i.e. in the thread that called Delete-Buffers) are reset to zero.
- if (mState.arrayBuffer.id() == buffer)
- {
- mState.arrayBuffer.set(NULL);
- }
+ mState.removeArrayBufferBinding(buffer);
// mark as freed among the vertex array objects
for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++)
}
}
-void Context::detachTexture(GLuint texture)
-{
- // [OpenGL ES 2.0.24] section 3.8 page 84:
- // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
- // rebound to texture object zero
-
- for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
- {
- for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
- {
- if (mState.samplerTexture[type][sampler].id() == texture)
- {
- mState.samplerTexture[type][sampler].set(NULL);
- }
- }
- }
-
- // [OpenGL ES 2.0.24] section 4.4 page 112:
- // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
- // as if Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this
- // image was attached in the currently bound framebuffer.
-
- Framebuffer *readFramebuffer = getReadFramebuffer();
- Framebuffer *drawFramebuffer = getDrawFramebuffer();
-
- if (readFramebuffer)
- {
- readFramebuffer->detachTexture(texture);
- }
-
- if (drawFramebuffer && drawFramebuffer != readFramebuffer)
- {
- drawFramebuffer->detachTexture(texture);
- }
-}
-
void Context::detachFramebuffer(GLuint framebuffer)
{
+ // Framebuffer detachment is handled by Context, because 0 is a valid
+ // Framebuffer object, and a pointer to it must be passed from Context
+ // to State at binding time.
+
// [OpenGL ES 2.0.24] section 4.4 page 107:
// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
- if (mState.readFramebuffer == framebuffer)
+ if (mState.removeReadFramebufferBinding(framebuffer))
{
bindReadFramebuffer(0);
}
- if (mState.drawFramebuffer == framebuffer)
+ if (mState.removeDrawFramebufferBinding(framebuffer))
{
bindDrawFramebuffer(0);
}
void Context::detachRenderbuffer(GLuint renderbuffer)
{
- // [OpenGL ES 2.0.24] section 4.4 page 109:
- // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
- // had been executed with the target RENDERBUFFER and name of zero.
-
- if (mState.renderbuffer.id() == renderbuffer)
- {
- bindRenderbuffer(0);
- }
-
- // [OpenGL ES 2.0.24] section 4.4 page 111:
- // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
- // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
- // point to which this image was attached in the currently bound framebuffer.
-
- Framebuffer *readFramebuffer = getReadFramebuffer();
- Framebuffer *drawFramebuffer = getDrawFramebuffer();
-
- if (readFramebuffer)
- {
- readFramebuffer->detachRenderbuffer(renderbuffer);
- }
-
- if (drawFramebuffer && drawFramebuffer != readFramebuffer)
- {
- drawFramebuffer->detachRenderbuffer(renderbuffer);
- }
+ mState.detachRenderbuffer(renderbuffer);
}
void Context::detachVertexArray(GLuint vertexArray)
{
+ // Vertex array detachment is handled by Context, because 0 is a valid
+ // VAO, and a pointer to it must be passed from Context to State at
+ // binding time.
+
// [OpenGL ES 3.0.2] section 2.10 page 43:
// If a vertex array object that is currently bound is deleted, the binding
// for that object reverts to zero and the default vertex array becomes current.
- if (mState.vertexArray == vertexArray)
+ if (mState.removeVertexArrayBinding(vertexArray))
{
bindVertexArray(0);
}
void Context::detachTransformFeedback(GLuint transformFeedback)
{
- if (mState.transformFeedback.id() == transformFeedback)
- {
- bindTransformFeedback(0);
- }
+ mState.detachTransformFeedback(transformFeedback);
}
void Context::detachSampler(GLuint sampler)
{
- // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
- // If a sampler object that is currently bound to one or more texture units is
- // deleted, it is as though BindSampler is called once for each texture unit to
- // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
- for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++)
- {
- if (mState.samplers[textureUnit] == sampler)
- {
- mState.samplers[textureUnit] = 0;
- }
- }
+ mState.detachSampler(sampler);
}
Texture *Context::getIncompleteTexture(TextureType type)
case TEXTURE_2D:
{
- Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
+ Texture2D *incomplete2d = new Texture2D(mRenderer->createTexture2D(), Texture::INCOMPLETE_TEXTURE_ID);
incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
t = incomplete2d;
}
case TEXTURE_CUBE:
{
- TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
+ TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer->createTextureCube(), Texture::INCOMPLETE_TEXTURE_ID);
incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
case TEXTURE_3D:
{
- Texture3D *incomplete3d = new Texture3D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
+ Texture3D *incomplete3d = new Texture3D(mRenderer->createTexture3D(), Texture::INCOMPLETE_TEXTURE_ID);
incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
t = incomplete3d;
case TEXTURE_2D_ARRAY:
{
- Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
+ Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer->createTexture2DArray(), Texture::INCOMPLETE_TEXTURE_ID);
incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
t = incomplete2darray;
// ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
// which affects varying interpolation. Since the value of gl_PointSize is
// undefined when not written, just skip drawing to avoid unexpected results.
- if (!getCurrentProgramBinary()->usesPointSize())
+ if (!mState.getCurrentProgramBinary()->usesPointSize())
{
// This is stictly speaking not an error, but developers should be
// notified of risking undefined behavior.
}
else if (IsTriangleMode(drawMode))
{
- if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
+ if (mState.getRasterizerState().cullFace && mState.getRasterizerState().cullMode == GL_FRONT_AND_BACK)
{
return true;
}
return false;
}
-void Context::setVertexAttribf(GLuint index, const GLfloat values[4])
-{
- ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
- mState.vertexAttribCurrentValues[index].setFloatValues(values);
-}
-
-void Context::setVertexAttribu(GLuint index, const GLuint values[4])
-{
- ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
- mState.vertexAttribCurrentValues[index].setUnsignedIntValues(values);
-}
-
-void Context::setVertexAttribi(GLuint index, const GLint values[4])
-{
- ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
- mState.vertexAttribCurrentValues[index].setIntValues(values);
-}
-
void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
{
- getCurrentVertexArray()->setVertexAttribDivisor(index, divisor);
+ mState.getVertexArray()->setVertexAttribDivisor(index, divisor);
}
void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(uiround<GLenum>(param)); break;
case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(uiround<GLenum>(param)); break;
case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(uiround<GLenum>(param)); break;
- case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
- case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
+ case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
+ case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(uiround<GLenum>(param)); break;
case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(uiround<GLenum>(param)); break;
default: UNREACHABLE(); break;
}
}
-// keep list sorted in following order
-// OES extensions
-// EXT extensions
-// Vendor extensions
-void Context::initExtensionString()
+void Context::initRendererString()
{
- // Do not report extension in GLES 3 contexts for now
- if (mClientVersion == 2)
- {
- // OES extensions
- if (supports32bitIndices())
- {
- mExtensionStringList.push_back("GL_OES_element_index_uint");
- }
-
- mExtensionStringList.push_back("GL_OES_packed_depth_stencil");
- mExtensionStringList.push_back("GL_OES_get_program_binary");
- mExtensionStringList.push_back("GL_OES_rgb8_rgba8");
-
- if (supportsPBOs())
- {
- mExtensionStringList.push_back("NV_pixel_buffer_object");
- mExtensionStringList.push_back("GL_OES_mapbuffer");
- mExtensionStringList.push_back("GL_EXT_map_buffer_range");
- }
-
- if (mRenderer->getDerivativeInstructionSupport())
- {
- mExtensionStringList.push_back("GL_OES_standard_derivatives");
- }
-
- if (supportsFloat16Textures())
- {
- mExtensionStringList.push_back("GL_OES_texture_half_float");
- }
- if (supportsFloat16LinearFilter())
- {
- mExtensionStringList.push_back("GL_OES_texture_half_float_linear");
- }
- if (supportsFloat32Textures())
- {
- mExtensionStringList.push_back("GL_OES_texture_float");
- }
- if (supportsFloat32LinearFilter())
- {
- mExtensionStringList.push_back("GL_OES_texture_float_linear");
- }
-
- if (supportsRGTextures())
- {
- mExtensionStringList.push_back("GL_EXT_texture_rg");
- }
-
- if (supportsNonPower2Texture())
- {
- mExtensionStringList.push_back("GL_OES_texture_npot");
- }
-
- // Multi-vendor (EXT) extensions
- if (supportsOcclusionQueries())
- {
- mExtensionStringList.push_back("GL_EXT_occlusion_query_boolean");
- }
-
- mExtensionStringList.push_back("GL_EXT_read_format_bgra");
- mExtensionStringList.push_back("GL_EXT_robustness");
- mExtensionStringList.push_back("GL_EXT_shader_texture_lod");
-
- if (supportsDXT1Textures())
- {
- mExtensionStringList.push_back("GL_EXT_texture_compression_dxt1");
- }
-
- if (supportsTextureFilterAnisotropy())
- {
- mExtensionStringList.push_back("GL_EXT_texture_filter_anisotropic");
- }
-
- if (supportsBGRATextures())
- {
- mExtensionStringList.push_back("GL_EXT_texture_format_BGRA8888");
- }
-
- if (mRenderer->getMaxRenderTargets() > 1)
- {
- mExtensionStringList.push_back("GL_EXT_draw_buffers");
- }
-
- mExtensionStringList.push_back("GL_EXT_texture_storage");
- mExtensionStringList.push_back("GL_EXT_frag_depth");
- mExtensionStringList.push_back("GL_EXT_blend_minmax");
-
- // ANGLE-specific extensions
- if (supportsDepthTextures())
- {
- mExtensionStringList.push_back("GL_ANGLE_depth_texture");
- }
-
- mExtensionStringList.push_back("GL_ANGLE_framebuffer_blit");
- if (getMaxSupportedSamples() != 0)
- {
- mExtensionStringList.push_back("GL_ANGLE_framebuffer_multisample");
- }
-
- if (supportsInstancing())
- {
- mExtensionStringList.push_back("GL_ANGLE_instanced_arrays");
- }
-
- mExtensionStringList.push_back("GL_ANGLE_pack_reverse_row_order");
-
- if (supportsDXT3Textures())
- {
- mExtensionStringList.push_back("GL_ANGLE_texture_compression_dxt3");
- }
- if (supportsDXT5Textures())
- {
- mExtensionStringList.push_back("GL_ANGLE_texture_compression_dxt5");
- }
-
- mExtensionStringList.push_back("GL_ANGLE_texture_usage");
- mExtensionStringList.push_back("GL_ANGLE_translated_shader_source");
-
- // Other vendor-specific extensions
- if (supportsEventQueries())
- {
- mExtensionStringList.push_back("GL_NV_fence");
- }
- }
-
- if (mClientVersion == 3)
- {
- mExtensionStringList.push_back("GL_EXT_color_buffer_float");
-
- mExtensionStringList.push_back("GL_EXT_read_format_bgra");
-
- if (supportsBGRATextures())
- {
- mExtensionStringList.push_back("GL_EXT_texture_format_BGRA8888");
- }
- }
-
- // Join the extension strings to one long string for use with GetString
- std::stringstream strstr;
- for (unsigned int extensionIndex = 0; extensionIndex < mExtensionStringList.size(); extensionIndex++)
- {
- strstr << mExtensionStringList[extensionIndex];
- strstr << " ";
- }
+ std::ostringstream rendererString;
+ rendererString << "ANGLE (";
+ rendererString << mRenderer->getRendererDescription();
+ rendererString << ")";
- mCombinedExtensionsString = makeStaticString(strstr.str());
+ mRendererString = MakeStaticString(rendererString.str());
}
-const char *Context::getCombinedExtensionsString() const
+const std::string &Context::getRendererString() const
{
- return mCombinedExtensionsString;
+ return mRendererString;
}
-const char *Context::getExtensionString(const GLuint index) const
+void Context::initExtensionStrings()
{
- ASSERT(index < mExtensionStringList.size());
- return mExtensionStringList[index].c_str();
+ mExtensionStrings = mExtensions.getStrings();
+
+ std::ostringstream combinedStringStream;
+ std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator<std::string>(combinedStringStream, " "));
+ mExtensionString = combinedStringStream.str();
}
-unsigned int Context::getNumExtensions() const
+const std::string &Context::getExtensionString() const
{
- return mExtensionStringList.size();
+ return mExtensionString;
}
-void Context::initRendererString()
+const std::string &Context::getExtensionString(size_t idx) const
{
- std::ostringstream rendererString;
- rendererString << "ANGLE (";
- rendererString << mRenderer->getRendererDescription();
- rendererString << ")";
-
- mRendererString = makeStaticString(rendererString.str());
+ return mExtensionStrings[idx];
}
-const char *Context::getRendererString() const
+size_t Context::getExtensionStringCount() const
{
- return mRendererString;
+ return mExtensionStrings.size();
}
size_t Context::getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray)
{
size_t serialCount = 0;
- Framebuffer *drawFramebuffer = getDrawFramebuffer();
+ Framebuffer *drawFramebuffer = mState.getDrawFramebuffer();
for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++)
{
FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
- Framebuffer *readFramebuffer = getReadFramebuffer();
- Framebuffer *drawFramebuffer = getDrawFramebuffer();
+ Framebuffer *readFramebuffer = mState.getReadFramebuffer();
+ Framebuffer *drawFramebuffer = mState.getDrawFramebuffer();
bool blitRenderTarget = false;
bool blitDepth = false;
gl::Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
if (blitRenderTarget || blitDepth || blitStencil)
{
- const gl::Rectangle *scissor = mState.scissorTest ? &mState.scissor : NULL;
+ const gl::Rectangle *scissor = mState.isScissorTestEnabled() ? &mState.getScissor() : NULL;
mRenderer->blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor,
blitRenderTarget, blitDepth, blitStencil, filter);
}
{
case GL_FRAMEBUFFER:
case GL_DRAW_FRAMEBUFFER:
- frameBuffer = getDrawFramebuffer();
+ frameBuffer = mState.getDrawFramebuffer();
break;
case GL_READ_FRAMEBUFFER:
- frameBuffer = getReadFramebuffer();
+ frameBuffer = mState.getReadFramebuffer();
break;
default:
UNREACHABLE();
}
}
-bool Context::hasMappedBuffer(GLenum target) const
+void Context::initCaps(GLuint clientVersion)
{
- if (target == GL_ARRAY_BUFFER)
+ mCaps = mRenderer->getRendererCaps();
+
+ mExtensions = mRenderer->getRendererExtensions();
+
+ if (clientVersion < 3)
{
- for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++)
- {
- const gl::VertexAttribute &vertexAttrib = getVertexAttribState(attribIndex);
- gl::Buffer *boundBuffer = vertexAttrib.mBoundBuffer.get();
- if (vertexAttrib.mArrayEnabled && boundBuffer && boundBuffer->mapped())
- {
- return true;
- }
- }
+ // Disable ES3+ extensions
+ mExtensions.colorBufferFloat = false;
}
- else if (target == GL_ELEMENT_ARRAY_BUFFER)
+
+ if (clientVersion > 2)
{
- Buffer *elementBuffer = getElementArrayBuffer();
- return (elementBuffer && elementBuffer->mapped());
+ // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
+ //mExtensions.sRGB = false;
}
- else if (target == GL_TRANSFORM_FEEDBACK_BUFFER)
+
+ GLuint maxSamples = 0;
+ const TextureCapsMap &rendererFormats = mRenderer->getRendererTextureCaps();
+ for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++)
{
- UNIMPLEMENTED();
+ GLenum format = i->first;
+ TextureCaps formatCaps = i->second;
+
+ const InternalFormat &formatInfo = GetInternalFormatInfo(format);
+ if (formatCaps.texturable && formatInfo.textureSupport(clientVersion, mExtensions))
+ {
+ // Update the format caps based on the client version and extensions
+ formatCaps.renderable = formatInfo.renderSupport(clientVersion, mExtensions);
+ formatCaps.filterable = formatInfo.filterSupport(clientVersion, mExtensions);
+
+ // OpenGL ES does not support multisampling with integer formats
+ if (formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT)
+ {
+ formatCaps.sampleCounts.clear();
+ }
+ maxSamples = std::max(maxSamples, formatCaps.getMaxSamples());
+
+ mTextureCaps.insert(format, formatCaps);
+ }
}
- else UNREACHABLE();
- return false;
+
+ mExtensions.maxSamples = maxSamples;
}
}