summaryrefslogtreecommitdiffstats
path: root/ANGLE/src/libGLESv2/Context.cpp
diff options
context:
space:
mode:
authorSteve Block <steveblock@google.com>2010-08-27 09:31:37 -0700
committerAndroid (Google) Code Review <android-gerrit@google.com>2010-08-27 09:31:37 -0700
commit189b695745c6020d8bfb156a3feed6179a40421a (patch)
tree1f02fe13154ad48403c4b1770dacf70c048672a1 /ANGLE/src/libGLESv2/Context.cpp
parent15ab92005269321455230f35e1ea62e57ebce324 (diff)
parenta9bfd6c4a32dfd9cc032cb67c6ccb8d09c16f579 (diff)
downloadexternal_webkit-189b695745c6020d8bfb156a3feed6179a40421a.zip
external_webkit-189b695745c6020d8bfb156a3feed6179a40421a.tar.gz
external_webkit-189b695745c6020d8bfb156a3feed6179a40421a.tar.bz2
Merge "Add ANGLE at r65615"
Diffstat (limited to 'ANGLE/src/libGLESv2/Context.cpp')
-rw-r--r--ANGLE/src/libGLESv2/Context.cpp2990
1 files changed, 2990 insertions, 0 deletions
diff --git a/ANGLE/src/libGLESv2/Context.cpp b/ANGLE/src/libGLESv2/Context.cpp
new file mode 100644
index 0000000..55a83ff
--- /dev/null
+++ b/ANGLE/src/libGLESv2/Context.cpp
@@ -0,0 +1,2990 @@
+//
+// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Context.cpp: Implements the gl::Context class, managing all GL state and performing
+// rendering operations. It is the GLES2 specific implementation of EGLContext.
+
+#include "libGLESv2/Context.h"
+
+#include <algorithm>
+
+#include "libEGL/Display.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/mathutil.h"
+#include "libGLESv2/utilities.h"
+#include "libGLESv2/Blit.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/FrameBuffer.h"
+#include "libGLESv2/Program.h"
+#include "libGLESv2/RenderBuffer.h"
+#include "libGLESv2/Shader.h"
+#include "libGLESv2/Texture.h"
+#include "libGLESv2/geometry/backend.h"
+#include "libGLESv2/geometry/VertexDataManager.h"
+#include "libGLESv2/geometry/IndexDataManager.h"
+#include "libGLESv2/geometry/dx9.h"
+
+#undef near
+#undef far
+
+namespace gl
+{
+Context::Context(const egl::Config *config)
+ : mConfig(config)
+{
+ setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+ mState.depthClearValue = 1.0f;
+ mState.stencilClearValue = 0;
+
+ mState.cullFace = false;
+ mState.cullMode = GL_BACK;
+ mState.frontFace = GL_CCW;
+ mState.depthTest = false;
+ mState.depthFunc = GL_LESS;
+ mState.blend = false;
+ mState.sourceBlendRGB = GL_ONE;
+ mState.sourceBlendAlpha = GL_ONE;
+ mState.destBlendRGB = GL_ZERO;
+ mState.destBlendAlpha = GL_ZERO;
+ mState.blendEquationRGB = GL_FUNC_ADD;
+ mState.blendEquationAlpha = GL_FUNC_ADD;
+ mState.blendColor.red = 0;
+ mState.blendColor.green = 0;
+ mState.blendColor.blue = 0;
+ mState.blendColor.alpha = 0;
+ mState.stencilTest = false;
+ mState.stencilFunc = GL_ALWAYS;
+ mState.stencilRef = 0;
+ mState.stencilMask = -1;
+ mState.stencilWritemask = -1;
+ mState.stencilBackFunc = GL_ALWAYS;
+ mState.stencilBackRef = 0;
+ mState.stencilBackMask = - 1;
+ mState.stencilBackWritemask = -1;
+ mState.stencilFail = GL_KEEP;
+ mState.stencilPassDepthFail = GL_KEEP;
+ mState.stencilPassDepthPass = GL_KEEP;
+ mState.stencilBackFail = GL_KEEP;
+ mState.stencilBackPassDepthFail = GL_KEEP;
+ mState.stencilBackPassDepthPass = GL_KEEP;
+ mState.polygonOffsetFill = false;
+ mState.polygonOffsetFactor = 0.0f;
+ mState.polygonOffsetUnits = 0.0f;
+ mState.sampleAlphaToCoverage = false;
+ mState.sampleCoverage = false;
+ mState.sampleCoverageValue = 1.0f;
+ mState.sampleCoverageInvert = false;
+ mState.scissorTest = false;
+ mState.dither = true;
+ mState.generateMipmapHint = GL_DONT_CARE;
+
+ mState.lineWidth = 1.0f;
+
+ mState.viewportX = 0;
+ mState.viewportY = 0;
+ mState.viewportWidth = config->mDisplayMode.Width;
+ mState.viewportHeight = config->mDisplayMode.Height;
+ mState.zNear = 0.0f;
+ mState.zFar = 1.0f;
+
+ mState.scissorX = 0;
+ mState.scissorY = 0;
+ mState.scissorWidth = config->mDisplayMode.Width;
+ mState.scissorHeight = config->mDisplayMode.Height;
+
+ mState.colorMaskRed = true;
+ mState.colorMaskGreen = true;
+ mState.colorMaskBlue = true;
+ mState.colorMaskAlpha = true;
+ mState.depthMask = true;
+
+ // [OpenGL ES 2.0.24] section 3.7 page 83:
+ // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
+ // and cube map texture state vectors respectively associated with them.
+ // In order that access to these initial textures not be lost, they are treated as texture
+ // objects all of whose names are 0.
+
+ mTexture2DZero = new Texture2D(this);
+ mTextureCubeMapZero = new TextureCubeMap(this);
+
+ mColorbufferZero = NULL;
+ mDepthbufferZero = NULL;
+ mStencilbufferZero = NULL;
+
+ mState.activeSampler = 0;
+ mState.arrayBuffer = 0;
+ mState.elementArrayBuffer = 0;
+ bindTextureCubeMap(0);
+ bindTexture2D(0);
+ bindFramebuffer(0);
+ bindRenderbuffer(0);
+
+ for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
+ {
+ for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
+ {
+ mState.samplerTexture[type][sampler] = 0;
+ }
+ }
+
+ for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
+ {
+ mIncompleteTextures[type] = NULL;
+ }
+
+ mState.currentProgram = 0;
+
+ mState.packAlignment = 4;
+ mState.unpackAlignment = 4;
+
+ mBufferBackEnd = NULL;
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+ mBlit = NULL;
+
+ mInvalidEnum = false;
+ mInvalidValue = false;
+ mInvalidOperation = false;
+ mOutOfMemory = false;
+ mInvalidFramebufferOperation = false;
+
+ mHasBeenCurrent = false;
+
+ mMaskedClearSavedState = NULL;
+ markAllStateDirty();
+}
+
+Context::~Context()
+{
+ mState.currentProgram = 0;
+
+ for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
+ {
+ delete mIncompleteTextures[type];
+ }
+
+ delete mTexture2DZero;
+ delete mTextureCubeMapZero;
+
+ delete mColorbufferZero;
+ delete mDepthbufferZero;
+ delete mStencilbufferZero;
+
+ delete mBufferBackEnd;
+ delete mVertexDataManager;
+ delete mIndexDataManager;
+ delete mBlit;
+
+ while (!mBufferMap.empty())
+ {
+ deleteBuffer(mBufferMap.begin()->first);
+ }
+
+ while (!mProgramMap.empty())
+ {
+ deleteProgram(mProgramMap.begin()->first);
+ }
+
+ while (!mShaderMap.empty())
+ {
+ deleteShader(mShaderMap.begin()->first);
+ }
+
+ while (!mFramebufferMap.empty())
+ {
+ deleteFramebuffer(mFramebufferMap.begin()->first);
+ }
+
+ while (!mRenderbufferMap.empty())
+ {
+ deleteRenderbuffer(mRenderbufferMap.begin()->first);
+ }
+
+ while (!mTextureMap.empty())
+ {
+ deleteTexture(mTextureMap.begin()->first);
+ }
+
+ if (mMaskedClearSavedState)
+ {
+ mMaskedClearSavedState->Release();
+ }
+}
+
+void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
+{
+ IDirect3DDevice9 *device = display->getDevice();
+
+ if (!mHasBeenCurrent)
+ {
+ mDeviceCaps = display->getDeviceCaps();
+
+ mBufferBackEnd = new Dx9BackEnd(this, device);
+ mVertexDataManager = new VertexDataManager(this, mBufferBackEnd);
+ mIndexDataManager = new IndexDataManager(this, mBufferBackEnd);
+ mBlit = new Blit(this);
+
+ initExtensionString();
+
+ mState.viewportX = 0;
+ mState.viewportY = 0;
+ mState.viewportWidth = surface->getWidth();
+ mState.viewportHeight = surface->getHeight();
+
+ mState.scissorX = 0;
+ mState.scissorY = 0;
+ mState.scissorWidth = surface->getWidth();
+ mState.scissorHeight = surface->getHeight();
+
+ mHasBeenCurrent = true;
+ }
+
+ // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
+ IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
+ IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
+
+ Framebuffer *framebufferZero = new Framebuffer();
+ Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
+ Depthbuffer *depthbufferZero = new Depthbuffer(depthStencil);
+ Stencilbuffer *stencilbufferZero = new Stencilbuffer(depthStencil);
+
+ setFramebufferZero(framebufferZero);
+ setColorbufferZero(colorbufferZero);
+ setDepthbufferZero(depthbufferZero);
+ setStencilbufferZero(stencilbufferZero);
+
+ framebufferZero->setColorbuffer(GL_RENDERBUFFER, 0);
+ framebufferZero->setDepthbuffer(GL_RENDERBUFFER, 0);
+ framebufferZero->setStencilbuffer(GL_RENDERBUFFER, 0);
+
+ defaultRenderTarget->Release();
+
+ if (depthStencil)
+ {
+ depthStencil->Release();
+ }
+
+ if (mDeviceCaps.PixelShaderVersion == D3DPS_VERSION(3, 0))
+ {
+ mPsProfile = "ps_3_0";
+ mVsProfile = "vs_3_0";
+ }
+ else // egl::Display guarantees support for at least 2.0
+ {
+ mPsProfile = "ps_2_0";
+ mVsProfile = "vs_2_0";
+ }
+
+ markAllStateDirty();
+}
+
+// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
+void Context::markAllStateDirty()
+{
+ mAppliedRenderTargetSerial = 0;
+ mAppliedDepthbufferSerial = 0;
+ mAppliedProgram = 0;
+
+ mClearStateDirty = true;
+ mCullStateDirty = true;
+ mDepthStateDirty = true;
+ mMaskStateDirty = true;
+ mBlendStateDirty = true;
+ mStencilStateDirty = true;
+ mPolygonOffsetStateDirty = true;
+ mScissorStateDirty = true;
+ mSampleStateDirty = true;
+ mDitherStateDirty = true;
+}
+
+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::setCullFace(bool enabled)
+{
+ if (mState.cullFace != enabled)
+ {
+ mState.cullFace = enabled;
+ mCullStateDirty = true;
+ }
+}
+
+bool Context::isCullFaceEnabled() const
+{
+ return mState.cullFace;
+}
+
+void Context::setCullMode(GLenum mode)
+{
+ if (mState.cullMode != mode)
+ {
+ mState.cullMode = mode;
+ mCullStateDirty = true;
+ }
+}
+
+void Context::setFrontFace(GLenum front)
+{
+ if (mState.frontFace != front)
+ {
+ mState.frontFace = front;
+ mFrontFaceDirty = true;
+ }
+}
+
+void Context::setDepthTest(bool enabled)
+{
+ if (mState.depthTest != enabled)
+ {
+ mState.depthTest = enabled;
+ mDepthStateDirty = true;
+ }
+}
+
+bool Context::isDepthTestEnabled() const
+{
+ return mState.depthTest;
+}
+
+void Context::setDepthFunc(GLenum depthFunc)
+{
+ if (mState.depthFunc != depthFunc)
+ {
+ mState.depthFunc = depthFunc;
+ mDepthStateDirty = true;
+ }
+}
+
+void Context::setDepthRange(float zNear, float zFar)
+{
+ mState.zNear = zNear;
+ mState.zFar = zFar;
+}
+
+void Context::setBlend(bool enabled)
+{
+ if (mState.blend != enabled)
+ {
+ mState.blend = enabled;
+ mBlendStateDirty = true;
+ }
+}
+
+bool Context::isBlendEnabled() const
+{
+ return mState.blend;
+}
+
+void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
+{
+ if (mState.sourceBlendRGB != sourceRGB ||
+ mState.sourceBlendAlpha != sourceAlpha ||
+ mState.destBlendRGB != destRGB ||
+ mState.destBlendAlpha != destAlpha)
+ {
+ mState.sourceBlendRGB = sourceRGB;
+ mState.destBlendRGB = destRGB;
+ mState.sourceBlendAlpha = sourceAlpha;
+ mState.destBlendAlpha = destAlpha;
+ mBlendStateDirty = true;
+ }
+}
+
+void Context::setBlendColor(float red, float green, float blue, float alpha)
+{
+ if (mState.blendColor.red != red ||
+ mState.blendColor.green != green ||
+ mState.blendColor.blue != blue ||
+ mState.blendColor.alpha != alpha)
+ {
+ mState.blendColor.red = red;
+ mState.blendColor.green = green;
+ mState.blendColor.blue = blue;
+ mState.blendColor.alpha = alpha;
+ mBlendStateDirty = true;
+ }
+}
+
+void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
+{
+ if (mState.blendEquationRGB != rgbEquation ||
+ mState.blendEquationAlpha != alphaEquation)
+ {
+ mState.blendEquationRGB = rgbEquation;
+ mState.blendEquationAlpha = alphaEquation;
+ mBlendStateDirty = true;
+ }
+}
+
+void Context::setStencilTest(bool enabled)
+{
+ if (mState.stencilTest != enabled)
+ {
+ mState.stencilTest = enabled;
+ mStencilStateDirty = true;
+ }
+}
+
+bool Context::isStencilTestEnabled() const
+{
+ return mState.stencilTest;
+}
+
+void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
+{
+ if (mState.stencilFunc != stencilFunc ||
+ mState.stencilRef != stencilRef ||
+ mState.stencilMask != stencilMask)
+ {
+ mState.stencilFunc = stencilFunc;
+ mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
+ mState.stencilMask = stencilMask;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
+{
+ if (mState.stencilBackFunc != stencilBackFunc ||
+ mState.stencilBackRef != stencilBackRef ||
+ mState.stencilBackMask != stencilBackMask)
+ {
+ mState.stencilBackFunc = stencilBackFunc;
+ mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+ mState.stencilBackMask = stencilBackMask;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilWritemask(GLuint stencilWritemask)
+{
+ if (mState.stencilWritemask != stencilWritemask)
+ {
+ mState.stencilWritemask = stencilWritemask;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
+{
+ if (mState.stencilBackWritemask != stencilBackWritemask)
+ {
+ mState.stencilBackWritemask = stencilBackWritemask;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
+{
+ if (mState.stencilFail != stencilFail ||
+ mState.stencilPassDepthFail != stencilPassDepthFail ||
+ mState.stencilPassDepthPass != stencilPassDepthPass)
+ {
+ mState.stencilFail = stencilFail;
+ mState.stencilPassDepthFail = stencilPassDepthFail;
+ mState.stencilPassDepthPass = stencilPassDepthPass;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
+{
+ if (mState.stencilBackFail != stencilBackFail ||
+ mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
+ mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
+ {
+ mState.stencilBackFail = stencilBackFail;
+ mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
+ mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
+ mStencilStateDirty = true;
+ }
+}
+
+void Context::setPolygonOffsetFill(bool enabled)
+{
+ if (mState.polygonOffsetFill != enabled)
+ {
+ mState.polygonOffsetFill = enabled;
+ mPolygonOffsetStateDirty = true;
+ }
+}
+
+bool Context::isPolygonOffsetFillEnabled() const
+{
+ return mState.polygonOffsetFill;
+
+}
+
+void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
+{
+ if (mState.polygonOffsetFactor != factor ||
+ mState.polygonOffsetUnits != units)
+ {
+ mState.polygonOffsetFactor = factor;
+ mState.polygonOffsetUnits = units;
+ mPolygonOffsetStateDirty = true;
+ }
+}
+
+void Context::setSampleAlphaToCoverage(bool enabled)
+{
+ if (mState.sampleAlphaToCoverage != enabled)
+ {
+ mState.sampleAlphaToCoverage = enabled;
+ mSampleStateDirty = true;
+ }
+}
+
+bool Context::isSampleAlphaToCoverageEnabled() const
+{
+ return mState.sampleAlphaToCoverage;
+}
+
+void Context::setSampleCoverage(bool enabled)
+{
+ if (mState.sampleCoverage != enabled)
+ {
+ mState.sampleCoverage = enabled;
+ mSampleStateDirty = true;
+ }
+}
+
+bool Context::isSampleCoverageEnabled() const
+{
+ return mState.sampleCoverage;
+}
+
+void Context::setSampleCoverageParams(GLclampf value, bool invert)
+{
+ if (mState.sampleCoverageValue != value ||
+ mState.sampleCoverageInvert != invert)
+ {
+ mState.sampleCoverageValue = value;
+ mState.sampleCoverageInvert = invert;
+ mSampleStateDirty = true;
+ }
+}
+
+void Context::setScissorTest(bool enabled)
+{
+ if (mState.scissorTest != enabled)
+ {
+ mState.scissorTest = enabled;
+ mScissorStateDirty = true;
+ }
+}
+
+bool Context::isScissorTestEnabled() const
+{
+ return mState.scissorTest;
+}
+
+void Context::setDither(bool enabled)
+{
+ if (mState.dither != enabled)
+ {
+ mState.dither = enabled;
+ mDitherStateDirty = true;
+ }
+}
+
+bool Context::isDitherEnabled() const
+{
+ return mState.dither;
+}
+
+void Context::setLineWidth(GLfloat width)
+{
+ mState.lineWidth = width;
+}
+
+void Context::setGenerateMipmapHint(GLenum hint)
+{
+ mState.generateMipmapHint = hint;
+}
+
+void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mState.viewportX = x;
+ mState.viewportY = y;
+ mState.viewportWidth = width;
+ mState.viewportHeight = height;
+}
+
+void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ if (mState.scissorX != x || mState.scissorY != y ||
+ mState.scissorWidth != width || mState.scissorHeight != height)
+ {
+ mState.scissorX = x;
+ mState.scissorY = y;
+ mState.scissorWidth = width;
+ mState.scissorHeight = height;
+ mScissorStateDirty = true;
+ }
+}
+
+void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
+ mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
+ {
+ mState.colorMaskRed = red;
+ mState.colorMaskGreen = green;
+ mState.colorMaskBlue = blue;
+ mState.colorMaskAlpha = alpha;
+ mMaskStateDirty = true;
+ }
+}
+
+void Context::setDepthMask(bool mask)
+{
+ if (mState.depthMask != mask)
+ {
+ mState.depthMask = mask;
+ mMaskStateDirty = true;
+ }
+}
+
+void Context::setActiveSampler(int active)
+{
+ mState.activeSampler = active;
+}
+
+GLuint Context::getFramebufferHandle() const
+{
+ return mState.framebuffer;
+}
+
+GLuint Context::getRenderbufferHandle() const
+{
+ return mState.renderbuffer;
+}
+
+GLuint Context::getArrayBufferHandle() const
+{
+ return mState.arrayBuffer;
+}
+
+void Context::setVertexAttribEnabled(unsigned int attribNum, bool enabled)
+{
+ mState.vertexAttribute[attribNum].mEnabled = enabled;
+}
+
+const AttributeState &Context::getVertexAttribState(unsigned int attribNum)
+{
+ return mState.vertexAttribute[attribNum];
+}
+
+void Context::setVertexAttribState(unsigned int attribNum, GLuint boundBuffer, GLint size, GLenum type, bool normalized,
+ GLsizei stride, const void *pointer)
+{
+ mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer;
+ mState.vertexAttribute[attribNum].mSize = size;
+ mState.vertexAttribute[attribNum].mType = type;
+ mState.vertexAttribute[attribNum].mNormalized = normalized;
+ mState.vertexAttribute[attribNum].mStride = stride;
+ mState.vertexAttribute[attribNum].mPointer = pointer;
+}
+
+const void *Context::getVertexAttribPointer(unsigned int attribNum) const
+{
+ return mState.vertexAttribute[attribNum].mPointer;
+}
+
+// returns entire set of attributes as a block
+const AttributeState *Context::getVertexAttribBlock()
+{
+ return mState.vertexAttribute;
+}
+
+void Context::setPackAlignment(GLint alignment)
+{
+ mState.packAlignment = alignment;
+}
+
+GLint Context::getPackAlignment() const
+{
+ return mState.packAlignment;
+}
+
+void Context::setUnpackAlignment(GLint alignment)
+{
+ mState.unpackAlignment = alignment;
+}
+
+GLint Context::getUnpackAlignment() const
+{
+ return mState.unpackAlignment;
+}
+
+// Returns an unused buffer name
+GLuint Context::createBuffer()
+{
+ unsigned int handle = 1;
+
+ while (mBufferMap.find(handle) != mBufferMap.end())
+ {
+ handle++;
+ }
+
+ mBufferMap[handle] = NULL;
+
+ return handle;
+}
+
+// Returns an unused shader/program name
+GLuint Context::createShader(GLenum type)
+{
+ unsigned int handle = 1;
+
+ while (mShaderMap.find(handle) != mShaderMap.end() || mProgramMap.find(handle) != mProgramMap.end()) // Shared name space
+ {
+ handle++;
+ }
+
+ if (type == GL_VERTEX_SHADER)
+ {
+ mShaderMap[handle] = new VertexShader(this, handle);
+ }
+ else if (type == GL_FRAGMENT_SHADER)
+ {
+ mShaderMap[handle] = new FragmentShader(this, handle);
+ }
+ else UNREACHABLE();
+
+ return handle;
+}
+
+// Returns an unused program/shader name
+GLuint Context::createProgram()
+{
+ unsigned int handle = 1;
+
+ while (mProgramMap.find(handle) != mProgramMap.end() || mShaderMap.find(handle) != mShaderMap.end()) // Shared name space
+ {
+ handle++;
+ }
+
+ mProgramMap[handle] = new Program();
+
+ return handle;
+}
+
+// Returns an unused texture name
+GLuint Context::createTexture()
+{
+ unsigned int handle = 1;
+
+ while (mTextureMap.find(handle) != mTextureMap.end())
+ {
+ handle++;
+ }
+
+ mTextureMap[handle] = NULL;
+
+ return handle;
+}
+
+// Returns an unused framebuffer name
+GLuint Context::createFramebuffer()
+{
+ unsigned int handle = 1;
+
+ while (mFramebufferMap.find(handle) != mFramebufferMap.end())
+ {
+ handle++;
+ }
+
+ mFramebufferMap[handle] = NULL;
+
+ return handle;
+}
+
+// Returns an unused renderbuffer name
+GLuint Context::createRenderbuffer()
+{
+ unsigned int handle = 1;
+
+ while (mRenderbufferMap.find(handle) != mRenderbufferMap.end())
+ {
+ handle++;
+ }
+
+ mRenderbufferMap[handle] = NULL;
+
+ return handle;
+}
+
+void Context::deleteBuffer(GLuint buffer)
+{
+ BufferMap::iterator bufferObject = mBufferMap.find(buffer);
+
+ if (bufferObject != mBufferMap.end())
+ {
+ detachBuffer(buffer);
+
+ delete bufferObject->second;
+ mBufferMap.erase(bufferObject);
+ }
+}
+
+void Context::deleteShader(GLuint shader)
+{
+ ShaderMap::iterator shaderObject = mShaderMap.find(shader);
+
+ if (shaderObject != mShaderMap.end())
+ {
+ if (!shaderObject->second->isAttached())
+ {
+ delete shaderObject->second;
+ mShaderMap.erase(shaderObject);
+ }
+ else
+ {
+ shaderObject->second->flagForDeletion();
+ }
+ }
+}
+
+void Context::deleteProgram(GLuint program)
+{
+ ProgramMap::iterator programObject = mProgramMap.find(program);
+
+ if (programObject != mProgramMap.end())
+ {
+ if (program != mState.currentProgram)
+ {
+ delete programObject->second;
+ mProgramMap.erase(programObject);
+ }
+ else
+ {
+ programObject->second->flagForDeletion();
+ }
+ }
+}
+
+void Context::deleteTexture(GLuint texture)
+{
+ TextureMap::iterator textureObject = mTextureMap.find(texture);
+
+ if (textureObject != mTextureMap.end())
+ {
+ detachTexture(texture);
+
+ if (texture != 0)
+ {
+ delete textureObject->second;
+ }
+
+ mTextureMap.erase(textureObject);
+ }
+}
+
+void Context::deleteFramebuffer(GLuint framebuffer)
+{
+ FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
+
+ if (framebufferObject != mFramebufferMap.end())
+ {
+ detachFramebuffer(framebuffer);
+
+ delete framebufferObject->second;
+ mFramebufferMap.erase(framebufferObject);
+ }
+}
+
+void Context::deleteRenderbuffer(GLuint renderbuffer)
+{
+ RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer);
+
+ if (renderbufferObject != mRenderbufferMap.end())
+ {
+ detachRenderbuffer(renderbuffer);
+
+ delete renderbufferObject->second;
+ mRenderbufferMap.erase(renderbufferObject);
+ }
+}
+
+void Context::bindArrayBuffer(unsigned int buffer)
+{
+ if (buffer != 0 && !getBuffer(buffer))
+ {
+ mBufferMap[buffer] = new Buffer();
+ }
+
+ mState.arrayBuffer = buffer;
+}
+
+void Context::bindElementArrayBuffer(unsigned int buffer)
+{
+ if (buffer != 0 && !getBuffer(buffer))
+ {
+ mBufferMap[buffer] = new Buffer();
+ }
+
+ mState.elementArrayBuffer = buffer;
+}
+
+void Context::bindTexture2D(GLuint texture)
+{
+ if (!getTexture(texture) && texture != 0)
+ {
+ mTextureMap[texture] = new Texture2D(this);
+ }
+
+ mState.texture2D = texture;
+
+ mState.samplerTexture[SAMPLER_2D][mState.activeSampler] = texture;
+}
+
+void Context::bindTextureCubeMap(GLuint texture)
+{
+ if (!getTexture(texture) && texture != 0)
+ {
+ mTextureMap[texture] = new TextureCubeMap(this);
+ }
+
+ mState.textureCubeMap = texture;
+
+ mState.samplerTexture[SAMPLER_CUBE][mState.activeSampler] = texture;
+}
+
+void Context::bindFramebuffer(GLuint framebuffer)
+{
+ if (!getFramebuffer(framebuffer))
+ {
+ mFramebufferMap[framebuffer] = new Framebuffer();
+ }
+
+ mState.framebuffer = framebuffer;
+}
+
+void Context::bindRenderbuffer(GLuint renderbuffer)
+{
+ if (renderbuffer != 0 && !getRenderbuffer(renderbuffer))
+ {
+ mRenderbufferMap[renderbuffer] = new Renderbuffer();
+ }
+
+ mState.renderbuffer = renderbuffer;
+}
+
+void Context::useProgram(GLuint program)
+{
+ Program *programObject = getCurrentProgram();
+
+ GLuint priorProgram = mState.currentProgram;
+ mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
+
+ if (programObject && programObject->isFlaggedForDeletion())
+ {
+ deleteProgram(priorProgram);
+ }
+}
+
+void Context::setFramebufferZero(Framebuffer *buffer)
+{
+ delete mFramebufferMap[0];
+ mFramebufferMap[0] = buffer;
+}
+
+void Context::setColorbufferZero(Colorbuffer *buffer)
+{
+ delete mColorbufferZero;
+ mColorbufferZero = buffer;
+}
+
+void Context::setDepthbufferZero(Depthbuffer *buffer)
+{
+ delete mDepthbufferZero;
+ mDepthbufferZero = buffer;
+}
+
+void Context::setStencilbufferZero(Stencilbuffer *buffer)
+{
+ delete mStencilbufferZero;
+ mStencilbufferZero = buffer;
+}
+
+void Context::setRenderbuffer(Renderbuffer *buffer)
+{
+ delete mRenderbufferMap[mState.renderbuffer];
+ mRenderbufferMap[mState.renderbuffer] = buffer;
+}
+
+Buffer *Context::getBuffer(unsigned int handle)
+{
+ BufferMap::iterator buffer = mBufferMap.find(handle);
+
+ if (buffer == mBufferMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return buffer->second;
+ }
+}
+
+Shader *Context::getShader(unsigned int handle)
+{
+ ShaderMap::iterator shader = mShaderMap.find(handle);
+
+ if (shader == mShaderMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return shader->second;
+ }
+}
+
+Program *Context::getProgram(unsigned int handle)
+{
+ ProgramMap::iterator program = mProgramMap.find(handle);
+
+ if (program == mProgramMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return program->second;
+ }
+}
+
+Texture *Context::getTexture(unsigned int handle)
+{
+ if (handle == 0) return NULL;
+
+ TextureMap::iterator texture = mTextureMap.find(handle);
+
+ if (texture == mTextureMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return texture->second;
+ }
+}
+
+Framebuffer *Context::getFramebuffer(unsigned int handle)
+{
+ FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
+
+ if (framebuffer == mFramebufferMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return framebuffer->second;
+ }
+}
+
+Renderbuffer *Context::getRenderbuffer(unsigned int handle)
+{
+ RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle);
+
+ if (renderbuffer == mRenderbufferMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return renderbuffer->second;
+ }
+}
+
+Colorbuffer *Context::getColorbuffer(GLuint handle)
+{
+ if (handle != 0)
+ {
+ Renderbuffer *renderbuffer = getRenderbuffer(handle);
+
+ if (renderbuffer && renderbuffer->isColorbuffer())
+ {
+ return static_cast<Colorbuffer*>(renderbuffer);
+ }
+ }
+ else // Special case: 0 refers to different initial render targets based on the attachment type
+ {
+ return mColorbufferZero;
+ }
+
+ return NULL;
+}
+
+Depthbuffer *Context::getDepthbuffer(GLuint handle)
+{
+ if (handle != 0)
+ {
+ Renderbuffer *renderbuffer = getRenderbuffer(handle);
+
+ if (renderbuffer && renderbuffer->isDepthbuffer())
+ {
+ return static_cast<Depthbuffer*>(renderbuffer);
+ }
+ }
+ else // Special case: 0 refers to different initial render targets based on the attachment type
+ {
+ return mDepthbufferZero;
+ }
+
+ return NULL;
+}
+
+Stencilbuffer *Context::getStencilbuffer(GLuint handle)
+{
+ if (handle != 0)
+ {
+ Renderbuffer *renderbuffer = getRenderbuffer(handle);
+
+ if (renderbuffer && renderbuffer->isStencilbuffer())
+ {
+ return static_cast<Stencilbuffer*>(renderbuffer);
+ }
+ }
+ else
+ {
+ return mStencilbufferZero;
+ }
+
+ return NULL;
+}
+
+Buffer *Context::getArrayBuffer()
+{
+ return getBuffer(mState.arrayBuffer);
+}
+
+Buffer *Context::getElementArrayBuffer()
+{
+ return getBuffer(mState.elementArrayBuffer);
+}
+
+Program *Context::getCurrentProgram()
+{
+ return getProgram(mState.currentProgram);
+}
+
+Texture2D *Context::getTexture2D()
+{
+ if (mState.texture2D == 0) // Special case: 0 refers to different initial textures based on the target
+ {
+ return mTexture2DZero;
+ }
+
+ return (Texture2D*)getTexture(mState.texture2D);
+}
+
+TextureCubeMap *Context::getTextureCubeMap()
+{
+ if (mState.textureCubeMap == 0) // Special case: 0 refers to different initial textures based on the target
+ {
+ return mTextureCubeMapZero;
+ }
+
+ return (TextureCubeMap*)getTexture(mState.textureCubeMap);
+}
+
+Texture *Context::getSamplerTexture(unsigned int sampler, SamplerType type)
+{
+ GLuint texid = mState.samplerTexture[type][sampler];
+
+ if (texid == 0)
+ {
+ switch (type)
+ {
+ default: UNREACHABLE();
+ case SAMPLER_2D: return mTexture2DZero;
+ case SAMPLER_CUBE: return mTextureCubeMapZero;
+ }
+ }
+
+ return getTexture(texid);
+}
+
+Framebuffer *Context::getFramebuffer()
+{
+ return getFramebuffer(mState.framebuffer);
+}
+
+bool 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.depthMask; break;
+ case GL_COLOR_WRITEMASK:
+ params[0] = mState.colorMaskRed;
+ params[1] = mState.colorMaskGreen;
+ params[2] = mState.colorMaskBlue;
+ params[3] = mState.colorMaskAlpha;
+ break;
+ case GL_CULL_FACE: *params = mState.cullFace;
+ case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage;
+ case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage;
+ case GL_SCISSOR_TEST: *params = mState.scissorTest;
+ case GL_STENCIL_TEST: *params = mState.stencilTest;
+ case GL_DEPTH_TEST: *params = mState.depthTest;
+ case GL_BLEND: *params = mState.blend;
+ case GL_DITHER: *params = mState.dither;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+bool 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.
+ 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.polygonOffsetFactor; break;
+ case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
+ params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
+ params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX;
+ 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;
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+bool Context::getIntegerv(GLenum pname, GLint *params)
+{
+ // 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_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
+ case GL_MAX_VARYING_VECTORS: *params = gl::MAX_VARYING_VECTORS; break;
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
+ case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
+ case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break;
+ case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break;
+ case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
+ case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break;
+ case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
+ case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer; break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer; break;
+ case GL_FRAMEBUFFER_BINDING: *params = mState.framebuffer; break;
+ case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer; break;
+ case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
+ case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
+ case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
+ case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
+ case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
+ case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
+ case GL_STENCIL_REF: *params = mState.stencilRef; break;
+ case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
+ case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
+ case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
+ case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
+ case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
+ case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
+ case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
+ case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
+ case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
+ case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
+ case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
+ case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
+ case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
+ case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
+ case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
+ case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
+ case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
+ case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
+ case GL_SUBPIXEL_BITS: *params = 4; break;
+ case GL_MAX_TEXTURE_SIZE: *params = gl::MAX_TEXTURE_SIZE; break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = gl::MAX_CUBE_MAP_TEXTURE_SIZE; break;
+ case GL_SAMPLE_BUFFERS: *params = 0; break;
+ case GL_SAMPLES: *params = 0; break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
+ case GL_MAX_VIEWPORT_DIMS:
+ {
+ int maxDimension = std::max((int)gl::MAX_RENDERBUFFER_SIZE, (int)gl::MAX_TEXTURE_SIZE);
+ params[0] = maxDimension;
+ params[1] = maxDimension;
+ }
+ break;
+ case GL_VIEWPORT:
+ params[0] = mState.viewportX;
+ params[1] = mState.viewportY;
+ params[2] = mState.viewportWidth;
+ params[3] = mState.viewportHeight;
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = mState.scissorX;
+ params[1] = mState.scissorY;
+ params[2] = mState.scissorWidth;
+ params[3] = mState.scissorHeight;
+ break;
+ case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
+ case GL_FRONT_FACE: *params = mState.frontFace; break;
+ case GL_RED_BITS:
+ case GL_GREEN_BITS:
+ case GL_BLUE_BITS:
+ case GL_ALPHA_BITS:
+ {
+ gl::Framebuffer *framebuffer = getFramebuffer();
+ gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
+
+ 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 = getFramebuffer();
+ gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer();
+
+ if (depthbuffer)
+ {
+ *params = depthbuffer->getDepthSize();
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_STENCIL_BITS:
+ {
+ gl::Framebuffer *framebuffer = getFramebuffer();
+ gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
+
+ if (stencilbuffer)
+ {
+ *params = stencilbuffer->getStencilSize();
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ {
+ if (mState.activeSampler < 0 || mState.activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
+ {
+ error(GL_INVALID_OPERATION);
+ return false;
+ }
+
+ *params = mState.samplerTexture[SAMPLER_2D][mState.activeSampler];
+ }
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP:
+ {
+ if (mState.activeSampler < 0 || mState.activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
+ {
+ error(GL_INVALID_OPERATION);
+ return false;
+ }
+
+ *params = mState.samplerTexture[SAMPLER_CUBE][mState.activeSampler];
+ }
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
+{
+ // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
+ // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
+ // to the fact that it is stored internally as a float, and so would require conversion
+ // if returned from Context::getIntegerv. Since this conversion is already implemented
+ // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
+ // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
+ // application.
+ switch (pname)
+ {
+ case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */
+ case GL_SHADER_BINARY_FORMATS:
+ {
+ *type = GL_INT;
+ *numParams = 0;
+ }
+ break;
+ case GL_MAX_VERTEX_ATTRIBS:
+ case GL_MAX_VERTEX_UNIFORM_VECTORS:
+ case GL_MAX_VARYING_VECTORS:
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_TEXTURE_IMAGE_UNITS:
+ case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
+ case GL_MAX_RENDERBUFFER_SIZE:
+ case GL_NUM_SHADER_BINARY_FORMATS:
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
+ case GL_ARRAY_BUFFER_BINDING:
+ case GL_FRAMEBUFFER_BINDING:
+ case GL_RENDERBUFFER_BINDING:
+ case GL_CURRENT_PROGRAM:
+ case GL_PACK_ALIGNMENT:
+ case GL_UNPACK_ALIGNMENT:
+ case GL_GENERATE_MIPMAP_HINT:
+ case GL_RED_BITS:
+ case GL_GREEN_BITS:
+ case GL_BLUE_BITS:
+ case GL_ALPHA_BITS:
+ case GL_DEPTH_BITS:
+ case GL_STENCIL_BITS:
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING:
+ case GL_CULL_FACE_MODE:
+ case GL_FRONT_FACE:
+ case GL_ACTIVE_TEXTURE:
+ case GL_STENCIL_FUNC:
+ case GL_STENCIL_VALUE_MASK:
+ case GL_STENCIL_REF:
+ case GL_STENCIL_FAIL:
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ case GL_STENCIL_BACK_FUNC:
+ case GL_STENCIL_BACK_VALUE_MASK:
+ case GL_STENCIL_BACK_REF:
+ case GL_STENCIL_BACK_FAIL:
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ case GL_DEPTH_FUNC:
+ case GL_BLEND_SRC_RGB:
+ case GL_BLEND_SRC_ALPHA:
+ case GL_BLEND_DST_RGB:
+ case GL_BLEND_DST_ALPHA:
+ case GL_BLEND_EQUATION_RGB:
+ case GL_BLEND_EQUATION_ALPHA:
+ case GL_STENCIL_WRITEMASK:
+ case GL_STENCIL_BACK_WRITEMASK:
+ case GL_STENCIL_CLEAR_VALUE:
+ case GL_SUBPIXEL_BITS:
+ case GL_MAX_TEXTURE_SIZE:
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
+ case GL_SAMPLE_BUFFERS:
+ case GL_SAMPLES:
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE:
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
+ case GL_TEXTURE_BINDING_2D:
+ case GL_TEXTURE_BINDING_CUBE_MAP:
+ {
+ *type = GL_INT;
+ *numParams = 1;
+ }
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ {
+ *type = GL_INT;
+ *numParams = 2;
+ }
+ break;
+ case GL_VIEWPORT:
+ case GL_SCISSOR_BOX:
+ {
+ *type = GL_INT;
+ *numParams = 4;
+ }
+ break;
+ case GL_SHADER_COMPILER:
+ case GL_SAMPLE_COVERAGE_INVERT:
+ case GL_DEPTH_WRITEMASK:
+ case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
+ case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
+ case GL_SAMPLE_COVERAGE:
+ case GL_SCISSOR_TEST:
+ case GL_STENCIL_TEST:
+ case GL_DEPTH_TEST:
+ case GL_BLEND:
+ case GL_DITHER:
+ {
+ *type = GL_BOOL;
+ *numParams = 1;
+ }
+ break;
+ case GL_COLOR_WRITEMASK:
+ {
+ *type = GL_BOOL;
+ *numParams = 4;
+ }
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ case GL_POLYGON_OFFSET_UNITS:
+ case GL_SAMPLE_COVERAGE_VALUE:
+ case GL_DEPTH_CLEAR_VALUE:
+ case GL_LINE_WIDTH:
+ {
+ *type = GL_FLOAT;
+ *numParams = 1;
+ }
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ case GL_DEPTH_RANGE:
+ {
+ *type = GL_FLOAT;
+ *numParams = 2;
+ }
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ case GL_BLEND_COLOR:
+ {
+ *type = GL_FLOAT;
+ *numParams = 4;
+ }
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+// Applies the render target surface, depth stencil surface, viewport rectangle and
+// scissor rectangle to the Direct3D 9 device
+bool Context::applyRenderTarget(bool ignoreViewport)
+{
+ IDirect3DDevice9 *device = getDevice();
+
+ Framebuffer *framebufferObject = getFramebuffer();
+
+ if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ {
+ error(GL_INVALID_FRAMEBUFFER_OPERATION);
+
+ return false;
+ }
+
+ IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
+ IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
+
+ unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
+ if (renderTargetSerial != mAppliedRenderTargetSerial)
+ {
+ device->SetRenderTarget(0, renderTarget);
+ mAppliedRenderTargetSerial = renderTargetSerial;
+ }
+
+ unsigned int depthbufferSerial = framebufferObject->getDepthbufferSerial();
+ if (depthbufferSerial != mAppliedDepthbufferSerial)
+ {
+ device->SetDepthStencilSurface(depthStencil);
+ mAppliedDepthbufferSerial = depthbufferSerial;
+ }
+
+ D3DVIEWPORT9 viewport;
+ D3DSURFACE_DESC desc;
+ renderTarget->GetDesc(&desc);
+
+ if (ignoreViewport)
+ {
+ viewport.X = 0;
+ viewport.Y = 0;
+ viewport.Width = desc.Width;
+ viewport.Height = desc.Height;
+ viewport.MinZ = 0.0f;
+ viewport.MaxZ = 1.0f;
+ }
+ else
+ {
+ viewport.X = std::max(mState.viewportX, 0);
+ viewport.Y = std::max(mState.viewportY, 0);
+ viewport.Width = std::min(mState.viewportWidth, (int)desc.Width - (int)viewport.X);
+ viewport.Height = std::min(mState.viewportHeight, (int)desc.Height - (int)viewport.Y);
+ viewport.MinZ = clamp01(mState.zNear);
+ viewport.MaxZ = clamp01(mState.zFar);
+ }
+
+ if (viewport.Width <= 0 || viewport.Height <= 0)
+ {
+ return false; // Nothing to render
+ }
+
+ device->SetViewport(&viewport);
+
+ if (mScissorStateDirty)
+ {
+ if (mState.scissorTest)
+ {
+ RECT rect = {mState.scissorX,
+ mState.scissorY,
+ mState.scissorX + mState.scissorWidth,
+ mState.scissorY + mState.scissorHeight};
+
+ device->SetScissorRect(&rect);
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ }
+
+ mScissorStateDirty = false;
+ }
+
+ if (mState.currentProgram)
+ {
+ Program *programObject = getCurrentProgram();
+
+ GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
+ GLfloat xy[2] = {1.0f / viewport.Width, 1.0f / viewport.Height};
+ programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy);
+
+ GLint window = programObject->getDxWindowLocation();
+ GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
+ (float)mState.viewportX + mState.viewportWidth / 2.0f,
+ (float)mState.viewportY + mState.viewportHeight / 2.0f};
+ programObject->setUniform4fv(window, 1, (GLfloat*)&whxy);
+
+ GLint depth = programObject->getDxDepthLocation();
+ GLfloat dz[2] = {(mState.zFar - mState.zNear) / 2.0f, (mState.zNear + mState.zFar) / 2.0f};
+ programObject->setUniform2fv(depth, 1, (GLfloat*)&dz);
+
+ GLint near = programObject->getDepthRangeNearLocation();
+ programObject->setUniform1fv(near, 1, &mState.zNear);
+
+ GLint far = programObject->getDepthRangeFarLocation();
+ programObject->setUniform1fv(far, 1, &mState.zFar);
+
+ GLint diff = programObject->getDepthRangeDiffLocation();
+ GLfloat zDiff = mState.zFar - mState.zNear;
+ programObject->setUniform1fv(diff, 1, &zDiff);
+ }
+
+ return true;
+}
+
+// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
+void Context::applyState(GLenum drawMode)
+{
+ IDirect3DDevice9 *device = getDevice();
+ Program *programObject = getCurrentProgram();
+
+ GLint frontCCW = programObject->getDxFrontCCWLocation();
+ GLint ccw = (mState.frontFace == GL_CCW);
+ programObject->setUniform1iv(frontCCW, 1, &ccw);
+
+ GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
+ GLint alwaysFront = !isTriangleMode(drawMode);
+ programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
+
+ if (mCullStateDirty || mFrontFaceDirty)
+ {
+ if (mState.cullFace)
+ {
+ device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ }
+
+ mCullStateDirty = false;
+ }
+
+ if (mDepthStateDirty)
+ {
+ if (mState.depthTest)
+ {
+ device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
+ device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ }
+
+ mDepthStateDirty = false;
+ }
+
+ if (mBlendStateDirty)
+ {
+ if (mState.blend)
+ {
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ {
+ device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha)));
+ }
+
+ device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
+ device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
+ device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
+
+ if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
+ mState.destBlendRGB != mState.destBlendAlpha ||
+ mState.blendEquationRGB != mState.blendEquationAlpha)
+ {
+ device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+
+ device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
+ device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
+ device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
+
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
+ }
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ }
+
+ mBlendStateDirty = false;
+ }
+
+ if (mStencilStateDirty || mFrontFaceDirty)
+ {
+ if (mState.stencilTest && hasStencil())
+ {
+ device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
+
+ // FIXME: Unsupported by D3D9
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
+ if (mState.stencilWritemask != mState.stencilBackWritemask ||
+ mState.stencilRef != mState.stencilBackRef ||
+ mState.stencilMask != mState.stencilBackMask)
+ {
+ ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
+ return error(GL_INVALID_OPERATION);
+ }
+
+ // get the maximum size of the stencil ref
+ gl::Framebuffer *framebuffer = getFramebuffer();
+ gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
+ GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
+
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ es2dx::ConvertComparison(mState.stencilFunc));
+
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
+
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ es2dx::ConvertStencilOp(mState.stencilFail));
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
+
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ es2dx::ConvertComparison(mState.stencilBackFunc));
+
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
+
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ es2dx::ConvertStencilOp(mState.stencilBackFail));
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ mStencilStateDirty = false;
+ }
+
+ if (mMaskStateDirty)
+ {
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
+ mState.colorMaskBlue, mState.colorMaskAlpha));
+ device->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
+
+ mMaskStateDirty = false;
+ }
+
+ if (mPolygonOffsetStateDirty)
+ {
+ if (mState.polygonOffsetFill)
+ {
+ gl::Depthbuffer *depthbuffer = getFramebuffer()->getDepthbuffer();
+ if (depthbuffer)
+ {
+ device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
+ float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
+ device->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
+ }
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
+ device->SetRenderState(D3DRS_DEPTHBIAS, 0);
+ }
+
+ mPolygonOffsetStateDirty = false;
+ }
+
+ if (mConfig->mMultiSample != 0 && mSampleStateDirty)
+ {
+ if (mState.sampleAlphaToCoverage)
+ {
+ FIXME("Sample alpha to coverage is unimplemented.");
+ }
+
+ if (mState.sampleCoverage)
+ {
+ FIXME("Sample coverage is unimplemented.");
+ }
+
+ mSampleStateDirty = false;
+ }
+
+ if (mDitherStateDirty)
+ {
+ device->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
+
+ mDitherStateDirty = false;
+ }
+
+ mFrontFaceDirty = false;
+}
+
+// Fill in the semanticIndex field of the array of TranslatedAttributes based on the active GLSL program.
+void Context::lookupAttributeMapping(TranslatedAttribute *attributes)
+{
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].enabled)
+ {
+ attributes[i].semanticIndex = getCurrentProgram()->getSemanticIndex(i);
+ }
+ }
+}
+
+GLenum Context::applyVertexBuffer(GLenum mode, GLint first, GLsizei count, bool *useIndexing, TranslatedIndexData *indexInfo)
+{
+ TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
+
+ GLenum err = mVertexDataManager->preRenderValidate(first, count, translated);
+ if (err != GL_NO_ERROR)
+ {
+ return err;
+ }
+
+ lookupAttributeMapping(translated);
+
+ mBufferBackEnd->setupAttributesPreDraw(translated);
+
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (translated[i].enabled && translated[i].nonArray)
+ {
+ err = mIndexDataManager->preRenderValidateUnindexed(mode, count, indexInfo);
+ if (err != GL_NO_ERROR)
+ {
+ return err;
+ }
+
+ mBufferBackEnd->setupIndicesPreDraw(*indexInfo);
+
+ *useIndexing = true;
+ return GL_NO_ERROR;
+ }
+ }
+
+ *useIndexing = false;
+ return GL_NO_ERROR;
+}
+
+GLenum Context::applyVertexBuffer(const TranslatedIndexData &indexInfo)
+{
+ TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
+
+ GLenum err = mVertexDataManager->preRenderValidate(indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, translated);
+
+ if (err == GL_NO_ERROR)
+ {
+ lookupAttributeMapping(translated);
+
+ mBufferBackEnd->setupAttributesPreDraw(translated);
+ }
+
+ return err;
+}
+
+// Applies the indices and element array bindings to the Direct3D 9 device
+GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ GLenum err = mIndexDataManager->preRenderValidate(mode, type, count, getBuffer(mState.elementArrayBuffer), indices, indexInfo);
+
+ if (err == GL_NO_ERROR)
+ {
+ mBufferBackEnd->setupIndicesPreDraw(*indexInfo);
+ }
+
+ return err;
+}
+
+// Applies the shaders and shader constants to the Direct3D 9 device
+void Context::applyShaders()
+{
+ IDirect3DDevice9 *device = getDevice();
+ Program *programObject = getCurrentProgram();
+ IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
+ IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
+
+ device->SetVertexShader(vertexShader);
+ device->SetPixelShader(pixelShader);
+
+ if (programObject->getSerial() != mAppliedProgram)
+ {
+ programObject->dirtyAllUniforms();
+ programObject->dirtyAllSamplers();
+ mAppliedProgram = programObject->getSerial();
+ }
+
+ programObject->applyUniforms();
+}
+
+// Applies the textures and sampler states to the Direct3D 9 device
+void Context::applyTextures()
+{
+ IDirect3DDevice9 *device = getDevice();
+ Program *programObject = getCurrentProgram();
+
+ for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
+ {
+ int textureUnit = programObject->getSamplerMapping(sampler);
+ if (textureUnit != -1)
+ {
+ SamplerType textureType = programObject->getSamplerType(sampler);
+
+ Texture *texture = getSamplerTexture(textureUnit, textureType);
+
+ if (programObject->isSamplerDirty(sampler) || texture->isDirty())
+ {
+ if (texture->isComplete())
+ {
+ GLenum wrapS = texture->getWrapS();
+ GLenum wrapT = texture->getWrapT();
+ GLenum minFilter = texture->getMinFilter();
+ GLenum magFilter = texture->getMagFilter();
+
+ device->SetSamplerState(sampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
+ device->SetSamplerState(sampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
+
+ device->SetSamplerState(sampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
+ D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
+ es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
+ device->SetSamplerState(sampler, D3DSAMP_MINFILTER, d3dMinFilter);
+ device->SetSamplerState(sampler, D3DSAMP_MIPFILTER, d3dMipFilter);
+
+ device->SetTexture(sampler, texture->getTexture());
+ }
+ else
+ {
+ device->SetTexture(sampler, getIncompleteTexture(textureType)->getTexture());
+ }
+ }
+
+ programObject->setSamplerDirty(sampler, false);
+ }
+ else
+ {
+ if (programObject->isSamplerDirty(sampler))
+ {
+ device->SetTexture(sampler, NULL);
+ programObject->setSamplerDirty(sampler, false);
+ }
+ }
+ }
+}
+
+void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
+{
+ Framebuffer *framebuffer = getFramebuffer();
+ IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
+ IDirect3DDevice9 *device = getDevice();
+
+ D3DSURFACE_DESC desc;
+ renderTarget->GetDesc(&desc);
+
+ IDirect3DSurface9 *systemSurface;
+ HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ return error(GL_OUT_OF_MEMORY);
+ }
+
+ ASSERT(SUCCEEDED(result));
+
+ if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
+ {
+ UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
+ }
+
+ result = device->GetRenderTargetData(renderTarget, systemSurface);
+
+ if (FAILED(result))
+ {
+ systemSurface->Release();
+
+ switch (result)
+ {
+ case D3DERR_DRIVERINTERNALERROR:
+ case D3DERR_DEVICELOST:
+ return error(GL_OUT_OF_MEMORY);
+ default:
+ UNREACHABLE();
+ return; // No sensible error to generate
+ }
+ }
+
+ D3DLOCKED_RECT lock;
+ RECT rect = {std::max(x, 0),
+ std::max(y, 0),
+ std::min(x + width, (int)desc.Width),
+ std::min(y + height, (int)desc.Height)};
+
+ result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
+
+ if (FAILED(result))
+ {
+ UNREACHABLE();
+ systemSurface->Release();
+
+ return; // No sensible error to generate
+ }
+
+ unsigned char *source = (unsigned char*)lock.pBits;
+ unsigned char *dest = (unsigned char*)pixels;
+ unsigned short *dest16 = (unsigned short*)pixels;
+
+ GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
+
+ for (int j = 0; j < rect.bottom - rect.top; j++)
+ {
+ for (int i = 0; i < rect.right - rect.left; i++)
+ {
+ float r;
+ float g;
+ float b;
+ float a;
+
+ switch (desc.Format)
+ {
+ case D3DFMT_R5G6B5:
+ {
+ unsigned short rgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
+
+ a = 1.0f;
+ b = (rgb & 0x001F) * (1.0f / 0x001F);
+ g = (rgb & 0x07E0) * (1.0f / 0x07E0);
+ r = (rgb & 0xF800) * (1.0f / 0xF800);
+ }
+ break;
+ case D3DFMT_X1R5G5B5:
+ {
+ unsigned short xrgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
+
+ a = 1.0f;
+ b = (xrgb & 0x001F) * (1.0f / 0x001F);
+ g = (xrgb & 0x03E0) * (1.0f / 0x03E0);
+ r = (xrgb & 0x7C00) * (1.0f / 0x7C00);
+ }
+ break;
+ case D3DFMT_A1R5G5B5:
+ {
+ unsigned short argb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
+
+ a = (argb & 0x8000) ? 1.0f : 0.0f;
+ b = (argb & 0x001F) * (1.0f / 0x001F);
+ g = (argb & 0x03E0) * (1.0f / 0x03E0);
+ r = (argb & 0x7C00) * (1.0f / 0x7C00);
+ }
+ break;
+ case D3DFMT_A8R8G8B8:
+ {
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
+
+ a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
+ b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
+ g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
+ r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
+ }
+ break;
+ case D3DFMT_X8R8G8B8:
+ {
+ unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
+
+ a = 1.0f;
+ b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
+ g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
+ r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
+ }
+ break;
+ case D3DFMT_A2R10G10B10:
+ {
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
+
+ a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
+ b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
+ g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
+ r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
+ }
+ break;
+ default:
+ UNIMPLEMENTED(); // FIXME
+ UNREACHABLE();
+ }
+
+ switch (format)
+ {
+ case GL_RGBA:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
+ dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
+ dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
+ dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
+ break;
+ default: UNREACHABLE();
+ }
+ break;
+ case GL_RGB: // IMPLEMENTATION_COLOR_READ_FORMAT
+ switch (type)
+ {
+ case GL_UNSIGNED_SHORT_5_6_5: // IMPLEMENTATION_COLOR_READ_TYPE
+ dest16[i + j * outputPitch / sizeof(unsigned short)] =
+ ((unsigned short)(31 * b + 0.5f) << 0) |
+ ((unsigned short)(63 * g + 0.5f) << 5) |
+ ((unsigned short)(31 * r + 0.5f) << 11);
+ break;
+ default: UNREACHABLE();
+ }
+ break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+
+ systemSurface->UnlockRect();
+
+ systemSurface->Release();
+}
+
+void Context::clear(GLbitfield mask)
+{
+ Framebuffer *framebufferObject = getFramebuffer();
+
+ if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
+ {
+ error(GL_INVALID_FRAMEBUFFER_OPERATION);
+
+ return;
+ }
+
+ egl::Display *display = getDisplay();
+ IDirect3DDevice9 *device = getDevice();
+ DWORD flags = 0;
+
+ if (mask & GL_COLOR_BUFFER_BIT)
+ {
+ mask &= ~GL_COLOR_BUFFER_BIT;
+
+ if (framebufferObject->getColorbufferType() != GL_NONE)
+ {
+ flags |= D3DCLEAR_TARGET;
+ }
+ }
+
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ {
+ mask &= ~GL_DEPTH_BUFFER_BIT;
+ if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
+ {
+ flags |= D3DCLEAR_ZBUFFER;
+ }
+ }
+
+ IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
+
+ GLuint stencilUnmasked = 0x0;
+
+ if ((mask & GL_STENCIL_BUFFER_BIT) && depthStencil)
+ {
+ D3DSURFACE_DESC desc;
+ depthStencil->GetDesc(&desc);
+
+ mask &= ~GL_STENCIL_BUFFER_BIT;
+ unsigned int stencilSize = es2dx::GetStencilSize(desc.Format);
+ stencilUnmasked = (0x1 << stencilSize) - 1;
+
+ if (stencilUnmasked != 0x0)
+ {
+ flags |= D3DCLEAR_STENCIL;
+ }
+ }
+
+ if (mask != 0)
+ {
+ return error(GL_INVALID_VALUE);
+ }
+
+ if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
+ {
+ return;
+ }
+
+ D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
+ unorm<8>(mState.colorClearValue.red),
+ unorm<8>(mState.colorClearValue.green),
+ unorm<8>(mState.colorClearValue.blue));
+ float depth = clamp01(mState.depthClearValue);
+ int stencil = mState.stencilClearValue & 0x000000FF;
+
+ IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
+
+ D3DSURFACE_DESC desc;
+ renderTarget->GetDesc(&desc);
+
+ bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || mState.colorMaskAlpha;
+
+ const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
+ (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
+ const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
+ !(mState.colorMaskRed && mState.colorMaskGreen &&
+ mState.colorMaskBlue && alphaUnmasked);
+
+ if (needMaskedColorClear || needMaskedStencilClear)
+ {
+ // State which is altered in all paths from this point to the clear call is saved.
+ // State which is altered in only some paths will be flagged dirty in the case that
+ // that path is taken.
+ HRESULT hr;
+ if (mMaskedClearSavedState == NULL)
+ {
+ hr = device->BeginStateBlock();
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+
+ device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ device->SetRenderState(D3DRS_ZENABLE, FALSE);
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ device->SetPixelShader(NULL);
+ device->SetVertexShader(NULL);
+ device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ device->SetStreamSourceFreq(0, 1);
+
+ hr = device->EndStateBlock(&mMaskedClearSavedState);
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+ }
+
+ ASSERT(mMaskedClearSavedState != NULL);
+
+ if (mMaskedClearSavedState != NULL)
+ {
+ hr = mMaskedClearSavedState->Capture();
+ ASSERT(SUCCEEDED(hr));
+ }
+
+ device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ device->SetRenderState(D3DRS_ZENABLE, FALSE);
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+
+ if (flags & D3DCLEAR_TARGET)
+ {
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, (mState.colorMaskRed ? D3DCOLORWRITEENABLE_RED : 0) |
+ (mState.colorMaskGreen ? D3DCOLORWRITEENABLE_GREEN : 0) |
+ (mState.colorMaskBlue ? D3DCOLORWRITEENABLE_BLUE : 0) |
+ (mState.colorMaskAlpha ? D3DCOLORWRITEENABLE_ALPHA : 0));
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ }
+
+ if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
+ {
+ device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
+ device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
+ device->SetRenderState(D3DRS_STENCILREF, stencil);
+ device->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
+ device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
+ device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
+ device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
+ mStencilStateDirty = true;
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ device->SetPixelShader(NULL);
+ device->SetVertexShader(NULL);
+ device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ device->SetStreamSourceFreq(0, 1);
+
+ struct Vertex
+ {
+ float x, y, z, w;
+ D3DCOLOR diffuse;
+ };
+
+ Vertex quad[4];
+ quad[0].x = 0.0f;
+ quad[0].y = (float)desc.Height;
+ quad[0].z = 0.0f;
+ quad[0].w = 1.0f;
+ quad[0].diffuse = color;
+
+ quad[1].x = (float)desc.Width;
+ quad[1].y = (float)desc.Height;
+ quad[1].z = 0.0f;
+ quad[1].w = 1.0f;
+ quad[1].diffuse = color;
+
+ quad[2].x = 0.0f;
+ quad[2].y = 0.0f;
+ quad[2].z = 0.0f;
+ quad[2].w = 1.0f;
+ quad[2].diffuse = color;
+
+ quad[3].x = (float)desc.Width;
+ quad[3].y = 0.0f;
+ quad[3].z = 0.0f;
+ quad[3].w = 1.0f;
+ quad[3].diffuse = color;
+
+ display->startScene();
+ device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(Vertex));
+
+ if (flags & D3DCLEAR_ZBUFFER)
+ {
+ device->SetRenderState(D3DRS_ZENABLE, TRUE);
+ device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
+ device->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
+ }
+
+ if (mMaskedClearSavedState != NULL)
+ {
+ mMaskedClearSavedState->Apply();
+ }
+ }
+ else if (flags)
+ {
+ device->Clear(0, NULL, flags, color, depth, stencil);
+ }
+}
+
+void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ if (!mState.currentProgram)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ egl::Display *display = getDisplay();
+ IDirect3DDevice9 *device = getDevice();
+ D3DPRIMITIVETYPE primitiveType;
+ int primitiveCount;
+
+ if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
+ return error(GL_INVALID_ENUM);
+
+ if (primitiveCount <= 0)
+ {
+ return;
+ }
+
+ if (!applyRenderTarget(false))
+ {
+ return;
+ }
+
+ applyState(mode);
+
+ TranslatedIndexData indexInfo;
+ bool useIndexing;
+ GLenum err = applyVertexBuffer(mode, first, count, &useIndexing, &indexInfo);
+ if (err != GL_NO_ERROR)
+ {
+ return error(err);
+ }
+
+ applyShaders();
+ applyTextures();
+
+ if (!getCurrentProgram()->validateSamplers())
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ if (!cullSkipsDraw(mode))
+ {
+ display->startScene();
+ if (useIndexing)
+ {
+ device->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, indexInfo.offset/indexInfo.indexSize, primitiveCount);
+ }
+ else
+ {
+ device->DrawPrimitive(primitiveType, 0, primitiveCount);
+ }
+ }
+}
+
+void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
+{
+ if (!mState.currentProgram)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ if (!indices && !mState.elementArrayBuffer)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ egl::Display *display = getDisplay();
+ IDirect3DDevice9 *device = getDevice();
+ D3DPRIMITIVETYPE primitiveType;
+ int primitiveCount;
+
+ if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
+ return error(GL_INVALID_ENUM);
+
+ if (primitiveCount <= 0)
+ {
+ return;
+ }
+
+ if (!applyRenderTarget(false))
+ {
+ return;
+ }
+
+ applyState(mode);
+
+ TranslatedIndexData indexInfo;
+ GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
+ if (err != GL_NO_ERROR)
+ {
+ return error(err);
+ }
+
+ err = applyVertexBuffer(indexInfo);
+ if (err != GL_NO_ERROR)
+ {
+ return error(err);
+ }
+
+ applyShaders();
+ applyTextures();
+
+ if (!getCurrentProgram()->validateSamplers())
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ if (!cullSkipsDraw(mode))
+ {
+ display->startScene();
+ device->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, indexInfo.offset/indexInfo.indexSize, primitiveCount);
+ }
+}
+
+void Context::finish()
+{
+ egl::Display *display = getDisplay();
+ IDirect3DDevice9 *device = getDevice();
+ IDirect3DQuery9 *occlusionQuery = NULL;
+
+ HRESULT result = device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery);
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ return error(GL_OUT_OF_MEMORY);
+ }
+
+ ASSERT(SUCCEEDED(result));
+
+ if (occlusionQuery)
+ {
+ IDirect3DStateBlock9 *savedState = NULL;
+ device->CreateStateBlock(D3DSBT_ALL, &savedState);
+
+ occlusionQuery->Issue(D3DISSUE_BEGIN);
+
+ // Render something outside the render target
+ device->SetStreamSourceFreq(0, 1);
+ device->SetPixelShader(NULL);
+ device->SetVertexShader(NULL);
+ device->SetFVF(D3DFVF_XYZRHW);
+ float data[4] = {-1.0f, -1.0f, -1.0f, 1.0f};
+ display->startScene();
+ device->DrawPrimitiveUP(D3DPT_POINTLIST, 1, data, sizeof(data));
+
+ occlusionQuery->Issue(D3DISSUE_END);
+
+ while (occlusionQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
+ {
+ // Keep polling, but allow other threads to do something useful first
+ Sleep(0);
+ }
+
+ occlusionQuery->Release();
+
+ if (savedState)
+ {
+ savedState->Apply();
+ savedState->Release();
+ }
+ }
+}
+
+void Context::flush()
+{
+ IDirect3DDevice9 *device = getDevice();
+ IDirect3DQuery9 *eventQuery = NULL;
+
+ HRESULT result = device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery);
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ return error(GL_OUT_OF_MEMORY);
+ }
+
+ ASSERT(SUCCEEDED(result));
+
+ if (eventQuery)
+ {
+ eventQuery->Issue(D3DISSUE_END);
+
+ while (eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
+ {
+ // Keep polling, but allow other threads to do something useful first
+ Sleep(0);
+ }
+
+ eventQuery->Release();
+ }
+}
+
+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;
+}
+
+const char *Context::getPixelShaderProfile()
+{
+ return mPsProfile;
+}
+
+const char *Context::getVertexShaderProfile()
+{
+ return mVsProfile;
+}
+
+void Context::detachBuffer(GLuint buffer)
+{
+ // [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 == buffer)
+ {
+ mState.arrayBuffer = 0;
+ }
+
+ if (mState.elementArrayBuffer == buffer)
+ {
+ mState.elementArrayBuffer = 0;
+ }
+
+ for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
+ {
+ if (mState.vertexAttribute[attribute].mBoundBuffer == buffer)
+ {
+ mState.vertexAttribute[attribute].mBoundBuffer = 0;
+ }
+ }
+}
+
+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 < SAMPLER_TYPE_COUNT; type++)
+ {
+ for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
+ {
+ if (mState.samplerTexture[type][sampler] == texture)
+ {
+ mState.samplerTexture[type][sampler] = 0;
+ }
+ }
+ }
+
+ // [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 FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
+ // image was attached in the currently bound framebuffer.
+
+ Framebuffer *framebuffer = getFramebuffer();
+
+ if (framebuffer)
+ {
+ framebuffer->detachTexture(texture);
+ }
+}
+
+void Context::detachFramebuffer(GLuint framebuffer)
+{
+ // [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.framebuffer == framebuffer)
+ {
+ bindFramebuffer(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 == 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 *framebuffer = getFramebuffer();
+
+ if (framebuffer)
+ {
+ framebuffer->detachRenderbuffer(renderbuffer);
+ }
+}
+
+Texture *Context::getIncompleteTexture(SamplerType type)
+{
+ Texture *t = mIncompleteTextures[type];
+
+ if (t == NULL)
+ {
+ static const GLubyte color[] = { 0, 0, 0, 255 };
+
+ switch (type)
+ {
+ default:
+ UNREACHABLE();
+ // default falls through to SAMPLER_2D
+
+ case SAMPLER_2D:
+ {
+ Texture2D *incomplete2d = new Texture2D(this);
+ incomplete2d->setImage(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ t = incomplete2d;
+ }
+ break;
+
+ case SAMPLER_CUBE:
+ {
+ TextureCubeMap *incompleteCube = new TextureCubeMap(this);
+
+ incompleteCube->setImagePosX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImageNegX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImagePosY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImageNegY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImagePosZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImageNegZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+
+ t = incompleteCube;
+ }
+ break;
+ }
+
+ mIncompleteTextures[type] = t;
+ }
+
+ return t;
+}
+
+bool Context::cullSkipsDraw(GLenum drawMode)
+{
+ return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
+}
+
+bool Context::isTriangleMode(GLenum drawMode)
+{
+ switch (drawMode)
+ {
+ case GL_TRIANGLES:
+ case GL_TRIANGLE_FAN:
+ case GL_TRIANGLE_STRIP:
+ return true;
+ case GL_POINTS:
+ case GL_LINES:
+ case GL_LINE_LOOP:
+ case GL_LINE_STRIP:
+ return false;
+ default: UNREACHABLE();
+ }
+
+ return false;
+}
+
+bool Context::hasStencil()
+{
+ Framebuffer *framebufferObject = getFramebuffer();
+
+ if (framebufferObject)
+ {
+ Stencilbuffer *stencilbufferObject = framebufferObject->getStencilbuffer();
+
+ if (stencilbufferObject)
+ {
+ return stencilbufferObject->getStencilSize() > 0;
+ }
+ }
+
+ return false;
+}
+
+void Context::setVertexAttrib(GLuint index, const GLfloat *values)
+{
+ ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
+
+ mState.vertexAttribute[index].mCurrentValue[0] = values[0];
+ mState.vertexAttribute[index].mCurrentValue[1] = values[1];
+ mState.vertexAttribute[index].mCurrentValue[2] = values[2];
+ mState.vertexAttribute[index].mCurrentValue[3] = values[3];
+
+ mVertexDataManager->dirtyCurrentValues();
+}
+
+void Context::initExtensionString()
+{
+ if (mBufferBackEnd->supportIntIndices())
+ {
+ mExtensionString += "GL_OES_element_index_uint ";
+ }
+
+ std::string::size_type end = mExtensionString.find_last_not_of(' ');
+ if (end != std::string::npos)
+ {
+ mExtensionString.resize(end+1);
+ }
+}
+
+const char *Context::getExtensionString() const
+{
+ return mExtensionString.c_str();
+}
+
+}
+
+extern "C"
+{
+gl::Context *glCreateContext(const egl::Config *config)
+{
+ return new gl::Context(config);
+}
+
+void glDestroyContext(gl::Context *context)
+{
+ delete context;
+
+ if (context == gl::getContext())
+ {
+ gl::makeCurrent(NULL, NULL, NULL);
+ }
+}
+
+void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
+{
+ gl::makeCurrent(context, display, surface);
+}
+
+gl::Context *glGetCurrentContext()
+{
+ return gl::getContext();
+}
+}