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-rw-r--r--Source/ThirdParty/ANGLE/src/libGLESv2/Context.cpp1926
1 files changed, 1310 insertions, 616 deletions
diff --git a/Source/ThirdParty/ANGLE/src/libGLESv2/Context.cpp b/Source/ThirdParty/ANGLE/src/libGLESv2/Context.cpp
index 9be59c4..66cd5c0 100644
--- a/Source/ThirdParty/ANGLE/src/libGLESv2/Context.cpp
+++ b/Source/ThirdParty/ANGLE/src/libGLESv2/Context.cpp
@@ -1,5 +1,5 @@
//
-// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2002-2012 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.
//
@@ -22,20 +22,27 @@
#include "libGLESv2/Fence.h"
#include "libGLESv2/FrameBuffer.h"
#include "libGLESv2/Program.h"
+#include "libGLESv2/Query.h"
#include "libGLESv2/RenderBuffer.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Texture.h"
-#include "libGLESv2/geometry/VertexDataManager.h"
-#include "libGLESv2/geometry/IndexDataManager.h"
+#include "libGLESv2/VertexDataManager.h"
+#include "libGLESv2/IndexDataManager.h"
#undef near
#undef far
namespace gl
{
-Context::Context(const egl::Config *config, const gl::Context *shareContext)
- : mConfig(config)
+Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)
{
+ ASSERT(robustAccess == false); // Unimplemented
+
+ mDisplay = NULL;
+ mDevice = NULL;
+
+ mFenceHandleAllocator.setBaseHandle(0);
+
setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mState.depthClearValue = 1.0f;
@@ -136,10 +143,12 @@ Context::Context(const egl::Config *config, const gl::Context *shareContext)
mState.packAlignment = 4;
mState.unpackAlignment = 4;
+ mState.packReverseRowOrder = false;
mVertexDataManager = NULL;
mIndexDataManager = NULL;
mBlit = NULL;
+ mLineLoopIB = NULL;
mInvalidEnum = false;
mInvalidValue = false;
@@ -148,9 +157,17 @@ Context::Context(const egl::Config *config, const gl::Context *shareContext)
mInvalidFramebufferOperation = false;
mHasBeenCurrent = false;
-
- mSupportsCompressedTextures = false;
+ mContextLost = false;
+ mResetStatus = GL_NO_ERROR;
+ mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
+ mRobustAccess = robustAccess;
+
+ mSupportsDXT1Textures = false;
+ mSupportsDXT3Textures = false;
+ mSupportsDXT5Textures = false;
mSupportsEventQueries = false;
+ mSupportsOcclusionQueries = false;
+ mNumCompressedTextureFormats = 0;
mMaxSupportedSamples = 0;
mMaskedClearSavedState = NULL;
markAllStateDirty();
@@ -178,21 +195,26 @@ Context::~Context()
deleteFence(mFenceMap.begin()->first);
}
+ while (!mQueryMap.empty())
+ {
+ deleteQuery(mQueryMap.begin()->first);
+ }
+
while (!mMultiSampleSupport.empty())
{
delete [] mMultiSampleSupport.begin()->second;
mMultiSampleSupport.erase(mMultiSampleSupport.begin());
}
- for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
+ for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
- for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
+ for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
{
mState.samplerTexture[type][sampler].set(NULL);
}
}
- for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
+ for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
mIncompleteTextures[type].set(NULL);
}
@@ -202,6 +224,11 @@ Context::~Context()
mState.vertexAttribute[i].mBoundBuffer.set(NULL);
}
+ for (int i = 0; i < QUERY_TYPE_COUNT; i++)
+ {
+ mState.activeQuery[i].set(NULL);
+ }
+
mState.arrayBuffer.set(NULL);
mState.elementArrayBuffer.set(NULL);
mState.renderbuffer.set(NULL);
@@ -212,6 +239,7 @@ Context::~Context()
delete mVertexDataManager;
delete mIndexDataManager;
delete mBlit;
+ delete mLineLoopIB;
if (mMaskedClearSavedState)
{
@@ -223,17 +251,21 @@ Context::~Context()
void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
{
- IDirect3DDevice9 *device = display->getDevice();
+ mDisplay = display;
+ mDevice = mDisplay->getDevice();
if (!mHasBeenCurrent)
{
- mDeviceCaps = display->getDeviceCaps();
+ mDeviceCaps = mDisplay->getDeviceCaps();
- mVertexDataManager = new VertexDataManager(this, device);
- mIndexDataManager = new IndexDataManager(this, device);
+ mVertexDataManager = new VertexDataManager(this, mDevice);
+ mIndexDataManager = new IndexDataManager(this, mDevice);
mBlit = new Blit(this);
- mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion == D3DPS_VERSION(3, 0);
+ mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
+ mSupportsVertexTexture = mDisplay->getVertexTextureSupport();
+ mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();
+ mSupportsInstancing = mDisplay->getInstancingSupport();
mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),
(int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
@@ -255,7 +287,7 @@ void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)
{
bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
- display->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
+ mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;
for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
@@ -269,16 +301,34 @@ void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
mMaxSupportedSamples = max;
- mSupportsEventQueries = display->getEventQuerySupport();
- mSupportsCompressedTextures = display->getCompressedTextureSupport();
- mSupportsFloatTextures = display->getFloatTextureSupport(&mSupportsFloatLinearFilter, &mSupportsFloatRenderableTextures);
- mSupportsHalfFloatTextures = display->getHalfFloatTextureSupport(&mSupportsHalfFloatLinearFilter, &mSupportsHalfFloatRenderableTextures);
- mSupportsLuminanceTextures = display->getLuminanceTextureSupport();
- mSupportsLuminanceAlphaTextures = display->getLuminanceAlphaTextureSupport();
+ mSupportsEventQueries = mDisplay->getEventQuerySupport();
+ mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();
+ mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();
+ mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();
+ mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();
+ mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
+ mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
+ mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();
+ mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();
mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
+ mNumCompressedTextureFormats = 0;
+ if (supportsDXT1Textures())
+ {
+ mNumCompressedTextureFormats += 2;
+ }
+ if (supportsDXT3Textures())
+ {
+ mNumCompressedTextureFormats += 1;
+ }
+ if (supportsDXT5Textures())
+ {
+ mNumCompressedTextureFormats += 1;
+ }
+
initExtensionString();
+ initRendererString();
mState.viewportX = 0;
mState.viewportY = 0;
@@ -319,11 +369,26 @@ void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
void Context::markAllStateDirty()
{
+ for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
+ {
+ mAppliedTextureSerialPS[t] = 0;
+ }
+
+ for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
+ {
+ mAppliedTextureSerialVS[t] = 0;
+ }
+
+ mAppliedProgramSerial = 0;
mAppliedRenderTargetSerial = 0;
mAppliedDepthbufferSerial = 0;
mAppliedStencilbufferSerial = 0;
+ mAppliedIBSerial = 0;
mDepthStencilInitialized = false;
- mAppliedProgram = 0;
+ mViewportInitialized = false;
+ mRenderTargetDescInitialized = false;
+
+ mVertexDeclarationCache.markStateDirty();
mClearStateDirty = true;
mCullStateDirty = true;
@@ -336,6 +401,20 @@ void Context::markAllStateDirty()
mSampleStateDirty = true;
mDitherStateDirty = true;
mFrontFaceDirty = true;
+ mDxUniformsDirty = true;
+ mCachedCurrentProgram = NULL;
+}
+
+void Context::markContextLost()
+{
+ if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
+ mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
+ mContextLost = true;
+}
+
+bool Context::isContextLost()
+{
+ return mContextLost;
}
void Context::setClearColor(float red, float green, float blue, float alpha)
@@ -710,7 +789,7 @@ void Context::setDepthMask(bool mask)
}
}
-void Context::setActiveSampler(int active)
+void Context::setActiveSampler(unsigned int active)
{
mState.activeSampler = active;
}
@@ -735,6 +814,32 @@ GLuint Context::getArrayBufferHandle() const
return mState.arrayBuffer.id();
}
+GLuint Context::getActiveQuery(GLenum target) const
+{
+ Query *queryObject = NULL;
+
+ switch (target)
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
+ break;
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
+ break;
+ default:
+ ASSERT(false);
+ }
+
+ if (queryObject)
+ {
+ return queryObject->id();
+ }
+ else
+ {
+ return 0;
+ }
+}
+
void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
{
mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
@@ -786,6 +891,16 @@ GLint Context::getUnpackAlignment() const
return mState.unpackAlignment;
}
+void Context::setPackReverseRowOrder(bool reverseRowOrder)
+{
+ mState.packReverseRowOrder = reverseRowOrder;
+}
+
+bool Context::getPackReverseRowOrder() const
+{
+ return mState.packReverseRowOrder;
+}
+
GLuint Context::createBuffer()
{
return mResourceManager->createBuffer();
@@ -814,12 +929,7 @@ GLuint Context::createRenderbuffer()
// Returns an unused framebuffer name
GLuint Context::createFramebuffer()
{
- unsigned int handle = 1;
-
- while (mFramebufferMap.find(handle) != mFramebufferMap.end())
- {
- handle++;
- }
+ GLuint handle = mFramebufferHandleAllocator.allocate();
mFramebufferMap[handle] = NULL;
@@ -828,14 +938,19 @@ GLuint Context::createFramebuffer()
GLuint Context::createFence()
{
- unsigned int handle = 0;
+ GLuint handle = mFenceHandleAllocator.allocate();
- while (mFenceMap.find(handle) != mFenceMap.end())
- {
- handle++;
- }
+ mFenceMap[handle] = new Fence(mDisplay);
- mFenceMap[handle] = new Fence;
+ return handle;
+}
+
+// Returns an unused query name
+GLuint Context::createQuery()
+{
+ GLuint handle = mQueryHandleAllocator.allocate();
+
+ mQueryMap[handle] = NULL;
return handle;
}
@@ -858,6 +973,7 @@ void Context::deleteShader(GLuint shader)
void Context::deleteProgram(GLuint program)
{
mResourceManager->deleteProgram(program);
+ mCachedCurrentProgram = NULL;
}
void Context::deleteTexture(GLuint texture)
@@ -888,6 +1004,7 @@ void Context::deleteFramebuffer(GLuint framebuffer)
{
detachFramebuffer(framebuffer);
+ mFramebufferHandleAllocator.release(framebufferObject->first);
delete framebufferObject->second;
mFramebufferMap.erase(framebufferObject);
}
@@ -899,11 +1016,26 @@ void Context::deleteFence(GLuint fence)
if (fenceObject != mFenceMap.end())
{
+ mFenceHandleAllocator.release(fenceObject->first);
delete fenceObject->second;
mFenceMap.erase(fenceObject);
}
}
+void Context::deleteQuery(GLuint query)
+{
+ QueryMap::iterator queryObject = mQueryMap.find(query);
+ if (queryObject != mQueryMap.end())
+ {
+ mQueryHandleAllocator.release(queryObject->first);
+ if (queryObject->second)
+ {
+ queryObject->second->release();
+ }
+ mQueryMap.erase(queryObject);
+ }
+}
+
Buffer *Context::getBuffer(GLuint handle)
{
return mResourceManager->getBuffer(handle);
@@ -936,7 +1068,7 @@ Framebuffer *Context::getReadFramebuffer()
Framebuffer *Context::getDrawFramebuffer()
{
- return getFramebuffer(mState.drawFramebuffer);
+ return mBoundDrawFramebuffer;
}
void Context::bindArrayBuffer(unsigned int buffer)
@@ -955,16 +1087,16 @@ void Context::bindElementArrayBuffer(unsigned int buffer)
void Context::bindTexture2D(GLuint texture)
{
- mResourceManager->checkTextureAllocation(texture, SAMPLER_2D);
+ mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
- mState.samplerTexture[SAMPLER_2D][mState.activeSampler].set(getTexture(texture));
+ mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
}
void Context::bindTextureCubeMap(GLuint texture)
{
- mResourceManager->checkTextureAllocation(texture, SAMPLER_CUBE);
+ mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
- mState.samplerTexture[SAMPLER_CUBE][mState.activeSampler].set(getTexture(texture));
+ mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
}
void Context::bindReadFramebuffer(GLuint framebuffer)
@@ -985,6 +1117,8 @@ void Context::bindDrawFramebuffer(GLuint framebuffer)
}
mState.drawFramebuffer = framebuffer;
+
+ mBoundDrawFramebuffer = getFramebuffer(framebuffer);
}
void Context::bindRenderbuffer(GLuint renderbuffer)
@@ -1003,6 +1137,8 @@ void Context::useProgram(GLuint program)
{
Program *newProgram = mResourceManager->getProgram(program);
Program *oldProgram = mResourceManager->getProgram(priorProgram);
+ mCachedCurrentProgram = NULL;
+ mDxUniformsDirty = true;
if (newProgram)
{
@@ -1016,10 +1152,103 @@ void Context::useProgram(GLuint program)
}
}
+void Context::beginQuery(GLenum target, GLuint query)
+{
+ // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
+ // of zero, if the active query object name for <target> is non-zero (for the
+ // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
+ // the active query for either target is non-zero), if <id> is the name of an
+ // existing query object whose type does not match <target>, or if <id> is the
+ // active query object name for any query type, the error INVALID_OPERATION is
+ // generated.
+
+ // Ensure no other queries are active
+ // NOTE: If other queries than occlusion are supported, we will need to check
+ // separately that:
+ // a) The query ID passed is not the current active query for any target/type
+ // b) There are no active queries for the requested target (and in the case
+ // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
+ // no query may be active for either if glBeginQuery targets either.
+ for (int i = 0; i < QUERY_TYPE_COUNT; i++)
+ {
+ if (mState.activeQuery[i].get() != NULL)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+ }
+
+ QueryType qType;
+ switch (target)
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ qType = QUERY_ANY_SAMPLES_PASSED;
+ break;
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
+ break;
+ default:
+ ASSERT(false);
+ return;
+ }
+
+ Query *queryObject = getQuery(query, true, target);
+
+ // check that name was obtained with glGenQueries
+ if (!queryObject)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ // check for type mismatch
+ if (queryObject->getType() != target)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ // set query as active for specified target
+ mState.activeQuery[qType].set(queryObject);
+
+ // begin query
+ queryObject->begin();
+}
+
+void Context::endQuery(GLenum target)
+{
+ QueryType qType;
+
+ switch (target)
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ qType = QUERY_ANY_SAMPLES_PASSED;
+ break;
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
+ break;
+ default:
+ ASSERT(false);
+ return;
+ }
+
+ Query *queryObject = mState.activeQuery[qType].get();
+
+ if (queryObject == NULL)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+
+ queryObject->end();
+
+ mState.activeQuery[qType].set(NULL);
+}
+
void Context::setFramebufferZero(Framebuffer *buffer)
{
delete mFramebufferMap[0];
mFramebufferMap[0] = buffer;
+ if (mState.drawFramebuffer == 0)
+ {
+ mBoundDrawFramebuffer = buffer;
+ }
}
void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
@@ -1056,6 +1285,25 @@ Fence *Context::getFence(unsigned int handle)
}
}
+Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
+{
+ QueryMap::iterator query = mQueryMap.find(handle);
+
+ if (query == mQueryMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ if (!query->second && create)
+ {
+ query->second = new Query(handle, type);
+ query->second->addRef();
+ }
+ return query->second;
+ }
+}
+
Buffer *Context::getArrayBuffer()
{
return mState.arrayBuffer.get();
@@ -1068,20 +1316,24 @@ Buffer *Context::getElementArrayBuffer()
Program *Context::getCurrentProgram()
{
- return mResourceManager->getProgram(mState.currentProgram);
+ if (!mCachedCurrentProgram)
+ {
+ mCachedCurrentProgram = mResourceManager->getProgram(mState.currentProgram);
+ }
+ return mCachedCurrentProgram;
}
Texture2D *Context::getTexture2D()
{
- return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, SAMPLER_2D));
+ return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
}
TextureCubeMap *Context::getTextureCubeMap()
{
- return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, SAMPLER_CUBE));
+ return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
}
-Texture *Context::getSamplerTexture(unsigned int sampler, SamplerType type)
+Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
{
GLuint texid = mState.samplerTexture[type][sampler].id();
@@ -1090,8 +1342,8 @@ Texture *Context::getSamplerTexture(unsigned int sampler, SamplerType type)
switch (type)
{
default: UNREACHABLE();
- case SAMPLER_2D: return mTexture2DZero.get();
- case SAMPLER_CUBE: return mTextureCubeMapZero.get();
+ case TEXTURE_2D: return mTexture2DZero.get();
+ case TEXTURE_CUBE: return mTextureCubeMapZero.get();
}
}
@@ -1102,24 +1354,25 @@ 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_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; break;
- case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
- case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
- case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
- case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
- case GL_STENCIL_TEST: *params = mState.stencilTest; break;
- case GL_DEPTH_TEST: *params = mState.depthTest; break;
- case GL_BLEND: *params = mState.blend; break;
- case GL_DITHER: *params = mState.dither; break;
+ case GL_CULL_FACE: *params = mState.cullFace; break;
+ case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
+ case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
+ case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
+ case GL_STENCIL_TEST: *params = mState.stencilTest; break;
+ case GL_DEPTH_TEST: *params = mState.depthTest; break;
+ case GL_BLEND: *params = mState.blend; break;
+ case GL_DITHER: *params = mState.dither; break;
+ case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
default:
return false;
}
@@ -1183,8 +1436,8 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
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 = getMaximumVaryingVectors(); 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_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break;
case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break;
case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
@@ -1198,6 +1451,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break;
case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
+ case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break;
case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
@@ -1228,18 +1482,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
- {
- if (supportsCompressedTextures())
- {
- // at current, only GL_COMPRESSED_RGB_S3TC_DXT1_EXT and
- // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT are supported
- *params = 2;
- }
- else
- {
- *params = 0;
- }
- }
+ params[0] = mNumCompressedTextureFormats;
break;
case GL_MAX_SAMPLES_ANGLE:
{
@@ -1295,10 +1538,18 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
break;
case GL_COMPRESSED_TEXTURE_FORMATS:
{
- if (supportsCompressedTextures())
+ if (supportsDXT1Textures())
+ {
+ *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
+ *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ }
+ if (supportsDXT3Textures())
+ {
+ *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
+ }
+ if (supportsDXT5Textures())
{
- params[0] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
- params[1] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
}
}
break;
@@ -1322,7 +1573,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
case GL_ALPHA_BITS:
{
gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
+ gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
if (colorbuffer)
{
@@ -1343,7 +1594,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
case GL_DEPTH_BITS:
{
gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::DepthStencilbuffer *depthbuffer = framebuffer->getDepthbuffer();
+ gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
if (depthbuffer)
{
@@ -1358,7 +1609,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
case GL_STENCIL_BITS:
{
gl::Framebuffer *framebuffer = getDrawFramebuffer();
- gl::DepthStencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
+ gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
if (stencilbuffer)
{
@@ -1372,26 +1623,29 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
break;
case GL_TEXTURE_BINDING_2D:
{
- if (mState.activeSampler < 0 || mState.activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
+ if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
{
error(GL_INVALID_OPERATION);
return false;
}
- *params = mState.samplerTexture[SAMPLER_2D][mState.activeSampler].id();
+ *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
}
break;
case GL_TEXTURE_BINDING_CUBE_MAP:
{
- if (mState.activeSampler < 0 || mState.activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
+ if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
{
error(GL_INVALID_OPERATION);
return false;
}
- *params = mState.samplerTexture[SAMPLER_CUBE][mState.activeSampler].id();
+ *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
}
break;
+ case GL_RESET_NOTIFICATION_STRATEGY_EXT:
+ *params = mResetStrategy;
+ break;
default:
return false;
}
@@ -1410,7 +1664,12 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
// application.
switch (pname)
{
- case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */
+ case GL_COMPRESSED_TEXTURE_FORMATS:
+ {
+ *type = GL_INT;
+ *numParams = mNumCompressedTextureFormats;
+ }
+ break;
case GL_SHADER_BINARY_FORMATS:
{
*type = GL_INT;
@@ -1432,6 +1691,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
case GL_RENDERBUFFER_BINDING:
case GL_CURRENT_PROGRAM:
case GL_PACK_ALIGNMENT:
+ case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
case GL_UNPACK_ALIGNMENT:
case GL_GENERATE_MIPMAP_HINT:
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
@@ -1476,6 +1736,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
case GL_TEXTURE_BINDING_2D:
case GL_TEXTURE_BINDING_CUBE_MAP:
+ case GL_RESET_NOTIFICATION_STRATEGY_EXT:
{
*type = GL_INT;
*numParams = 1;
@@ -1519,6 +1780,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
case GL_DEPTH_TEST:
case GL_BLEND:
case GL_DITHER:
+ case GL_CONTEXT_ROBUST_ACCESS_EXT:
{
*type = GL_BOOL;
*numParams = 1;
@@ -1566,34 +1828,30 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
// scissor rectangle to the Direct3D 9 device
bool Context::applyRenderTarget(bool ignoreViewport)
{
- IDirect3DDevice9 *device = getDevice();
-
Framebuffer *framebufferObject = getDrawFramebuffer();
if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
{
- error(GL_INVALID_FRAMEBUFFER_OPERATION);
-
- return false;
+ return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
}
- IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
-
- if (!renderTarget)
- {
- return false; // Context must be lost
- }
-
- IDirect3DSurface9 *depthStencil = NULL;
-
+ bool renderTargetChanged = false;
unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
if (renderTargetSerial != mAppliedRenderTargetSerial)
{
- device->SetRenderTarget(0, renderTarget);
+ IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
+ if (!renderTarget)
+ {
+ return false; // Context must be lost
+ }
+ mDevice->SetRenderTarget(0, renderTarget);
mAppliedRenderTargetSerial = renderTargetSerial;
mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
+ renderTargetChanged = true;
+ renderTarget->Release();
}
+ IDirect3DSurface9 *depthStencil = NULL;
unsigned int depthbufferSerial = 0;
unsigned int stencilbufferSerial = 0;
if (framebufferObject->getDepthbufferType() != GL_NONE)
@@ -1623,15 +1881,25 @@ bool Context::applyRenderTarget(bool ignoreViewport)
stencilbufferSerial != mAppliedStencilbufferSerial ||
!mDepthStencilInitialized)
{
- device->SetDepthStencilSurface(depthStencil);
+ mDevice->SetDepthStencilSurface(depthStencil);
mAppliedDepthbufferSerial = depthbufferSerial;
mAppliedStencilbufferSerial = stencilbufferSerial;
mDepthStencilInitialized = true;
}
+ if (!mRenderTargetDescInitialized || renderTargetChanged)
+ {
+ IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
+ if (!renderTarget)
+ {
+ return false; // Context must be lost
+ }
+ renderTarget->GetDesc(&mRenderTargetDesc);
+ mRenderTargetDescInitialized = true;
+ renderTarget->Release();
+ }
+
D3DVIEWPORT9 viewport;
- D3DSURFACE_DESC desc;
- renderTarget->GetDesc(&desc);
float zNear = clamp01(mState.zNear);
float zFar = clamp01(mState.zFar);
@@ -1640,17 +1908,18 @@ bool Context::applyRenderTarget(bool ignoreViewport)
{
viewport.X = 0;
viewport.Y = 0;
- viewport.Width = desc.Width;
- viewport.Height = desc.Height;
+ viewport.Width = mRenderTargetDesc.Width;
+ viewport.Height = mRenderTargetDesc.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);
+ RECT rect = transformPixelRect(mState.viewportX, mState.viewportY, mState.viewportWidth, mState.viewportHeight, mRenderTargetDesc.Height);
+ viewport.X = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
+ viewport.Y = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
+ viewport.Width = clamp(rect.right - rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
+ viewport.Height = clamp(rect.bottom - rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));
viewport.MinZ = zNear;
viewport.MaxZ = zFar;
}
@@ -1660,42 +1929,49 @@ bool Context::applyRenderTarget(bool ignoreViewport)
return false; // Nothing to render
}
- device->SetViewport(&viewport);
+ if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
+ {
+ mDevice->SetViewport(&viewport);
+ mSetViewport = viewport;
+ mViewportInitialized = true;
+ mDxUniformsDirty = true;
+ }
if (mScissorStateDirty)
{
if (mState.scissorTest)
{
- RECT rect = {mState.scissorX,
- mState.scissorY,
- mState.scissorX + mState.scissorWidth,
- mState.scissorY + mState.scissorHeight};
- rect.right = std::min(static_cast<UINT>(rect.right), desc.Width);
- rect.bottom = std::min(static_cast<UINT>(rect.bottom), desc.Height);
- device->SetScissorRect(&rect);
- device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+ RECT rect = transformPixelRect(mState.scissorX, mState.scissorY, mState.scissorWidth, mState.scissorHeight, mRenderTargetDesc.Height);
+ rect.left = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
+ rect.top = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
+ rect.right = clamp(rect.right, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
+ rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
+ mDevice->SetScissorRect(&rect);
+ mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
}
else
{
- device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
}
mScissorStateDirty = false;
}
- if (mState.currentProgram)
+ if (mState.currentProgram && mDxUniformsDirty)
{
Program *programObject = getCurrentProgram();
GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
- GLfloat xy[2] = {1.0f / viewport.Width, 1.0f / viewport.Height};
+ GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
programObject->setUniform2fv(halfPixelSize, 1, xy);
- GLint viewport = programObject->getDxViewportLocation();
- GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
+ // These values are used for computing gl_FragCoord in Program::linkVaryings(). The approach depends on Shader Model 3.0 support.
+ GLint coord = programObject->getDxCoordLocation();
+ float h = mSupportsShaderModel3 ? mRenderTargetDesc.Height : mState.viewportHeight / 2.0f;
+ GLfloat whxy[4] = {mState.viewportWidth / 2.0f, h,
(float)mState.viewportX + mState.viewportWidth / 2.0f,
(float)mState.viewportY + mState.viewportHeight / 2.0f};
- programObject->setUniform4fv(viewport, 1, whxy);
+ programObject->setUniform4fv(coord, 1, whxy);
GLint depth = programObject->getDxDepthLocation();
GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
@@ -1704,6 +1980,7 @@ bool Context::applyRenderTarget(bool ignoreViewport)
GLint depthRange = programObject->getDxDepthRangeLocation();
GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
programObject->setUniform3fv(depthRange, 1, nearFarDiff);
+ mDxUniformsDirty = false;
}
return true;
@@ -1712,28 +1989,37 @@ bool Context::applyRenderTarget(bool ignoreViewport)
// 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();
+ Framebuffer *framebufferObject = getDrawFramebuffer();
+
+ GLenum adjustedFrontFace = adjustWinding(mState.frontFace);
+
GLint frontCCW = programObject->getDxFrontCCWLocation();
- GLint ccw = (mState.frontFace == GL_CCW);
+ GLint ccw = (adjustedFrontFace == GL_CCW);
programObject->setUniform1iv(frontCCW, 1, &ccw);
GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
GLint alwaysFront = !isTriangleMode(drawMode);
programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
- Framebuffer *framebufferObject = getDrawFramebuffer();
+ D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
+ bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;
+ // Apparently some ATI cards have a bug where a draw with a zero color
+ // write mask can cause later draws to have incorrect results. Instead,
+ // set a nonzero color write mask but modify the blend state so that no
+ // drawing is done.
+ // http://code.google.com/p/angleproject/issues/detail?id=169
if (mCullStateDirty || mFrontFaceDirty)
{
if (mState.cullFace)
{
- device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
+ mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, adjustedFrontFace));
}
else
{
- device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
}
mCullStateDirty = false;
@@ -1741,61 +2027,66 @@ void Context::applyState(GLenum drawMode)
if (mDepthStateDirty)
{
- if (mState.depthTest && framebufferObject->getDepthbufferType() != GL_NONE)
+ if (mState.depthTest)
{
- device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
- device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
+ mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
}
else
{
- device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
mDepthStateDirty = false;
}
+ if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
+ {
+ mBlendStateDirty = true;
+ mMaskStateDirty = true;
+ }
+
if (mBlendStateDirty)
{
if (mState.blend)
{
- device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+ mDevice->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));
+ mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
}
else
{
- device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
+ mDevice->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));
+ mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
+ mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
+ mDevice->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));
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
+ mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
+ mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
}
else
{
- device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
}
}
else
{
- device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
mBlendStateDirty = false;
@@ -1805,8 +2096,8 @@ void Context::applyState(GLenum drawMode)
{
if (mState.stencilTest && framebufferObject->hasStencil())
{
- device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
- device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
// FIXME: Unsupported by D3D9
const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
@@ -1821,50 +2112,65 @@ void Context::applyState(GLenum drawMode)
}
// get the maximum size of the stencil ref
- gl::DepthStencilbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
+ gl::Renderbuffer *stencilbuffer = framebufferObject->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,
+ mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
+ mDevice->SetRenderState(adjustedFrontFace == 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);
+ mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
+ mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
es2dx::ConvertStencilOp(mState.stencilFail));
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ mDevice->SetRenderState(adjustedFrontFace == 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,
+ mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
+ mDevice->SetRenderState(adjustedFrontFace == 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);
+ mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
+ mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
es2dx::ConvertStencilOp(mState.stencilBackFail));
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
}
else
{
- device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
}
mStencilStateDirty = false;
+ mFrontFaceDirty = 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);
+ int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
+ mState.colorMaskBlue, mState.colorMaskAlpha);
+ if (colorMask == 0 && !zeroColorMaskAllowed)
+ {
+ // Enable green channel, but set blending so nothing will be drawn.
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
+ mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
+ mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
+ }
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
mMaskStateDirty = false;
}
@@ -1873,18 +2179,18 @@ void Context::applyState(GLenum drawMode)
{
if (mState.polygonOffsetFill)
{
- gl::DepthStencilbuffer *depthbuffer = framebufferObject->getDepthbuffer();
+ gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
if (depthbuffer)
{
- device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
+ mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
- device->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
+ mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
}
}
else
{
- device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
- device->SetRenderState(D3DRS_DEPTHBIAS, 0);
+ mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
+ mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
}
mPolygonOffsetStateDirty = false;
@@ -1892,48 +2198,41 @@ void Context::applyState(GLenum drawMode)
if (mSampleStateDirty)
{
- if (framebufferObject->isMultisample())
+ if (mState.sampleAlphaToCoverage)
{
- if (mState.sampleAlphaToCoverage)
- {
- FIXME("Sample alpha to coverage is unimplemented.");
- }
+ FIXME("Sample alpha to coverage is unimplemented.");
+ }
- device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
- if (mState.sampleCoverage)
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
+ if (mState.sampleCoverage)
+ {
+ unsigned int mask = 0;
+ if (mState.sampleCoverageValue != 0)
{
- unsigned int mask = 0;
- if (mState.sampleCoverageValue != 0)
+ float threshold = 0.5f;
+
+ for (int i = 0; i < framebufferObject->getSamples(); ++i)
{
- float threshold = 0.5f;
+ mask <<= 1;
- for (int i = 0; i < framebufferObject->getSamples(); ++i)
+ if ((i + 1) * mState.sampleCoverageValue >= threshold)
{
- mask <<= 1;
-
- if ((i + 1) * mState.sampleCoverageValue >= threshold)
- {
- threshold += 1.0f;
- mask |= 1;
- }
+ threshold += 1.0f;
+ mask |= 1;
}
}
-
- if (mState.sampleCoverageInvert)
- {
- mask = ~mask;
- }
-
- device->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
}
- else
+
+ if (mState.sampleCoverageInvert)
{
- device->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+ mask = ~mask;
}
+
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
}
else
{
- device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
}
mSampleStateDirty = false;
@@ -1941,52 +2240,37 @@ void Context::applyState(GLenum drawMode)
if (mDitherStateDirty)
{
- device->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
+ mDevice->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)
+GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
{
- for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
- {
- if (attributes[i].active)
- {
- attributes[i].semanticIndex = getCurrentProgram()->getSemanticIndex(i);
- }
- }
-}
+ TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
-GLenum Context::applyVertexBuffer(GLint first, GLsizei count)
-{
- TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
-
- GLenum err = mVertexDataManager->prepareVertexData(first, count, translated);
+ GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances);
if (err != GL_NO_ERROR)
{
return err;
}
- lookupAttributeMapping(translated);
-
- mVertexDataManager->setupAttributes(translated);
-
- return GL_NO_ERROR;
+ return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, getCurrentProgram(), instances, repeatDraw);
}
// 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 Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
{
- IDirect3DDevice9 *device = getDevice();
GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
if (err == GL_NO_ERROR)
{
- device->SetIndices(indexInfo->indexBuffer);
+ if (indexInfo->serial != mAppliedIBSerial)
+ {
+ mDevice->SetIndices(indexInfo->indexBuffer);
+ mAppliedIBSerial = indexInfo->serial;
+ }
}
return err;
@@ -1995,19 +2279,16 @@ GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode
// 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)
+ if (programObject->getSerial() != mAppliedProgramSerial)
{
+ IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
+ IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
+
+ mDevice->SetPixelShader(pixelShader);
+ mDevice->SetVertexShader(vertexShader);
programObject->dirtyAllUniforms();
- programObject->dirtyAllSamplers();
- mAppliedProgram = programObject->getSerial();
+ mAppliedProgramSerial = programObject->getSerial();
}
programObject->applyUniforms();
@@ -2016,58 +2297,96 @@ void Context::applyShaders()
// Applies the textures and sampler states to the Direct3D 9 device
void Context::applyTextures()
{
- IDirect3DDevice9 *device = getDevice();
+ applyTextures(SAMPLER_PIXEL);
+
+ if (mSupportsVertexTexture)
+ {
+ applyTextures(SAMPLER_VERTEX);
+ }
+}
+
+// For each Direct3D 9 sampler of either the pixel or vertex stage,
+// looks up the corresponding OpenGL texture image unit and texture type,
+// and sets the texture and its addressing/filtering state (or NULL when inactive).
+void Context::applyTextures(SamplerType type)
+{
Program *programObject = getCurrentProgram();
- for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
+ int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type
+ unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
+ int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
+ int samplerRange = programObject->getUsedSamplerRange(type);
+
+ for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
{
- int textureUnit = programObject->getSamplerMapping(sampler);
+ int textureUnit = programObject->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index
+ int d3dSampler = samplerIndex + d3dSamplerOffset;
+
if (textureUnit != -1)
{
- SamplerType textureType = programObject->getSamplerType(sampler);
+ TextureType textureType = programObject->getSamplerTextureType(type, samplerIndex);
Texture *texture = getSamplerTexture(textureUnit, textureType);
- if (programObject->isSamplerDirty(sampler) || texture->isDirty())
+ if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyParameters() || texture->hasDirtyImages())
{
- 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));
+ IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();
- 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);
+ if (d3dTexture)
+ {
+ if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyParameters())
+ {
+ GLenum wrapS = texture->getWrapS();
+ GLenum wrapT = texture->getWrapT();
+ GLenum minFilter = texture->getMinFilter();
+ GLenum magFilter = texture->getMagFilter();
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
+ D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
+ es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
+ }
- device->SetTexture(sampler, texture->getTexture());
+ if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyImages())
+ {
+ mDevice->SetTexture(d3dSampler, d3dTexture);
+ }
}
else
{
- device->SetTexture(sampler, getIncompleteTexture(textureType)->getTexture());
+ mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());
}
- }
- programObject->setSamplerDirty(sampler, false);
+ appliedTextureSerial[samplerIndex] = texture->getTextureSerial();
+ texture->resetDirty();
+ }
}
else
{
- if (programObject->isSamplerDirty(sampler))
+ if (appliedTextureSerial[samplerIndex] != 0)
{
- device->SetTexture(sampler, NULL);
- programObject->setSamplerDirty(sampler, false);
+ mDevice->SetTexture(d3dSampler, NULL);
+ appliedTextureSerial[samplerIndex] = 0;
}
- }
+ }
+ }
+
+ for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
+ {
+ if (appliedTextureSerial[samplerIndex] != 0)
+ {
+ mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);
+ appliedTextureSerial[samplerIndex] = 0;
+ }
}
}
-void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
+void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
{
Framebuffer *framebuffer = getReadFramebuffer();
@@ -2081,55 +2400,93 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
return error(GL_INVALID_OPERATION);
}
- IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
+ GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
+ // sized query sanity check
+ if (bufSize)
+ {
+ int requiredSize = outputPitch * height;
+ if (requiredSize > *bufSize)
+ {
+ return error(GL_INVALID_OPERATION);
+ }
+ }
+ IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
if (!renderTarget)
{
return; // Context must be lost, return silently
}
- 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)
+ if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
{
+ UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
+ renderTarget->Release();
return error(GL_OUT_OF_MEMORY);
}
- ASSERT(SUCCEEDED(result));
+ HRESULT result;
+ IDirect3DSurface9 *systemSurface = NULL;
+ bool directToPixels = getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&
+ x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
+ desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
+ if (directToPixels)
+ {
+ // Use the pixels ptr as a shared handle to write directly into client's memory
+ result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
+ D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
+ if (FAILED(result))
+ {
+ // Try again without the shared handle
+ directToPixels = false;
+ }
+ }
- if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
+ if (!directToPixels)
{
- UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
+ result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
+ D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return error(GL_OUT_OF_MEMORY);
+ }
}
- result = device->GetRenderTargetData(renderTarget, systemSurface);
+ result = mDevice->GetRenderTargetData(renderTarget, systemSurface);
+ renderTarget->Release();
+ renderTarget = NULL;
if (FAILED(result))
{
systemSurface->Release();
- switch (result)
+ // It turns out that D3D will sometimes produce more error
+ // codes than those documented.
+ if (checkDeviceLost(result))
+ return error(GL_OUT_OF_MEMORY);
+ else
{
- case D3DERR_DRIVERINTERNALERROR:
- case D3DERR_DEVICELOST:
- return error(GL_OUT_OF_MEMORY);
- default:
- UNREACHABLE();
- return; // No sensible error to generate
+ UNREACHABLE();
+ return;
}
+
+ }
+
+ if (directToPixels)
+ {
+ systemSurface->Release();
+ return;
}
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)};
+ RECT rect = transformPixelRect(x, y, width, height, desc.Height);
+ rect.left = clamp(rect.left, 0L, static_cast<LONG>(desc.Width));
+ rect.top = clamp(rect.top, 0L, static_cast<LONG>(desc.Height));
+ rect.right = clamp(rect.right, 0L, static_cast<LONG>(desc.Width));
+ rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(desc.Height));
result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
@@ -2141,11 +2498,21 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
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);
+ unsigned char *source;
+ int inputPitch;
+ if (getPackReverseRowOrder())
+ {
+ source = (unsigned char*)lock.pBits;
+ inputPitch = lock.Pitch;
+ }
+ else
+ {
+ source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
+ inputPitch = -lock.Pitch;
+ }
for (int j = 0; j < rect.bottom - rect.top; j++)
{
@@ -2157,7 +2524,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
// an RGBA source buffer. Note that buffers with no
// alpha go through the slow path below.
memcpy(dest + j * outputPitch,
- source + j * lock.Pitch,
+ source + j * inputPitch,
(rect.right - rect.left) * 4);
continue;
}
@@ -2173,7 +2540,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
{
case D3DFMT_R5G6B5:
{
- unsigned short rgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
+ unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
a = 1.0f;
b = (rgb & 0x001F) * (1.0f / 0x001F);
@@ -2183,7 +2550,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
break;
case D3DFMT_A1R5G5B5:
{
- unsigned short argb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
+ unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
a = (argb & 0x8000) ? 1.0f : 0.0f;
b = (argb & 0x001F) * (1.0f / 0x001F);
@@ -2193,7 +2560,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
break;
case D3DFMT_A8R8G8B8:
{
- unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
@@ -2203,7 +2570,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
break;
case D3DFMT_X8R8G8B8:
{
- unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
+ unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
a = 1.0f;
b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
@@ -2213,7 +2580,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
break;
case D3DFMT_A2R10G10B10:
{
- unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
@@ -2224,10 +2591,10 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
case D3DFMT_A32B32G32R32F:
{
// float formats in D3D are stored rgba, rather than the other way round
- r = *((float*)(source + 16 * i + j * lock.Pitch) + 0);
- g = *((float*)(source + 16 * i + j * lock.Pitch) + 1);
- b = *((float*)(source + 16 * i + j * lock.Pitch) + 2);
- a = *((float*)(source + 16 * i + j * lock.Pitch) + 3);
+ r = *((float*)(source + 16 * i + j * inputPitch) + 0);
+ g = *((float*)(source + 16 * i + j * inputPitch) + 1);
+ b = *((float*)(source + 16 * i + j * inputPitch) + 2);
+ a = *((float*)(source + 16 * i + j * inputPitch) + 3);
}
break;
case D3DFMT_A16B16G16R16F:
@@ -2235,7 +2602,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
// float formats in D3D are stored rgba, rather than the other way round
float abgr[4];
- D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * lock.Pitch), 4);
+ D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4);
a = abgr[3];
b = abgr[2];
@@ -2246,6 +2613,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum
default:
UNIMPLEMENTED(); // FIXME
UNREACHABLE();
+ return;
}
switch (format)
@@ -2330,13 +2698,9 @@ void Context::clear(GLbitfield mask)
if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
{
- error(GL_INVALID_FRAMEBUFFER_OPERATION);
-
- return;
+ return error(GL_INVALID_FRAMEBUFFER_OPERATION);
}
- egl::Display *display = getDisplay();
- IDirect3DDevice9 *device = getDevice();
DWORD flags = 0;
if (mask & GL_COLOR_BUFFER_BIT)
@@ -2375,7 +2739,7 @@ void Context::clear(GLbitfield mask)
D3DSURFACE_DESC desc;
depthStencil->GetDesc(&desc);
- unsigned int stencilSize = es2dx::GetStencilSize(desc.Format);
+ unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
stencilUnmasked = (0x1 << stencilSize) - 1;
if (stencilUnmasked != 0x0)
@@ -2396,23 +2760,13 @@ void Context::clear(GLbitfield mask)
}
D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
- unorm<8>(mState.colorClearValue.red),
- unorm<8>(mState.colorClearValue.green),
- unorm<8>(mState.colorClearValue.blue));
+ 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();
-
- if (!renderTarget)
- {
- return; // Context must be lost, return silently
- }
-
- D3DSURFACE_DESC desc;
- renderTarget->GetDesc(&desc);
-
- bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || mState.colorMaskAlpha;
+ bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
(mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
@@ -2428,25 +2782,37 @@ void Context::clear(GLbitfield mask)
HRESULT hr;
if (mMaskedClearSavedState == NULL)
{
- hr = device->BeginStateBlock();
+ hr = mDevice->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->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
-
- hr = device->EndStateBlock(&mMaskedClearSavedState);
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ mDevice->SetPixelShader(NULL);
+ mDevice->SetVertexShader(NULL);
+ mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ mDevice->SetStreamSource(0, NULL, 0, 0);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
+ mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+
+ for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ mDevice->SetStreamSourceFreq(i, 1);
+ }
+
+ hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
}
@@ -2458,88 +2824,86 @@ void Context::clear(GLbitfield mask)
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);
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->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));
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
}
else
{
- device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ mDevice->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);
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
+ mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
+ mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
+ mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
+ mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
+ mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
mStencilStateDirty = true;
}
else
{
- device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
}
- device->SetPixelShader(NULL);
- device->SetVertexShader(NULL);
- device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
- device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
-
- struct Vertex
+ mDevice->SetPixelShader(NULL);
+ mDevice->SetVertexShader(NULL);
+ mDevice->SetFVF(D3DFVF_XYZRHW);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
+ mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+
+ for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
- float x, y, z, w;
- D3DCOLOR diffuse;
- };
+ mDevice->SetStreamSourceFreq(i, 1);
+ }
+
+ float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
+ quad[0][0] = -0.5f;
+ quad[0][1] = mRenderTargetDesc.Height - 0.5f;
+ quad[0][2] = 0.0f;
+ quad[0][3] = 1.0f;
+
+ quad[1][0] = mRenderTargetDesc.Width - 0.5f;
+ quad[1][1] = mRenderTargetDesc.Height - 0.5f;
+ quad[1][2] = 0.0f;
+ quad[1][3] = 1.0f;
+
+ quad[2][0] = -0.5f;
+ quad[2][1] = -0.5f;
+ quad[2][2] = 0.0f;
+ quad[2][3] = 1.0f;
- 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));
+ quad[3][0] = mRenderTargetDesc.Width - 0.5f;
+ quad[3][1] = -0.5f;
+ quad[3][2] = 0.0f;
+ quad[3][3] = 1.0f;
+
+ mDisplay->startScene();
+ mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
if (flags & D3DCLEAR_ZBUFFER)
{
- device->SetRenderState(D3DRS_ZENABLE, TRUE);
- device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
- device->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
+ mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
+ mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
}
if (mMaskedClearSavedState != NULL)
@@ -2549,19 +2913,17 @@ void Context::clear(GLbitfield mask)
}
else if (flags)
{
- device->Clear(0, NULL, flags, color, depth, stencil);
+ mDevice->Clear(0, NULL, flags, color, depth, stencil);
}
}
-void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
+void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
{
if (!mState.currentProgram)
{
return error(GL_INVALID_OPERATION);
}
- egl::Display *display = getDisplay();
- IDirect3DDevice9 *device = getDevice();
D3DPRIMITIVETYPE primitiveType;
int primitiveCount;
@@ -2580,7 +2942,8 @@ void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
applyState(mode);
- GLenum err = applyVertexBuffer(first, count);
+ GLsizei repeatDraw = 1;
+ GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
if (err != GL_NO_ERROR)
{
return error(err);
@@ -2589,25 +2952,49 @@ void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
applyShaders();
applyTextures();
- if (!getCurrentProgram()->validateSamplers())
+ if (!getCurrentProgram()->validateSamplers(false))
{
return error(GL_INVALID_OPERATION);
}
if (!cullSkipsDraw(mode))
{
- display->startScene();
+ mDisplay->startScene();
- device->DrawPrimitive(primitiveType, 0, primitiveCount);
+ if (mode == GL_LINE_LOOP)
+ {
+ drawLineLoop(count, GL_NONE, NULL, 0);
+ }
+ else if (instances > 0)
+ {
+ StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
+ if (countingIB)
+ {
+ if (mAppliedIBSerial != countingIB->getSerial())
+ {
+ mDevice->SetIndices(countingIB->getBuffer());
+ mAppliedIBSerial = countingIB->getSerial();
+ }
- if (mode == GL_LINE_LOOP) // Draw the last segment separately
+ for (int i = 0; i < repeatDraw; i++)
+ {
+ mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
+ }
+ }
+ else
+ {
+ ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
+ return error(GL_OUT_OF_MEMORY);
+ }
+ }
+ else // Regular case
{
- drawClosingLine(first, first + count - 1);
+ mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
}
}
}
-void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
+void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
{
if (!mState.currentProgram)
{
@@ -2619,8 +3006,6 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *
return error(GL_INVALID_OPERATION);
}
- egl::Display *display = getDisplay();
- IDirect3DDevice9 *device = getDevice();
D3DPRIMITIVETYPE primitiveType;
int primitiveCount;
@@ -2647,7 +3032,8 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *
}
GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
- err = applyVertexBuffer(indexInfo.minIndex, vertexCount);
+ GLsizei repeatDraw = 1;
+ err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
if (err != GL_NO_ERROR)
{
return error(err);
@@ -2656,188 +3042,178 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *
applyShaders();
applyTextures();
- if (!getCurrentProgram()->validateSamplers())
+ if (!getCurrentProgram()->validateSamplers(false))
{
return error(GL_INVALID_OPERATION);
}
if (!cullSkipsDraw(mode))
{
- display->startScene();
-
- device->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
-
- if (mode == GL_LINE_LOOP) // Draw the last segment separately
- {
- drawClosingLine(count, type, indices);
- }
- }
-}
-
-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);
-
- HRESULT result = occlusionQuery->Issue(D3DISSUE_BEGIN);
- ASSERT(SUCCEEDED(result));
-
- // Render something outside the render target
- 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));
-
- result = occlusionQuery->Issue(D3DISSUE_END);
- ASSERT(SUCCEEDED(result));
+ mDisplay->startScene();
- while (occlusionQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
+ if (mode == GL_LINE_LOOP)
{
- // Keep polling, but allow other threads to do something useful first
- Sleep(0);
+ drawLineLoop(count, type, indices, indexInfo.minIndex);
}
-
- occlusionQuery->Release();
-
- if (savedState)
+ else
{
- savedState->Apply();
- savedState->Release();
+ for (int i = 0; i < repeatDraw; i++)
+ {
+ mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
+ }
}
}
}
-void Context::flush()
+// Implements glFlush when block is false, glFinish when block is true
+void Context::sync(bool block)
{
- IDirect3DDevice9 *device = getDevice();
- IDirect3DQuery9 *eventQuery = NULL;
-
- HRESULT result = device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery);
+ mDisplay->sync(block);
+}
- if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && mState.elementArrayBuffer.get())
{
- return error(GL_OUT_OF_MEMORY);
+ Buffer *indexBuffer = mState.elementArrayBuffer.get();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
}
- ASSERT(SUCCEEDED(result));
+ UINT startIndex = 0;
+ bool succeeded = false;
- if (eventQuery)
+ if (supports32bitIndices())
{
- HRESULT result = eventQuery->Issue(D3DISSUE_END);
- ASSERT(SUCCEEDED(result));
+ const int spaceNeeded = (count + 1) * sizeof(unsigned int);
- result = eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
- eventQuery->Release();
-
- if (result == D3DERR_DEVICELOST)
+ if (!mLineLoopIB)
{
- error(GL_OUT_OF_MEMORY);
+ mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
}
- }
-}
-
-void Context::drawClosingLine(unsigned int first, unsigned int last)
-{
- IDirect3DDevice9 *device = getDevice();
- IDirect3DIndexBuffer9 *indexBuffer = NULL;
- HRESULT result = D3DERR_INVALIDCALL;
-
- if (supports32bitIndices())
- {
- result = device->CreateIndexBuffer(8, D3DUSAGE_WRITEONLY, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &indexBuffer, 0);
- if (SUCCEEDED(result))
+ if (mLineLoopIB)
{
- unsigned int *data;
- result = indexBuffer->Lock(0, 0, (void**)&data, 0);
+ mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
- if (SUCCEEDED(result))
+ UINT offset = 0;
+ unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
+ startIndex = offset / 4;
+
+ if (data)
{
- data[0] = last;
- data[1] = first;
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ mLineLoopIB->unmap();
+ succeeded = true;
}
}
}
else
{
- result = device->CreateIndexBuffer(4, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &indexBuffer, 0);
+ const int spaceNeeded = (count + 1) * sizeof(unsigned short);
- if (SUCCEEDED(result))
+ if (!mLineLoopIB)
{
- unsigned short *data;
- result = indexBuffer->Lock(0, 0, (void**)&data, 0);
+ mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
+ }
- if (SUCCEEDED(result))
+ if (mLineLoopIB)
+ {
+ mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
+
+ UINT offset = 0;
+ unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
+ startIndex = offset / 2;
+
+ if (data)
{
- data[0] = last;
- data[1] = first;
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ mLineLoopIB->unmap();
+ succeeded = true;
}
}
}
- if (SUCCEEDED(result))
+ if (succeeded)
{
- indexBuffer->Unlock();
- device->SetIndices(indexBuffer);
-
- device->DrawIndexedPrimitive(D3DPT_LINELIST, 0, 0, 2, 0, 1);
+ if (mAppliedIBSerial != mLineLoopIB->getSerial())
+ {
+ mDevice->SetIndices(mLineLoopIB->getBuffer());
+ mAppliedIBSerial = mLineLoopIB->getSerial();
+ }
- indexBuffer->Release();
+ mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
}
else
{
- ERR("Could not create an index buffer for closing a line loop.");
- error(GL_OUT_OF_MEMORY);
- }
-}
-
-void Context::drawClosingLine(GLsizei count, GLenum type, const void *indices)
-{
- unsigned int first = 0;
- unsigned int last = 0;
-
- if (mState.elementArrayBuffer.get())
- {
- Buffer *indexBuffer = mState.elementArrayBuffer.get();
- intptr_t offset = reinterpret_cast<intptr_t>(indices);
- indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
- }
-
- switch (type)
- {
- case GL_UNSIGNED_BYTE:
- first = static_cast<const GLubyte*>(indices)[0];
- last = static_cast<const GLubyte*>(indices)[count - 1];
- break;
- case GL_UNSIGNED_SHORT:
- first = static_cast<const GLushort*>(indices)[0];
- last = static_cast<const GLushort*>(indices)[count - 1];
- break;
- case GL_UNSIGNED_INT:
- first = static_cast<const GLuint*>(indices)[0];
- last = static_cast<const GLuint*>(indices)[count - 1];
- break;
- default: UNREACHABLE();
+ ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
+ return error(GL_OUT_OF_MEMORY);
}
-
- drawClosingLine(first, last);
}
void Context::recordInvalidEnum()
@@ -2907,6 +3283,36 @@ GLenum Context::getError()
return GL_NO_ERROR;
}
+GLenum Context::getResetStatus()
+{
+ if (mResetStatus == GL_NO_ERROR)
+ {
+ bool lost = mDisplay->testDeviceLost();
+
+ if (lost)
+ {
+ mDisplay->notifyDeviceLost(); // Sets mResetStatus
+ }
+ }
+
+ GLenum status = mResetStatus;
+
+ if (mResetStatus != GL_NO_ERROR)
+ {
+ if (mDisplay->testDeviceResettable())
+ {
+ mResetStatus = GL_NO_ERROR;
+ }
+ }
+
+ return status;
+}
+
+bool Context::isResetNotificationEnabled()
+{
+ return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
+}
+
bool Context::supportsShaderModel3() const
{
return mSupportsShaderModel3;
@@ -2917,6 +3323,16 @@ int Context::getMaximumVaryingVectors() const
return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
}
+unsigned int Context::getMaximumVertexTextureImageUnits() const
+{
+ return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
+}
+
+unsigned int Context::getMaximumCombinedTextureImageUnits() const
+{
+ return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
+}
+
int Context::getMaximumFragmentUniformVectors() const
{
return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
@@ -2956,39 +3372,54 @@ bool Context::supportsEventQueries() const
return mSupportsEventQueries;
}
-bool Context::supportsCompressedTextures() const
+bool Context::supportsOcclusionQueries() const
+{
+ return mSupportsOcclusionQueries;
+}
+
+bool Context::supportsDXT1Textures() const
+{
+ return mSupportsDXT1Textures;
+}
+
+bool Context::supportsDXT3Textures() const
+{
+ return mSupportsDXT3Textures;
+}
+
+bool Context::supportsDXT5Textures() const
{
- return mSupportsCompressedTextures;
+ return mSupportsDXT5Textures;
}
-bool Context::supportsFloatTextures() const
+bool Context::supportsFloat32Textures() const
{
- return mSupportsFloatTextures;
+ return mSupportsFloat32Textures;
}
-bool Context::supportsFloatLinearFilter() const
+bool Context::supportsFloat32LinearFilter() const
{
- return mSupportsFloatLinearFilter;
+ return mSupportsFloat32LinearFilter;
}
-bool Context::supportsFloatRenderableTextures() const
+bool Context::supportsFloat32RenderableTextures() const
{
- return mSupportsFloatRenderableTextures;
+ return mSupportsFloat32RenderableTextures;
}
-bool Context::supportsHalfFloatTextures() const
+bool Context::supportsFloat16Textures() const
{
- return mSupportsHalfFloatTextures;
+ return mSupportsFloat16Textures;
}
-bool Context::supportsHalfFloatLinearFilter() const
+bool Context::supportsFloat16LinearFilter() const
{
- return mSupportsHalfFloatLinearFilter;
+ return mSupportsFloat16LinearFilter;
}
-bool Context::supportsHalfFloatRenderableTextures() const
+bool Context::supportsFloat16RenderableTextures() const
{
- return mSupportsHalfFloatRenderableTextures;
+ return mSupportsFloat16RenderableTextures;
}
int Context::getMaximumRenderbufferDimension() const
@@ -3026,6 +3457,16 @@ bool Context::supports32bitIndices() const
return mSupports32bitIndices;
}
+bool Context::supportsNonPower2Texture() const
+{
+ return mSupportsNonPower2Texture;
+}
+
+bool Context::supportsInstancing() const
+{
+ return mSupportsInstancing;
+}
+
void Context::detachBuffer(GLuint buffer)
{
// [OpenGL ES 2.0.24] section 2.9 page 22:
@@ -3057,9 +3498,9 @@ void Context::detachTexture(GLuint texture)
// 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 type = 0; type < TEXTURE_TYPE_COUNT; type++)
{
- for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
+ for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
{
if (mState.samplerTexture[type][sampler].id() == texture)
{
@@ -3134,7 +3575,7 @@ void Context::detachRenderbuffer(GLuint renderbuffer)
}
}
-Texture *Context::getIncompleteTexture(SamplerType type)
+Texture *Context::getIncompleteTexture(TextureType type)
{
Texture *t = mIncompleteTextures[type].get();
@@ -3146,26 +3587,26 @@ Texture *Context::getIncompleteTexture(SamplerType type)
{
default:
UNREACHABLE();
- // default falls through to SAMPLER_2D
+ // default falls through to TEXTURE_2D
- case SAMPLER_2D:
+ case TEXTURE_2D:
{
Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);
- incomplete2d->setImage(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
t = incomplete2d;
}
break;
- case SAMPLER_CUBE:
+ case TEXTURE_CUBE:
{
TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);
- 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);
+ incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
+ incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
t = incompleteCube;
}
@@ -3214,53 +3655,100 @@ void Context::setVertexAttrib(GLuint index, const GLfloat *values)
mVertexDataManager->dirtyCurrentValue(index);
}
+void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
+{
+ ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
+
+ mState.vertexAttribute[index].mDivisor = divisor;
+}
+
+// keep list sorted in following order
+// OES extensions
+// EXT extensions
+// Vendor extensions
void Context::initExtensionString()
{
+ mExtensionString = "";
+
+ // OES extensions
+ if (supports32bitIndices())
+ {
+ mExtensionString += "GL_OES_element_index_uint ";
+ }
+
mExtensionString += "GL_OES_packed_depth_stencil ";
- mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
- mExtensionString += "GL_EXT_read_format_bgra ";
- mExtensionString += "GL_ANGLE_framebuffer_blit ";
mExtensionString += "GL_OES_rgb8_rgba8 ";
mExtensionString += "GL_OES_standard_derivatives ";
- if (supportsEventQueries())
+ if (supportsFloat16Textures())
{
- mExtensionString += "GL_NV_fence ";
+ mExtensionString += "GL_OES_texture_half_float ";
}
-
- if (supportsCompressedTextures())
+ if (supportsFloat16LinearFilter())
{
- mExtensionString += "GL_EXT_texture_compression_dxt1 ";
+ mExtensionString += "GL_OES_texture_half_float_linear ";
}
-
- if (supportsFloatTextures())
+ if (supportsFloat32Textures())
{
mExtensionString += "GL_OES_texture_float ";
}
+ if (supportsFloat32LinearFilter())
+ {
+ mExtensionString += "GL_OES_texture_float_linear ";
+ }
- if (supportsHalfFloatTextures())
+ if (supportsNonPower2Texture())
{
- mExtensionString += "GL_OES_texture_half_float ";
+ mExtensionString += "GL_OES_texture_npot ";
}
- if (supportsFloatLinearFilter())
+ // Multi-vendor (EXT) extensions
+ if (supportsOcclusionQueries())
{
- mExtensionString += "GL_OES_texture_float_linear ";
+ mExtensionString += "GL_EXT_occlusion_query_boolean ";
}
- if (supportsHalfFloatLinearFilter())
+ mExtensionString += "GL_EXT_read_format_bgra ";
+ mExtensionString += "GL_EXT_robustness ";
+
+ if (supportsDXT1Textures())
{
- mExtensionString += "GL_OES_texture_half_float_linear ";
+ mExtensionString += "GL_EXT_texture_compression_dxt1 ";
}
+ mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
+ mExtensionString += "GL_EXT_texture_storage ";
+
+ // ANGLE-specific extensions
+ mExtensionString += "GL_ANGLE_framebuffer_blit ";
if (getMaxSupportedSamples() != 0)
{
mExtensionString += "GL_ANGLE_framebuffer_multisample ";
}
- if (supports32bitIndices())
+ if (supportsInstancing())
{
- mExtensionString += "GL_OES_element_index_uint ";
+ mExtensionString += "GL_ANGLE_instanced_arrays ";
+ }
+
+ mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
+
+ if (supportsDXT3Textures())
+ {
+ mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
+ }
+ if (supportsDXT5Textures())
+ {
+ mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
+ }
+
+ mExtensionString += "GL_ANGLE_texture_usage ";
+ mExtensionString += "GL_ANGLE_translated_shader_source ";
+
+ // Other vendor-specific extensions
+ if (supportsEventQueries())
+ {
+ mExtensionString += "GL_NV_fence ";
}
std::string::size_type end = mExtensionString.find_last_not_of(' ');
@@ -3275,12 +3763,24 @@ const char *Context::getExtensionString() const
return mExtensionString.c_str();
}
+void Context::initRendererString()
+{
+ D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
+
+ mRendererString = "ANGLE (";
+ mRendererString += identifier->Description;
+ mRendererString += ")";
+}
+
+const char *Context::getRendererString() const
+{
+ return mRendererString.c_str();
+}
+
void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask)
{
- IDirect3DDevice9 *device = getDevice();
-
Framebuffer *readFramebuffer = getReadFramebuffer();
Framebuffer *drawFramebuffer = getDrawFramebuffer();
@@ -3295,6 +3795,11 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
return error(GL_INVALID_OPERATION);
}
+ int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
+ int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
+ int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
+ int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
+
RECT sourceRect;
RECT destRect;
@@ -3313,21 +3818,19 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
destRect.right = dstX0;
}
- // Arguments to StretchRect must be in D3D-style (0-top) coordinates, so we must
- // flip our Y-values here
if (srcY0 < srcY1)
{
- sourceRect.bottom = srcY1;
- destRect.bottom = dstY1;
- sourceRect.top = srcY0;
- destRect.top = dstY0;
+ sourceRect.top = readBufferHeight - srcY1;
+ destRect.top = drawBufferHeight - dstY1;
+ sourceRect.bottom = readBufferHeight - srcY0;
+ destRect.bottom = drawBufferHeight - dstY0;
}
else
{
- sourceRect.bottom = srcY0;
- destRect.bottom = dstY0;
- sourceRect.top = srcY1;
- destRect.top = dstY1;
+ sourceRect.top = readBufferHeight - srcY0;
+ destRect.top = drawBufferHeight - dstY0;
+ sourceRect.bottom = readBufferHeight - srcY1;
+ destRect.bottom = drawBufferHeight - dstY1;
}
RECT sourceScissoredRect = sourceRect;
@@ -3382,11 +3885,6 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
destTrimmedRect.left += xDiff;
}
- int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
- int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
- int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
- int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
-
if (sourceTrimmedRect.right > readBufferWidth)
{
int xDiff = sourceTrimmedRect.right - readBufferWidth;
@@ -3470,8 +3968,8 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
{
- DepthStencilbuffer *readDSBuffer = NULL;
- DepthStencilbuffer *drawDSBuffer = NULL;
+ Renderbuffer *readDSBuffer = NULL;
+ Renderbuffer *drawDSBuffer = NULL;
// We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
// both a depth and stencil buffer, it will be the same buffer.
@@ -3523,13 +4021,18 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
if (blitRenderTarget || blitDepthStencil)
{
- egl::Display *display = getDisplay();
- display->endScene();
+ mDisplay->endScene();
if (blitRenderTarget)
{
- HRESULT result = device->StretchRect(readFramebuffer->getRenderTarget(), &sourceTrimmedRect,
- drawFramebuffer->getRenderTarget(), &destTrimmedRect, D3DTEXF_NONE);
+ IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();
+ IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();
+
+ HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect,
+ drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);
+
+ readRenderTarget->Release();
+ drawRenderTarget->Release();
if (FAILED(result))
{
@@ -3540,7 +4043,7 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
if (blitDepthStencil)
{
- HRESULT result = device->StretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, D3DTEXF_NONE);
+ HRESULT result = mDevice->StretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, D3DTEXF_NONE);
if (FAILED(result))
{
@@ -3551,13 +4054,204 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
}
}
+VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ mVertexDeclCache[i].vertexDeclaration = NULL;
+ mVertexDeclCache[i].lruCount = 0;
+ }
+}
+
+VertexDeclarationCache::~VertexDeclarationCache()
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ if (mVertexDeclCache[i].vertexDeclaration)
+ {
+ mVertexDeclCache[i].vertexDeclaration->Release();
+ }
+ }
+}
+
+GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], Program *program, GLsizei instances, GLsizei *repeatDraw)
+{
+ *repeatDraw = 1;
+
+ int indexedAttribute = MAX_VERTEX_ATTRIBS;
+ int instancedAttribute = MAX_VERTEX_ATTRIBS;
+
+ if (instances > 0)
+ {
+ // Find an indexed attribute to be mapped to D3D stream 0
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ if (indexedAttribute == MAX_VERTEX_ATTRIBS)
+ {
+ if (attributes[i].divisor == 0)
+ {
+ indexedAttribute = i;
+ }
+ }
+ else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
+ {
+ if (attributes[i].divisor != 0)
+ {
+ instancedAttribute = i;
+ }
+ }
+ else break; // Found both an indexed and instanced attribute
+ }
+ }
+
+ if (indexedAttribute == MAX_VERTEX_ATTRIBS)
+ {
+ return GL_INVALID_OPERATION;
+ }
+ }
+
+ D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
+ D3DVERTEXELEMENT9 *element = &elements[0];
+
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ int stream = i;
+
+ if (instances > 0)
+ {
+ // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
+ if (instancedAttribute == MAX_VERTEX_ATTRIBS)
+ {
+ *repeatDraw = instances;
+ }
+ else
+ {
+ if (i == indexedAttribute)
+ {
+ stream = 0;
+ }
+ else if (i == 0)
+ {
+ stream = indexedAttribute;
+ }
+
+ UINT frequency = 1;
+
+ if (attributes[i].divisor == 0)
+ {
+ frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
+ }
+ else
+ {
+ frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
+ }
+
+ device->SetStreamSourceFreq(stream, frequency);
+ mInstancingEnabled = true;
+ }
+ }
+
+ if (mAppliedVBs[stream].serial != attributes[i].serial ||
+ mAppliedVBs[stream].stride != attributes[i].stride ||
+ mAppliedVBs[stream].offset != attributes[i].offset)
+ {
+ device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
+ mAppliedVBs[stream].serial = attributes[i].serial;
+ mAppliedVBs[stream].stride = attributes[i].stride;
+ mAppliedVBs[stream].offset = attributes[i].offset;
+ }
+
+ element->Stream = stream;
+ element->Offset = 0;
+ element->Type = attributes[i].type;
+ element->Method = D3DDECLMETHOD_DEFAULT;
+ element->Usage = D3DDECLUSAGE_TEXCOORD;
+ element->UsageIndex = program->getSemanticIndex(i);
+ element++;
+ }
+ }
+
+ if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
+ {
+ if (mInstancingEnabled)
+ {
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+
+ mInstancingEnabled = false;
+ }
+ }
+
+ static const D3DVERTEXELEMENT9 end = D3DDECL_END();
+ *(element++) = end;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
+ if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
+ {
+ entry->lruCount = ++mMaxLru;
+ if(entry->vertexDeclaration != mLastSetVDecl)
+ {
+ device->SetVertexDeclaration(entry->vertexDeclaration);
+ mLastSetVDecl = entry->vertexDeclaration;
+ }
+
+ return GL_NO_ERROR;
+ }
+ }
+
+ VertexDeclCacheEntry *lastCache = mVertexDeclCache;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
+ {
+ lastCache = &mVertexDeclCache[i];
+ }
+ }
+
+ if (lastCache->vertexDeclaration != NULL)
+ {
+ lastCache->vertexDeclaration->Release();
+ lastCache->vertexDeclaration = NULL;
+ // mLastSetVDecl is set to the replacement, so we don't have to worry
+ // about it.
+ }
+
+ memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
+ device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
+ device->SetVertexDeclaration(lastCache->vertexDeclaration);
+ mLastSetVDecl = lastCache->vertexDeclaration;
+ lastCache->lruCount = ++mMaxLru;
+
+ return GL_NO_ERROR;
+}
+
+void VertexDeclarationCache::markStateDirty()
+{
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true; // Forces it to be disabled when not used
+}
+
}
extern "C"
{
-gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext)
+gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)
{
- return new gl::Context(config, shareContext);
+ return new gl::Context(config, shareContext, notifyResets, robustAccess);
}
void glDestroyContext(gl::Context *context)