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author | Steve Block <steveblock@google.com> | 2010-08-27 09:31:37 -0700 |
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committer | Android (Google) Code Review <android-gerrit@google.com> | 2010-08-27 09:31:37 -0700 |
commit | 189b695745c6020d8bfb156a3feed6179a40421a (patch) | |
tree | 1f02fe13154ad48403c4b1770dacf70c048672a1 /ANGLE/src/libGLESv2/Context.cpp | |
parent | 15ab92005269321455230f35e1ea62e57ebce324 (diff) | |
parent | a9bfd6c4a32dfd9cc032cb67c6ccb8d09c16f579 (diff) | |
download | external_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.cpp | 2990 |
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(); +} +} |