blob: 671f5ed1eec033ff3dbba15b83bd281e44de63ce [file] [log] [blame]
//
// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Context.cpp: Implements the gl::Context class, managing all GL state and performing
// rendering operations. It is the GLES2 specific implementation of EGLContext.
#include "libANGLE/Context.h"
#include <string.h>
#include <iterator>
#include <sstream>
#include <vector>
#include "common/matrix_utils.h"
#include "common/platform.h"
#include "common/utilities.h"
#include "common/version.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Compiler.h"
#include "libANGLE/Fence.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Path.h"
#include "libANGLE/Program.h"
#include "libANGLE/Query.h"
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/Sampler.h"
#include "libANGLE/Surface.h"
#include "libANGLE/Texture.h"
#include "libANGLE/TransformFeedback.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/Workarounds.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/queryconversions.h"
#include "libANGLE/queryutils.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/EGLImplFactory.h"
#include "libANGLE/validationES.h"
namespace
{
template <typename T>
std::vector<gl::Path *> GatherPaths(gl::PathManager &resourceManager,
GLsizei numPaths,
const void *paths,
GLuint pathBase)
{
std::vector<gl::Path *> ret;
ret.reserve(numPaths);
const auto *nameArray = static_cast<const T *>(paths);
for (GLsizei i = 0; i < numPaths; ++i)
{
const GLuint pathName = nameArray[i] + pathBase;
ret.push_back(resourceManager.getPath(pathName));
}
return ret;
}
std::vector<gl::Path *> GatherPaths(gl::PathManager &resourceManager,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase)
{
switch (pathNameType)
{
case GL_UNSIGNED_BYTE:
return GatherPaths<GLubyte>(resourceManager, numPaths, paths, pathBase);
case GL_BYTE:
return GatherPaths<GLbyte>(resourceManager, numPaths, paths, pathBase);
case GL_UNSIGNED_SHORT:
return GatherPaths<GLushort>(resourceManager, numPaths, paths, pathBase);
case GL_SHORT:
return GatherPaths<GLshort>(resourceManager, numPaths, paths, pathBase);
case GL_UNSIGNED_INT:
return GatherPaths<GLuint>(resourceManager, numPaths, paths, pathBase);
case GL_INT:
return GatherPaths<GLint>(resourceManager, numPaths, paths, pathBase);
}
UNREACHABLE();
return std::vector<gl::Path *>();
}
template <typename T>
gl::Error GetQueryObjectParameter(gl::Query *query, GLenum pname, T *params)
{
ASSERT(query != nullptr);
switch (pname)
{
case GL_QUERY_RESULT_EXT:
return query->getResult(params);
case GL_QUERY_RESULT_AVAILABLE_EXT:
{
bool available;
gl::Error error = query->isResultAvailable(&available);
if (!error.isError())
{
*params = gl::ConvertFromGLboolean<T>(available);
}
return error;
}
default:
UNREACHABLE();
return gl::Error(GL_INVALID_OPERATION, "Unreachable Error");
}
}
void MarkTransformFeedbackBufferUsage(gl::TransformFeedback *transformFeedback)
{
if (transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused())
{
for (size_t tfBufferIndex = 0; tfBufferIndex < transformFeedback->getIndexedBufferCount();
tfBufferIndex++)
{
const OffsetBindingPointer<gl::Buffer> &buffer =
transformFeedback->getIndexedBuffer(tfBufferIndex);
if (buffer.get() != nullptr)
{
buffer->onTransformFeedback();
}
}
}
}
// Attribute map queries.
EGLint GetClientMajorVersion(const egl::AttributeMap &attribs)
{
return static_cast<EGLint>(attribs.get(EGL_CONTEXT_CLIENT_VERSION, 1));
}
EGLint GetClientMinorVersion(const egl::AttributeMap &attribs)
{
return static_cast<EGLint>(attribs.get(EGL_CONTEXT_MINOR_VERSION, 0));
}
gl::Version GetClientVersion(const egl::AttributeMap &attribs)
{
return gl::Version(GetClientMajorVersion(attribs), GetClientMinorVersion(attribs));
}
GLenum GetResetStrategy(const egl::AttributeMap &attribs)
{
EGLAttrib attrib = attribs.get(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT,
EGL_NO_RESET_NOTIFICATION_EXT);
switch (attrib)
{
case EGL_NO_RESET_NOTIFICATION:
return GL_NO_RESET_NOTIFICATION_EXT;
case EGL_LOSE_CONTEXT_ON_RESET:
return GL_LOSE_CONTEXT_ON_RESET_EXT;
default:
UNREACHABLE();
return GL_NONE;
}
}
bool GetRobustAccess(const egl::AttributeMap &attribs)
{
return (attribs.get(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE) == EGL_TRUE) ||
((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR) !=
0);
}
bool GetDebug(const egl::AttributeMap &attribs)
{
return (attribs.get(EGL_CONTEXT_OPENGL_DEBUG, EGL_FALSE) == EGL_TRUE) ||
((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR) != 0);
}
bool GetNoError(const egl::AttributeMap &attribs)
{
return (attribs.get(EGL_CONTEXT_OPENGL_NO_ERROR_KHR, EGL_FALSE) == EGL_TRUE);
}
bool GetWebGLContext(const egl::AttributeMap &attribs)
{
return (attribs.get(EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE, EGL_FALSE) == EGL_TRUE);
}
bool GetBindGeneratesResource(const egl::AttributeMap &attribs)
{
return (attribs.get(EGL_CONTEXT_BIND_GENERATES_RESOURCE_CHROMIUM, EGL_TRUE) == EGL_TRUE);
}
bool GetClientArraysEnabled(const egl::AttributeMap &attribs)
{
return (attribs.get(EGL_CONTEXT_CLIENT_ARRAYS_ENABLED_ANGLE, EGL_TRUE) == EGL_TRUE);
}
bool GetRobustResourceInit(const egl::AttributeMap &attribs)
{
return (attribs.get(EGL_CONTEXT_ROBUST_RESOURCE_INITIALIZATION_ANGLE, EGL_FALSE) == EGL_TRUE);
}
std::string GetObjectLabelFromPointer(GLsizei length, const GLchar *label)
{
std::string labelName;
if (label != nullptr)
{
size_t labelLength = length < 0 ? strlen(label) : length;
labelName = std::string(label, labelLength);
}
return labelName;
}
void GetObjectLabelBase(const std::string &objectLabel,
GLsizei bufSize,
GLsizei *length,
GLchar *label)
{
size_t writeLength = objectLabel.length();
if (label != nullptr && bufSize > 0)
{
writeLength = std::min(static_cast<size_t>(bufSize) - 1, objectLabel.length());
std::copy(objectLabel.begin(), objectLabel.begin() + writeLength, label);
label[writeLength] = '\0';
}
if (length != nullptr)
{
*length = static_cast<GLsizei>(writeLength);
}
}
} // anonymous namespace
namespace gl
{
Context::Context(rx::EGLImplFactory *implFactory,
const egl::Config *config,
const Context *shareContext,
TextureManager *shareTextures,
const egl::AttributeMap &attribs,
const egl::DisplayExtensions &displayExtensions)
: ValidationContext(shareContext,
shareTextures,
GetClientVersion(attribs),
&mGLState,
mCaps,
mTextureCaps,
mExtensions,
mLimitations,
GetNoError(attribs)),
mImplementation(implFactory->createContext(mState)),
mCompiler(nullptr),
mConfig(config),
mClientType(EGL_OPENGL_ES_API),
mHasBeenCurrent(false),
mContextLost(false),
mResetStatus(GL_NO_ERROR),
mContextLostForced(false),
mResetStrategy(GetResetStrategy(attribs)),
mRobustAccess(GetRobustAccess(attribs)),
mCurrentSurface(nullptr),
mSurfacelessFramebuffer(nullptr),
mWebGLContext(GetWebGLContext(attribs)),
mScratchBuffer(1000u)
{
if (mRobustAccess)
{
UNIMPLEMENTED();
}
initCaps(displayExtensions);
initWorkarounds();
mGLState.initialize(mCaps, mExtensions, getClientVersion(), GetDebug(attribs),
GetBindGeneratesResource(attribs), GetClientArraysEnabled(attribs),
GetRobustResourceInit(attribs));
mFenceNVHandleAllocator.setBaseHandle(0);
// [OpenGL ES 2.0.24] section 3.7 page 83:
// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
// and cube map texture state vectors respectively associated with them.
// In order that access to these initial textures not be lost, they are treated as texture
// objects all of whose names are 0.
Texture *zeroTexture2D = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D);
mZeroTextures[GL_TEXTURE_2D].set(zeroTexture2D);
Texture *zeroTextureCube = new Texture(mImplementation.get(), 0, GL_TEXTURE_CUBE_MAP);
mZeroTextures[GL_TEXTURE_CUBE_MAP].set(zeroTextureCube);
if (getClientVersion() >= Version(3, 0))
{
// TODO: These could also be enabled via extension
Texture *zeroTexture3D = new Texture(mImplementation.get(), 0, GL_TEXTURE_3D);
mZeroTextures[GL_TEXTURE_3D].set(zeroTexture3D);
Texture *zeroTexture2DArray = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D_ARRAY);
mZeroTextures[GL_TEXTURE_2D_ARRAY].set(zeroTexture2DArray);
}
if (getClientVersion() >= Version(3, 1))
{
Texture *zeroTexture2DMultisample =
new Texture(mImplementation.get(), 0, GL_TEXTURE_2D_MULTISAMPLE);
mZeroTextures[GL_TEXTURE_2D_MULTISAMPLE].set(zeroTexture2DMultisample);
bindGenericAtomicCounterBuffer(0);
for (unsigned int i = 0; i < mCaps.maxAtomicCounterBufferBindings; i++)
{
bindIndexedAtomicCounterBuffer(0, i, 0, 0);
}
bindGenericShaderStorageBuffer(0);
for (unsigned int i = 0; i < mCaps.maxShaderStorageBufferBindings; i++)
{
bindIndexedShaderStorageBuffer(0, i, 0, 0);
}
}
if (mExtensions.eglImageExternal || mExtensions.eglStreamConsumerExternal)
{
Texture *zeroTextureExternal =
new Texture(mImplementation.get(), 0, GL_TEXTURE_EXTERNAL_OES);
mZeroTextures[GL_TEXTURE_EXTERNAL_OES].set(zeroTextureExternal);
}
mGLState.initializeZeroTextures(mZeroTextures);
bindVertexArray(0);
bindArrayBuffer(0);
bindDrawIndirectBuffer(0);
bindElementArrayBuffer(0);
bindRenderbuffer(GL_RENDERBUFFER, 0);
bindGenericUniformBuffer(0);
for (unsigned int i = 0; i < mCaps.maxUniformBufferBindings; i++)
{
bindIndexedUniformBuffer(0, i, 0, -1);
}
bindCopyReadBuffer(0);
bindCopyWriteBuffer(0);
bindPixelPackBuffer(0);
bindPixelUnpackBuffer(0);
if (getClientVersion() >= Version(3, 0))
{
// [OpenGL ES 3.0.2] section 2.14.1 pg 85:
// In the initial state, a default transform feedback object is bound and treated as
// a transform feedback object with a name of zero. That object is bound any time
// BindTransformFeedback is called with id of zero
bindTransformFeedback(0);
}
mCompiler = new Compiler(mImplementation.get(), mState);
// Initialize dirty bit masks
// TODO(jmadill): additional ES3 state
mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_ALIGNMENT);
mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_ROW_LENGTH);
mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_IMAGE_HEIGHT);
mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_SKIP_IMAGES);
mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_SKIP_ROWS);
mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_SKIP_PIXELS);
mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_BUFFER_BINDING);
// No dirty objects.
// Readpixels uses the pack state and read FBO
mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_ALIGNMENT);
mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_REVERSE_ROW_ORDER);
mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_ROW_LENGTH);
mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_SKIP_ROWS);
mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_SKIP_PIXELS);
mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_BUFFER_BINDING);
mReadPixelsDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER);
mClearDirtyBits.set(State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED);
mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED);
mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR);
mClearDirtyBits.set(State::DIRTY_BIT_VIEWPORT);
mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_COLOR);
mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_DEPTH);
mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_STENCIL);
mClearDirtyBits.set(State::DIRTY_BIT_COLOR_MASK);
mClearDirtyBits.set(State::DIRTY_BIT_DEPTH_MASK);
mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_BACK);
mClearDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED);
mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR);
mBlitDirtyBits.set(State::DIRTY_BIT_FRAMEBUFFER_SRGB);
mBlitDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER);
mBlitDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
handleError(mImplementation->initialize());
}
void Context::destroy(egl::Display *display)
{
mGLState.reset(this);
for (auto fence : mFenceNVMap)
{
SafeDelete(fence.second);
}
for (auto query : mQueryMap)
{
if (query.second != nullptr)
{
query.second->release();
}
}
for (auto vertexArray : mVertexArrayMap)
{
SafeDelete(vertexArray.second);
}
for (auto transformFeedback : mTransformFeedbackMap)
{
if (transformFeedback.second != nullptr)
{
transformFeedback.second->release(this);
}
}
for (auto &zeroTexture : mZeroTextures)
{
zeroTexture.second.set(nullptr);
}
mZeroTextures.clear();
SafeDelete(mSurfacelessFramebuffer);
releaseSurface(display);
SafeDelete(mCompiler);
mState.mBuffers->release(this);
mState.mShaderPrograms->release(this);
mState.mTextures->release(this);
mState.mRenderbuffers->release(this);
mState.mSamplers->release(this);
mState.mFenceSyncs->release(this);
mState.mPaths->release(this);
mState.mFramebuffers->release(this);
}
Context::~Context()
{
}
void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
{
if (!mHasBeenCurrent)
{
initRendererString();
initVersionStrings();
initExtensionStrings();
int width = 0;
int height = 0;
if (surface != nullptr)
{
width = surface->getWidth();
height = surface->getHeight();
}
mGLState.setViewportParams(0, 0, width, height);
mGLState.setScissorParams(0, 0, width, height);
mHasBeenCurrent = true;
}
// TODO(jmadill): Rework this when we support ContextImpl
mGLState.setAllDirtyBits();
releaseSurface(display);
Framebuffer *newDefault = nullptr;
if (surface != nullptr)
{
surface->setIsCurrent(display, true);
mCurrentSurface = surface;
newDefault = surface->getDefaultFramebuffer();
}
else
{
if (mSurfacelessFramebuffer == nullptr)
{
mSurfacelessFramebuffer = new Framebuffer(mImplementation.get());
}
newDefault = mSurfacelessFramebuffer;
}
// Update default framebuffer, the binding of the previous default
// framebuffer (or lack of) will have a nullptr.
{
if (mGLState.getReadFramebuffer() == nullptr)
{
mGLState.setReadFramebufferBinding(newDefault);
}
if (mGLState.getDrawFramebuffer() == nullptr)
{
mGLState.setDrawFramebufferBinding(newDefault);
}
mState.mFramebuffers->setDefaultFramebuffer(newDefault);
}
// Notify the renderer of a context switch
mImplementation->onMakeCurrent(mState);
}
void Context::releaseSurface(egl::Display *display)
{
// Remove the default framebuffer
Framebuffer *currentDefault = nullptr;
if (mCurrentSurface != nullptr)
{
currentDefault = mCurrentSurface->getDefaultFramebuffer();
}
else if (mSurfacelessFramebuffer != nullptr)
{
currentDefault = mSurfacelessFramebuffer;
}
if (mGLState.getReadFramebuffer() == currentDefault)
{
mGLState.setReadFramebufferBinding(nullptr);
}
if (mGLState.getDrawFramebuffer() == currentDefault)
{
mGLState.setDrawFramebufferBinding(nullptr);
}
mState.mFramebuffers->setDefaultFramebuffer(nullptr);
if (mCurrentSurface)
{
mCurrentSurface->setIsCurrent(display, false);
mCurrentSurface = nullptr;
}
}
GLuint Context::createBuffer()
{
return mState.mBuffers->createBuffer();
}
GLuint Context::createProgram()
{
return mState.mShaderPrograms->createProgram(mImplementation.get());
}
GLuint Context::createShader(GLenum type)
{
return mState.mShaderPrograms->createShader(mImplementation.get(), mLimitations, type);
}
GLuint Context::createTexture()
{
return mState.mTextures->createTexture();
}
GLuint Context::createRenderbuffer()
{
return mState.mRenderbuffers->createRenderbuffer();
}
GLsync Context::createFenceSync()
{
GLuint handle = mState.mFenceSyncs->createFenceSync(mImplementation.get());
return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
}
GLuint Context::createPaths(GLsizei range)
{
auto resultOrError = mState.mPaths->createPaths(mImplementation.get(), range);
if (resultOrError.isError())
{
handleError(resultOrError.getError());
return 0;
}
return resultOrError.getResult();
}
GLuint Context::createVertexArray()
{
GLuint vertexArray = mVertexArrayHandleAllocator.allocate();
mVertexArrayMap[vertexArray] = nullptr;
return vertexArray;
}
GLuint Context::createSampler()
{
return mState.mSamplers->createSampler();
}
GLuint Context::createTransformFeedback()
{
GLuint transformFeedback = mTransformFeedbackAllocator.allocate();
mTransformFeedbackMap[transformFeedback] = nullptr;
return transformFeedback;
}
// Returns an unused framebuffer name
GLuint Context::createFramebuffer()
{
return mState.mFramebuffers->createFramebuffer();
}
GLuint Context::createFenceNV()
{
GLuint handle = mFenceNVHandleAllocator.allocate();
mFenceNVMap[handle] = new FenceNV(mImplementation->createFenceNV());
return handle;
}
// Returns an unused query name
GLuint Context::createQuery()
{
GLuint handle = mQueryHandleAllocator.allocate();
mQueryMap[handle] = nullptr;
return handle;
}
void Context::deleteBuffer(GLuint buffer)
{
if (mState.mBuffers->getBuffer(buffer))
{
detachBuffer(buffer);
}
mState.mBuffers->deleteObject(this, buffer);
}
void Context::deleteShader(GLuint shader)
{
mState.mShaderPrograms->deleteShader(this, shader);
}
void Context::deleteProgram(GLuint program)
{
mState.mShaderPrograms->deleteProgram(this, program);
}
void Context::deleteTexture(GLuint texture)
{
if (mState.mTextures->getTexture(texture))
{
detachTexture(texture);
}
mState.mTextures->deleteObject(this, texture);
}
void Context::deleteRenderbuffer(GLuint renderbuffer)
{
if (mState.mRenderbuffers->getRenderbuffer(renderbuffer))
{
detachRenderbuffer(renderbuffer);
}
mState.mRenderbuffers->deleteObject(this, renderbuffer);
}
void Context::deleteFenceSync(GLsync fenceSync)
{
// The spec specifies the underlying Fence object is not deleted until all current
// wait commands finish. However, since the name becomes invalid, we cannot query the fence,
// and since our API is currently designed for being called from a single thread, we can delete
// the fence immediately.
mState.mFenceSyncs->deleteObject(this,
static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
}
void Context::deletePaths(GLuint first, GLsizei range)
{
mState.mPaths->deletePaths(first, range);
}
bool Context::hasPathData(GLuint path) const
{
const auto *pathObj = mState.mPaths->getPath(path);
if (pathObj == nullptr)
return false;
return pathObj->hasPathData();
}
bool Context::hasPath(GLuint path) const
{
return mState.mPaths->hasPath(path);
}
void Context::setPathCommands(GLuint path,
GLsizei numCommands,
const GLubyte *commands,
GLsizei numCoords,
GLenum coordType,
const void *coords)
{
auto *pathObject = mState.mPaths->getPath(path);
handleError(pathObject->setCommands(numCommands, commands, numCoords, coordType, coords));
}
void Context::setPathParameterf(GLuint path, GLenum pname, GLfloat value)
{
auto *pathObj = mState.mPaths->getPath(path);
switch (pname)
{
case GL_PATH_STROKE_WIDTH_CHROMIUM:
pathObj->setStrokeWidth(value);
break;
case GL_PATH_END_CAPS_CHROMIUM:
pathObj->setEndCaps(static_cast<GLenum>(value));
break;
case GL_PATH_JOIN_STYLE_CHROMIUM:
pathObj->setJoinStyle(static_cast<GLenum>(value));
break;
case GL_PATH_MITER_LIMIT_CHROMIUM:
pathObj->setMiterLimit(value);
break;
case GL_PATH_STROKE_BOUND_CHROMIUM:
pathObj->setStrokeBound(value);
break;
default:
UNREACHABLE();
break;
}
}
void Context::getPathParameterfv(GLuint path, GLenum pname, GLfloat *value) const
{
const auto *pathObj = mState.mPaths->getPath(path);
switch (pname)
{
case GL_PATH_STROKE_WIDTH_CHROMIUM:
*value = pathObj->getStrokeWidth();
break;
case GL_PATH_END_CAPS_CHROMIUM:
*value = static_cast<GLfloat>(pathObj->getEndCaps());
break;
case GL_PATH_JOIN_STYLE_CHROMIUM:
*value = static_cast<GLfloat>(pathObj->getJoinStyle());
break;
case GL_PATH_MITER_LIMIT_CHROMIUM:
*value = pathObj->getMiterLimit();
break;
case GL_PATH_STROKE_BOUND_CHROMIUM:
*value = pathObj->getStrokeBound();
break;
default:
UNREACHABLE();
break;
}
}
void Context::setPathStencilFunc(GLenum func, GLint ref, GLuint mask)
{
mGLState.setPathStencilFunc(func, ref, mask);
}
void Context::deleteVertexArray(GLuint vertexArray)
{
auto iter = mVertexArrayMap.find(vertexArray);
if (iter != mVertexArrayMap.end())
{
VertexArray *vertexArrayObject = iter->second;
if (vertexArrayObject != nullptr)
{
detachVertexArray(vertexArray);
delete vertexArrayObject;
}
mVertexArrayMap.erase(iter);
mVertexArrayHandleAllocator.release(vertexArray);
}
}
void Context::deleteSampler(GLuint sampler)
{
if (mState.mSamplers->getSampler(sampler))
{
detachSampler(sampler);
}
mState.mSamplers->deleteObject(this, sampler);
}
void Context::deleteTransformFeedback(GLuint transformFeedback)
{
if (transformFeedback == 0)
{
return;
}
auto iter = mTransformFeedbackMap.find(transformFeedback);
if (iter != mTransformFeedbackMap.end())
{
TransformFeedback *transformFeedbackObject = iter->second;
if (transformFeedbackObject != nullptr)
{
detachTransformFeedback(transformFeedback);
transformFeedbackObject->release(this);
}
mTransformFeedbackMap.erase(iter);
mTransformFeedbackAllocator.release(transformFeedback);
}
}
void Context::deleteFramebuffer(GLuint framebuffer)
{
if (mState.mFramebuffers->getFramebuffer(framebuffer))
{
detachFramebuffer(framebuffer);
}
mState.mFramebuffers->deleteObject(this, framebuffer);
}
void Context::deleteFenceNV(GLuint fence)
{
auto fenceObject = mFenceNVMap.find(fence);
if (fenceObject != mFenceNVMap.end())
{
mFenceNVHandleAllocator.release(fenceObject->first);
delete fenceObject->second;
mFenceNVMap.erase(fenceObject);
}
}
void Context::deleteQuery(GLuint query)
{
auto 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) const
{
return mState.mBuffers->getBuffer(handle);
}
Texture *Context::getTexture(GLuint handle) const
{
return mState.mTextures->getTexture(handle);
}
Renderbuffer *Context::getRenderbuffer(GLuint handle) const
{
return mState.mRenderbuffers->getRenderbuffer(handle);
}
FenceSync *Context::getFenceSync(GLsync handle) const
{
return mState.mFenceSyncs->getFenceSync(
static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
}
VertexArray *Context::getVertexArray(GLuint handle) const
{
auto vertexArray = mVertexArrayMap.find(handle);
return (vertexArray != mVertexArrayMap.end()) ? vertexArray->second : nullptr;
}
Sampler *Context::getSampler(GLuint handle) const
{
return mState.mSamplers->getSampler(handle);
}
TransformFeedback *Context::getTransformFeedback(GLuint handle) const
{
auto iter = mTransformFeedbackMap.find(handle);
return (iter != mTransformFeedbackMap.end()) ? iter->second : nullptr;
}
LabeledObject *Context::getLabeledObject(GLenum identifier, GLuint name) const
{
switch (identifier)
{
case GL_BUFFER:
return getBuffer(name);
case GL_SHADER:
return getShader(name);
case GL_PROGRAM:
return getProgram(name);
case GL_VERTEX_ARRAY:
return getVertexArray(name);
case GL_QUERY:
return getQuery(name);
case GL_TRANSFORM_FEEDBACK:
return getTransformFeedback(name);
case GL_SAMPLER:
return getSampler(name);
case GL_TEXTURE:
return getTexture(name);
case GL_RENDERBUFFER:
return getRenderbuffer(name);
case GL_FRAMEBUFFER:
return getFramebuffer(name);
default:
UNREACHABLE();
return nullptr;
}
}
LabeledObject *Context::getLabeledObjectFromPtr(const void *ptr) const
{
return getFenceSync(reinterpret_cast<GLsync>(const_cast<void *>(ptr)));
}
void Context::objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
{
LabeledObject *object = getLabeledObject(identifier, name);
ASSERT(object != nullptr);
std::string labelName = GetObjectLabelFromPointer(length, label);
object->setLabel(labelName);
}
void Context::objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
{
LabeledObject *object = getLabeledObjectFromPtr(ptr);
ASSERT(object != nullptr);
std::string labelName = GetObjectLabelFromPointer(length, label);
object->setLabel(labelName);
}
void Context::getObjectLabel(GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label) const
{
LabeledObject *object = getLabeledObject(identifier, name);
ASSERT(object != nullptr);
const std::string &objectLabel = object->getLabel();
GetObjectLabelBase(objectLabel, bufSize, length, label);
}
void Context::getObjectPtrLabel(const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label) const
{
LabeledObject *object = getLabeledObjectFromPtr(ptr);
ASSERT(object != nullptr);
const std::string &objectLabel = object->getLabel();
GetObjectLabelBase(objectLabel, bufSize, length, label);
}
bool Context::isSampler(GLuint samplerName) const
{
return mState.mSamplers->isSampler(samplerName);
}
void Context::bindArrayBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setArrayBufferBinding(buffer);
}
void Context::bindDrawIndirectBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setDrawIndirectBufferBinding(buffer);
}
void Context::bindElementArrayBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setElementArrayBuffer(buffer);
}
void Context::bindTexture(GLenum target, GLuint handle)
{
Texture *texture = nullptr;
if (handle == 0)
{
texture = mZeroTextures[target].get();
}
else
{
texture = mState.mTextures->checkTextureAllocation(mImplementation.get(), handle, target);
}
ASSERT(texture);
mGLState.setSamplerTexture(target, texture);
}
void Context::bindReadFramebuffer(GLuint framebufferHandle)
{
Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation(
mImplementation.get(), mCaps, framebufferHandle);
mGLState.setReadFramebufferBinding(framebuffer);
}
void Context::bindDrawFramebuffer(GLuint framebufferHandle)
{
Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation(
mImplementation.get(), mCaps, framebufferHandle);
mGLState.setDrawFramebufferBinding(framebuffer);
}
void Context::bindVertexArray(GLuint vertexArrayHandle)
{
VertexArray *vertexArray = checkVertexArrayAllocation(vertexArrayHandle);
mGLState.setVertexArrayBinding(vertexArray);
}
void Context::bindVertexBuffer(GLuint bindingIndex,
GLuint bufferHandle,
GLintptr offset,
GLsizei stride)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.bindVertexBuffer(bindingIndex, buffer, offset, stride);
}
void Context::bindSampler(GLuint textureUnit, GLuint samplerHandle)
{
ASSERT(textureUnit < mCaps.maxCombinedTextureImageUnits);
Sampler *sampler =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), samplerHandle);
mGLState.setSamplerBinding(textureUnit, sampler);
}
void Context::bindGenericUniformBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setGenericUniformBufferBinding(buffer);
}
void Context::bindIndexedUniformBuffer(GLuint bufferHandle,
GLuint index,
GLintptr offset,
GLsizeiptr size)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setIndexedUniformBufferBinding(index, buffer, offset, size);
}
void Context::bindGenericTransformFeedbackBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.getCurrentTransformFeedback()->bindGenericBuffer(buffer);
}
void Context::bindIndexedTransformFeedbackBuffer(GLuint bufferHandle,
GLuint index,
GLintptr offset,
GLsizeiptr size)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.getCurrentTransformFeedback()->bindIndexedBuffer(index, buffer, offset, size);
}
void Context::bindGenericAtomicCounterBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setGenericAtomicCounterBufferBinding(buffer);
}
void Context::bindIndexedAtomicCounterBuffer(GLuint bufferHandle,
GLuint index,
GLintptr offset,
GLsizeiptr size)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setIndexedAtomicCounterBufferBinding(index, buffer, offset, size);
}
void Context::bindGenericShaderStorageBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setGenericShaderStorageBufferBinding(buffer);
}
void Context::bindIndexedShaderStorageBuffer(GLuint bufferHandle,
GLuint index,
GLintptr offset,
GLsizeiptr size)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setIndexedShaderStorageBufferBinding(index, buffer, offset, size);
}
void Context::bindCopyReadBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setCopyReadBufferBinding(buffer);
}
void Context::bindCopyWriteBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setCopyWriteBufferBinding(buffer);
}
void Context::bindPixelPackBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setPixelPackBufferBinding(buffer);
}
void Context::bindPixelUnpackBuffer(GLuint bufferHandle)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.setPixelUnpackBufferBinding(buffer);
}
void Context::useProgram(GLuint program)
{
mGLState.setProgram(this, getProgram(program));
}
void Context::bindTransformFeedback(GLuint transformFeedbackHandle)
{
TransformFeedback *transformFeedback =
checkTransformFeedbackAllocation(transformFeedbackHandle);
mGLState.setTransformFeedbackBinding(transformFeedback);
}
Error Context::beginQuery(GLenum target, GLuint query)
{
Query *queryObject = getQuery(query, true, target);
ASSERT(queryObject);
// begin query
Error error = queryObject->begin();
if (error.isError())
{
return error;
}
// set query as active for specified target only if begin succeeded
mGLState.setActiveQuery(target, queryObject);
return NoError();
}
Error Context::endQuery(GLenum target)
{
Query *queryObject = mGLState.getActiveQuery(target);
ASSERT(queryObject);
gl::Error error = queryObject->end();
// Always unbind the query, even if there was an error. This may delete the query object.
mGLState.setActiveQuery(target, nullptr);
return error;
}
Error Context::queryCounter(GLuint id, GLenum target)
{
ASSERT(target == GL_TIMESTAMP_EXT);
Query *queryObject = getQuery(id, true, target);
ASSERT(queryObject);
return queryObject->queryCounter();
}
void Context::getQueryiv(GLenum target, GLenum pname, GLint *params)
{
switch (pname)
{
case GL_CURRENT_QUERY_EXT:
params[0] = mGLState.getActiveQueryId(target);
break;
case GL_QUERY_COUNTER_BITS_EXT:
switch (target)
{
case GL_TIME_ELAPSED_EXT:
params[0] = getExtensions().queryCounterBitsTimeElapsed;
break;
case GL_TIMESTAMP_EXT:
params[0] = getExtensions().queryCounterBitsTimestamp;
break;
default:
UNREACHABLE();
params[0] = 0;
break;
}
break;
default:
UNREACHABLE();
return;
}
}
void Context::getQueryObjectiv(GLuint id, GLenum pname, GLint *params)
{
handleError(GetQueryObjectParameter(getQuery(id), pname, params));
}
void Context::getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{
handleError(GetQueryObjectParameter(getQuery(id), pname, params));
}
void Context::getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
{
handleError(GetQueryObjectParameter(getQuery(id), pname, params));
}
void Context::getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
{
handleError(GetQueryObjectParameter(getQuery(id), pname, params));
}
Framebuffer *Context::getFramebuffer(GLuint handle) const
{
return mState.mFramebuffers->getFramebuffer(handle);
}
FenceNV *Context::getFenceNV(unsigned int handle)
{
auto fence = mFenceNVMap.find(handle);
if (fence == mFenceNVMap.end())
{
return nullptr;
}
else
{
return fence->second;
}
}
Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
{
auto query = mQueryMap.find(handle);
if (query == mQueryMap.end())
{
return nullptr;
}
else
{
if (!query->second && create)
{
query->second = new Query(mImplementation->createQuery(type), handle);
query->second->addRef();
}
return query->second;
}
}
Query *Context::getQuery(GLuint handle) const
{
auto iter = mQueryMap.find(handle);
return (iter != mQueryMap.end()) ? iter->second : nullptr;
}
Texture *Context::getTargetTexture(GLenum target) const
{
ASSERT(ValidTextureTarget(this, target) || ValidTextureExternalTarget(this, target));
return mGLState.getTargetTexture(target);
}
Texture *Context::getSamplerTexture(unsigned int sampler, GLenum type) const
{
return mGLState.getSamplerTexture(sampler, type);
}
Compiler *Context::getCompiler() const
{
return mCompiler;
}
void Context::getBooleanvImpl(GLenum pname, GLboolean *params)
{
switch (pname)
{
case GL_SHADER_COMPILER:
*params = GL_TRUE;
break;
case GL_CONTEXT_ROBUST_ACCESS_EXT:
*params = mRobustAccess ? GL_TRUE : GL_FALSE;
break;
default:
mGLState.getBooleanv(pname, params);
break;
}
}
void Context::getFloatvImpl(GLenum pname, GLfloat *params)
{
// Queries about context capabilities and maximums are answered by Context.
// Queries about current GL state values are answered by State.
switch (pname)
{
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = mCaps.minAliasedLineWidth;
params[1] = mCaps.maxAliasedLineWidth;
break;
case GL_ALIASED_POINT_SIZE_RANGE:
params[0] = mCaps.minAliasedPointSize;
params[1] = mCaps.maxAliasedPointSize;
break;
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
ASSERT(mExtensions.textureFilterAnisotropic);
*params = mExtensions.maxTextureAnisotropy;
break;
case GL_MAX_TEXTURE_LOD_BIAS:
*params = mCaps.maxLODBias;
break;
case GL_PATH_MODELVIEW_MATRIX_CHROMIUM:
case GL_PATH_PROJECTION_MATRIX_CHROMIUM:
{
ASSERT(mExtensions.pathRendering);
const GLfloat *m = mGLState.getPathRenderingMatrix(pname);
memcpy(params, m, 16 * sizeof(GLfloat));
}
break;
default:
mGLState.getFloatv(pname, params);
break;
}
}
void Context::getIntegervImpl(GLenum pname, GLint *params)
{
// Queries about context capabilities and maximums are answered by Context.
// Queries about current GL state values are answered by State.
switch (pname)
{
case GL_MAX_VERTEX_ATTRIBS:
*params = mCaps.maxVertexAttributes;
break;
case GL_MAX_VERTEX_UNIFORM_VECTORS:
*params = mCaps.maxVertexUniformVectors;
break;
case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
*params = mCaps.maxVertexUniformComponents;
break;
case GL_MAX_VARYING_VECTORS:
*params = mCaps.maxVaryingVectors;
break;
case GL_MAX_VARYING_COMPONENTS:
*params = mCaps.maxVertexOutputComponents;
break;
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
*params = mCaps.maxCombinedTextureImageUnits;
break;
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
*params = mCaps.maxVertexTextureImageUnits;
break;
case GL_MAX_TEXTURE_IMAGE_UNITS:
*params = mCaps.maxTextureImageUnits;
break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
*params = mCaps.maxFragmentUniformVectors;
break;
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
*params = mCaps.maxFragmentUniformComponents;
break;
case GL_MAX_RENDERBUFFER_SIZE:
*params = mCaps.maxRenderbufferSize;
break;
case GL_MAX_COLOR_ATTACHMENTS_EXT:
*params = mCaps.maxColorAttachments;
break;
case GL_MAX_DRAW_BUFFERS_EXT:
*params = mCaps.maxDrawBuffers;
break;
// case GL_FRAMEBUFFER_BINDING: // now equivalent to
// GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
case GL_SUBPIXEL_BITS:
*params = 4;
break;
case GL_MAX_TEXTURE_SIZE:
*params = mCaps.max2DTextureSize;
break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
*params = mCaps.maxCubeMapTextureSize;
break;
case GL_MAX_3D_TEXTURE_SIZE:
*params = mCaps.max3DTextureSize;
break;
case GL_MAX_ARRAY_TEXTURE_LAYERS:
*params = mCaps.maxArrayTextureLayers;
break;
case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
*params = mCaps.uniformBufferOffsetAlignment;
break;
case GL_MAX_UNIFORM_BUFFER_BINDINGS:
*params = mCaps.maxUniformBufferBindings;
break;
case GL_MAX_VERTEX_UNIFORM_BLOCKS:
*params = mCaps.maxVertexUniformBlocks;
break;
case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
*params = mCaps.maxFragmentUniformBlocks;
break;
case GL_MAX_COMBINED_UNIFORM_BLOCKS:
*params = mCaps.maxCombinedTextureImageUnits;
break;
case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
*params = mCaps.maxVertexOutputComponents;
break;
case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
*params = mCaps.maxFragmentInputComponents;
break;
case GL_MIN_PROGRAM_TEXEL_OFFSET:
*params = mCaps.minProgramTexelOffset;
break;
case GL_MAX_PROGRAM_TEXEL_OFFSET:
*params = mCaps.maxProgramTexelOffset;
break;
case GL_MAJOR_VERSION:
*params = getClientVersion().major;
break;
case GL_MINOR_VERSION:
*params = getClientVersion().minor;
break;
case GL_MAX_ELEMENTS_INDICES:
*params = mCaps.maxElementsIndices;
break;
case GL_MAX_ELEMENTS_VERTICES:
*params = mCaps.maxElementsVertices;
break;
case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
*params = mCaps.maxTransformFeedbackInterleavedComponents;
break;
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
*params = mCaps.maxTransformFeedbackSeparateAttributes;
break;
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
*params = mCaps.maxTransformFeedbackSeparateComponents;
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
*params = static_cast<GLint>(mCaps.compressedTextureFormats.size());
break;
case GL_MAX_SAMPLES_ANGLE:
*params = mCaps.maxSamples;
break;
case GL_MAX_VIEWPORT_DIMS:
{
params[0] = mCaps.maxViewportWidth;
params[1] = mCaps.maxViewportHeight;
}
break;
case GL_COMPRESSED_TEXTURE_FORMATS:
std::copy(mCaps.compressedTextureFormats.begin(), mCaps.compressedTextureFormats.end(),
params);
break;
case GL_RESET_NOTIFICATION_STRATEGY_EXT:
*params = mResetStrategy;
break;
case GL_NUM_SHADER_BINARY_FORMATS:
*params = static_cast<GLint>(mCaps.shaderBinaryFormats.size());
break;
case GL_SHADER_BINARY_FORMATS:
std::copy(mCaps.shaderBinaryFormats.begin(), mCaps.shaderBinaryFormats.end(), params);
break;
case GL_NUM_PROGRAM_BINARY_FORMATS:
*params = static_cast<GLint>(mCaps.programBinaryFormats.size());
break;
case GL_PROGRAM_BINARY_FORMATS:
std::copy(mCaps.programBinaryFormats.begin(), mCaps.programBinaryFormats.end(), params);
break;
case GL_NUM_EXTENSIONS:
*params = static_cast<GLint>(mExtensionStrings.size());
break;
// GL_KHR_debug
case GL_MAX_DEBUG_MESSAGE_LENGTH:
*params = mExtensions.maxDebugMessageLength;
break;
case GL_MAX_DEBUG_LOGGED_MESSAGES:
*params = mExtensions.maxDebugLoggedMessages;
break;
case GL_MAX_DEBUG_GROUP_STACK_DEPTH:
*params = mExtensions.maxDebugGroupStackDepth;
break;
case GL_MAX_LABEL_LENGTH:
*params = mExtensions.maxLabelLength;
break;
// GL_EXT_disjoint_timer_query
case GL_GPU_DISJOINT_EXT:
*params = mImplementation->getGPUDisjoint();
break;
case GL_MAX_FRAMEBUFFER_WIDTH:
*params = mCaps.maxFramebufferWidth;
break;
case GL_MAX_FRAMEBUFFER_HEIGHT:
*params = mCaps.maxFramebufferHeight;
break;
case GL_MAX_FRAMEBUFFER_SAMPLES:
*params = mCaps.maxFramebufferSamples;
break;
case GL_MAX_SAMPLE_MASK_WORDS:
*params = mCaps.maxSampleMaskWords;
break;
case GL_MAX_COLOR_TEXTURE_SAMPLES:
*params = mCaps.maxColorTextureSamples;
break;
case GL_MAX_DEPTH_TEXTURE_SAMPLES:
*params = mCaps.maxDepthTextureSamples;
break;
case GL_MAX_INTEGER_SAMPLES:
*params = mCaps.maxIntegerSamples;
break;
case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET:
*params = mCaps.maxVertexAttribRelativeOffset;
break;
case GL_MAX_VERTEX_ATTRIB_BINDINGS:
*params = mCaps.maxVertexAttribBindings;
break;
case GL_MAX_VERTEX_ATTRIB_STRIDE:
*params = mCaps.maxVertexAttribStride;
break;
case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS:
*params = mCaps.maxVertexAtomicCounterBuffers;
break;
case GL_MAX_VERTEX_ATOMIC_COUNTERS:
*params = mCaps.maxVertexAtomicCounters;
break;
case GL_MAX_VERTEX_IMAGE_UNIFORMS:
*params = mCaps.maxVertexImageUniforms;
break;
case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS:
*params = mCaps.maxVertexShaderStorageBlocks;
break;
case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS:
*params = mCaps.maxFragmentAtomicCounterBuffers;
break;
case GL_MAX_FRAGMENT_ATOMIC_COUNTERS:
*params = mCaps.maxFragmentAtomicCounters;
break;
case GL_MAX_FRAGMENT_IMAGE_UNIFORMS:
*params = mCaps.maxFragmentImageUniforms;
break;
case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS:
*params = mCaps.maxFragmentShaderStorageBlocks;
break;
case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET:
*params = mCaps.minProgramTextureGatherOffset;
break;
case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET:
*params = mCaps.maxProgramTextureGatherOffset;
break;
case GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS:
*params = mCaps.maxComputeWorkGroupInvocations;
break;
case GL_MAX_COMPUTE_UNIFORM_BLOCKS:
*params = mCaps.maxComputeUniformBlocks;
break;
case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS:
*params = mCaps.maxComputeTextureImageUnits;
break;
case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE:
*params = mCaps.maxComputeSharedMemorySize;
break;
case GL_MAX_COMPUTE_UNIFORM_COMPONENTS:
*params = mCaps.maxComputeUniformComponents;
break;
case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS:
*params = mCaps.maxComputeAtomicCounterBuffers;
break;
case GL_MAX_COMPUTE_ATOMIC_COUNTERS:
*params = mCaps.maxComputeAtomicCounters;
break;
case GL_MAX_COMPUTE_IMAGE_UNIFORMS:
*params = mCaps.maxComputeImageUniforms;
break;
case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS:
*params = mCaps.maxCombinedComputeUniformComponents;
break;
case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS:
*params = mCaps.maxComputeShaderStorageBlocks;
break;
case GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
*params = mCaps.maxCombinedShaderOutputResources;
break;
case GL_MAX_UNIFORM_LOCATIONS:
*params = mCaps.maxUniformLocations;
break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS:
*params = mCaps.maxAtomicCounterBufferBindings;
break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
*params = mCaps.maxAtomicCounterBufferSize;
break;
case GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS:
*params = mCaps.maxCombinedAtomicCounterBuffers;
break;
case GL_MAX_COMBINED_ATOMIC_COUNTERS:
*params = mCaps.maxCombinedAtomicCounters;
break;
case GL_MAX_IMAGE_UNITS:
*params = mCaps.maxImageUnits;
break;
case GL_MAX_COMBINED_IMAGE_UNIFORMS:
*params = mCaps.maxCombinedImageUniforms;
break;
case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS:
*params = mCaps.maxShaderStorageBufferBindings;
break;
case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS:
*params = mCaps.maxCombinedShaderStorageBlocks;
break;
case GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT:
*params = mCaps.shaderStorageBufferOffsetAlignment;
break;
default:
mGLState.getIntegerv(this, pname, params);
break;
}
}
void Context::getInteger64v(GLenum pname, GLint64 *params)
{
// Queries about context capabilities and maximums are answered by Context.
// Queries about current GL state values are answered by State.
switch (pname)
{
case GL_MAX_ELEMENT_INDEX:
*params = mCaps.maxElementIndex;
break;
case GL_MAX_UNIFORM_BLOCK_SIZE:
*params = mCaps.maxUniformBlockSize;
break;
case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
*params = mCaps.maxCombinedVertexUniformComponents;
break;
case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
*params = mCaps.maxCombinedFragmentUniformComponents;
break;
case GL_MAX_SERVER_WAIT_TIMEOUT:
*params = mCaps.maxServerWaitTimeout;
break;
// GL_EXT_disjoint_timer_query
case GL_TIMESTAMP_EXT:
*params = mImplementation->getTimestamp();
break;
case GL_MAX_SHADER_STORAGE_BLOCK_SIZE:
*params = mCaps.maxShaderStorageBlockSize;
break;
default:
UNREACHABLE();
break;
}
}
void Context::getPointerv(GLenum pname, void **params) const
{
mGLState.getPointerv(pname, params);
}
void Context::getIntegeri_v(GLenum target, GLuint index, GLint *data)
{
// Queries about context capabilities and maximums are answered by Context.
// Queries about current GL state values are answered by State.
GLenum nativeType;
unsigned int numParams;
bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
ASSERT(queryStatus);
if (nativeType == GL_INT)
{
switch (target)
{
case GL_MAX_COMPUTE_WORK_GROUP_COUNT:
ASSERT(index < 3u);
*data = mCaps.maxComputeWorkGroupCount[index];
break;
case GL_MAX_COMPUTE_WORK_GROUP_SIZE:
ASSERT(index < 3u);
*data = mCaps.maxComputeWorkGroupSize[index];
break;
default:
mGLState.getIntegeri_v(target, index, data);
}
}
else
{
CastIndexedStateValues(this, nativeType, target, index, numParams, data);
}
}
void Context::getInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
// Queries about context capabilities and maximums are answered by Context.
// Queries about current GL state values are answered by State.
GLenum nativeType;
unsigned int numParams;
bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
ASSERT(queryStatus);
if (nativeType == GL_INT_64_ANGLEX)
{
mGLState.getInteger64i_v(target, index, data);
}
else
{
CastIndexedStateValues(this, nativeType, target, index, numParams, data);
}
}
void Context::getBooleani_v(GLenum target, GLuint index, GLboolean *data)
{
// Queries about context capabilities and maximums are answered by Context.
// Queries about current GL state values are answered by State.
GLenum nativeType;
unsigned int numParams;
bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
ASSERT(queryStatus);
if (nativeType == GL_BOOL)
{
mGLState.getBooleani_v(target, index, data);
}
else
{
CastIndexedStateValues(this, nativeType, target, index, numParams, data);
}
}
void Context::getBufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
QueryBufferParameteriv(buffer, pname, params);
}
void Context::getFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params)
{
const Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
QueryFramebufferAttachmentParameteriv(framebuffer, attachment, pname, params);
}
void Context::getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
QueryRenderbufferiv(this, renderbuffer, pname, params);
}
void Context::getTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
Texture *texture = getTargetTexture(target);
QueryTexParameterfv(texture, pname, params);
}
void Context::getTexParameteriv(GLenum target, GLenum pname, GLint *params)
{
Texture *texture = getTargetTexture(target);
QueryTexParameteriv(texture, pname, params);
}
void Context::texParameterf(GLenum target, GLenum pname, GLfloat param)
{
Texture *texture = getTargetTexture(target);
SetTexParameterf(texture, pname, param);
}
void Context::texParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
Texture *texture = getTargetTexture(target);
SetTexParameterfv(texture, pname, params);
}
void Context::texParameteri(GLenum target, GLenum pname, GLint param)
{
Texture *texture = getTargetTexture(target);
SetTexParameteri(texture, pname, param);
}
void Context::texParameteriv(GLenum target, GLenum pname, const GLint *params)
{
Texture *texture = getTargetTexture(target);
SetTexParameteriv(texture, pname, params);
}
void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
{
syncRendererState();
auto error = mImplementation->drawArrays(mode, first, count);
handleError(error);
if (!error.isError())
{
MarkTransformFeedbackBufferUsage(mGLState.getCurrentTransformFeedback());
}
}
void Context::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
{
syncRendererState();
auto error = mImplementation->drawArraysInstanced(mode, first, count, instanceCount);
handleError(error);
if (!error.isError())
{
MarkTransformFeedbackBufferUsage(mGLState.getCurrentTransformFeedback());
}
}
void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
{
syncRendererState();
const IndexRange &indexRange = getParams<HasIndexRange>().getIndexRange().value();
handleError(mImplementation->drawElements(mode, count, type, indices, indexRange));
}
void Context::drawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances)
{
syncRendererState();
const IndexRange &indexRange = getParams<HasIndexRange>().getIndexRange().value();
handleError(
mImplementation->drawElementsInstanced(mode, count, type, indices, instances, indexRange));
}
void Context::drawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices)
{
syncRendererState();
const IndexRange &indexRange = getParams<HasIndexRange>().getIndexRange().value();
handleError(
mImplementation->drawRangeElements(mode, start, end, count, type, indices, indexRange));
}
void Context::drawArraysIndirect(GLenum mode, const void *indirect)
{
syncRendererState();
handleError(mImplementation->drawArraysIndirect(mode, indirect));
}
void Context::drawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
{
syncRendererState();
handleError(mImplementation->drawElementsIndirect(mode, type, indirect));
}
void Context::flush()
{
handleError(mImplementation->flush());
}
void Context::finish()
{
handleError(mImplementation->finish());
}
void Context::insertEventMarker(GLsizei length, const char *marker)
{
ASSERT(mImplementation);
mImplementation->insertEventMarker(length, marker);
}
void Context::pushGroupMarker(GLsizei length, const char *marker)
{
ASSERT(mImplementation);
mImplementation->pushGroupMarker(length, marker);
}
void Context::popGroupMarker()
{
ASSERT(mImplementation);
mImplementation->popGroupMarker();
}
void Context::bindUniformLocation(GLuint program, GLint location, const GLchar *name)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->bindUniformLocation(location, name);
}
void Context::setCoverageModulation(GLenum components)
{
mGLState.setCoverageModulation(components);
}
void Context::loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix)
{
mGLState.loadPathRenderingMatrix(matrixMode, matrix);
}
void Context::loadPathRenderingIdentityMatrix(GLenum matrixMode)
{
GLfloat I[16];
angle::Matrix<GLfloat>::setToIdentity(I);
mGLState.loadPathRenderingMatrix(matrixMode, I);
}
void Context::stencilFillPath(GLuint path, GLenum fillMode, GLuint mask)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->stencilFillPath(pathObj, fillMode, mask);
}
void Context::stencilStrokePath(GLuint path, GLint reference, GLuint mask)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->stencilStrokePath(pathObj, reference, mask);
}
void Context::coverFillPath(GLuint path, GLenum coverMode)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->coverFillPath(pathObj, coverMode);
}
void Context::coverStrokePath(GLuint path, GLenum coverMode)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->coverStrokePath(pathObj, coverMode);
}
void Context::stencilThenCoverFillPath(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->stencilThenCoverFillPath(pathObj, fillMode, mask, coverMode);
}
void Context::stencilThenCoverStrokePath(GLuint path,
GLint reference,
GLuint mask,
GLenum coverMode)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->stencilThenCoverStrokePath(pathObj, reference, mask, coverMode);
}
void Context::coverFillPathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{
const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->coverFillPathInstanced(pathObjects, coverMode, transformType, transformValues);
}
void Context::coverStrokePathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{
const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->coverStrokePathInstanced(pathObjects, coverMode, transformType,
transformValues);
}
void Context::stencilFillPathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues)
{
const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->stencilFillPathInstanced(pathObjects, fillMode, mask, transformType,
transformValues);
}
void Context::stencilStrokePathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues)
{
const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->stencilStrokePathInstanced(pathObjects, reference, mask, transformType,
transformValues);
}
void Context::stencilThenCoverFillPathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{
const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->stencilThenCoverFillPathInstanced(pathObjects, coverMode, fillMode, mask,
transformType, transformValues);
}
void Context::stencilThenCoverStrokePathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{
const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
syncRendererState();
mImplementation->stencilThenCoverStrokePathInstanced(pathObjects, coverMode, reference, mask,
transformType, transformValues);
}
void Context::bindFragmentInputLocation(GLuint program, GLint location, const GLchar *name)
{
auto *programObject = getProgram(program);
programObject->bindFragmentInputLocation(location, name);
}
void Context::programPathFragmentInputGen(GLuint program,
GLint location,
GLenum genMode,
GLint components,
const GLfloat *coeffs)
{
auto *programObject = getProgram(program);
programObject->pathFragmentInputGen(location, genMode, components, coeffs);
}
GLuint Context::getProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
{
const auto *programObject = getProgram(program);
return QueryProgramResourceIndex(programObject, programInterface, name);
}
void Context::getProgramResourceName(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name)
{
const auto *programObject = getProgram(program);
QueryProgramResourceName(programObject, programInterface, index, bufSize, length, name);
}
void Context::handleError(const Error &error)
{
if (error.isError())
{
GLenum code = error.getCode();
mErrors.insert(code);
if (code == GL_OUT_OF_MEMORY && getWorkarounds().loseContextOnOutOfMemory)
{
markContextLost();
}
if (!error.getMessage().empty())
{
auto *debug = &mGLState.getDebug();
debug->insertMessage(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, error.getID(),
GL_DEBUG_SEVERITY_HIGH, error.getMessage());
}
}
}
// Get one of the recorded errors and clear its flag, if any.
// [OpenGL ES 2.0.24] section 2.5 page 13.
GLenum Context::getError()
{
if (mErrors.empty())
{
return GL_NO_ERROR;
}
else
{
GLenum error = *mErrors.begin();
mErrors.erase(mErrors.begin());
return error;
}
}
// NOTE: this function should not assume that this context is current!
void Context::markContextLost()
{
if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
{
mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
mContextLostForced = true;
}
mContextLost = true;
}
bool Context::isContextLost()
{
return mContextLost;
}
GLenum Context::getResetStatus()
{
// Even if the application doesn't want to know about resets, we want to know
// as it will allow us to skip all the calls.
if (mResetStrategy == GL_NO_RESET_NOTIFICATION_EXT)
{
if (!mContextLost && mImplementation->getResetStatus() != GL_NO_ERROR)
{
mContextLost = true;
}
// EXT_robustness, section 2.6: If the reset notification behavior is
// NO_RESET_NOTIFICATION_EXT, then the implementation will never deliver notification of
// reset events, and GetGraphicsResetStatusEXT will always return NO_ERROR.
return GL_NO_ERROR;
}
// The GL_EXT_robustness spec says that if a reset is encountered, a reset
// status should be returned at least once, and GL_NO_ERROR should be returned
// once the device has finished resetting.
if (!mContextLost)
{
ASSERT(mResetStatus == GL_NO_ERROR);
mResetStatus = mImplementation->getResetStatus();
if (mResetStatus != GL_NO_ERROR)
{
mContextLost = true;
}
}
else if (!mContextLostForced && mResetStatus != GL_NO_ERROR)
{
// If markContextLost was used to mark the context lost then
// assume that is not recoverable, and continue to report the
// lost reset status for the lifetime of this context.
mResetStatus = mImplementation->getResetStatus();
}
return mResetStatus;
}
bool Context::isResetNotificationEnabled()
{
return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
}
const egl::Config *Context::getConfig() const
{
return mConfig;
}
EGLenum Context::getClientType() const
{
return mClientType;
}
EGLenum Context::getRenderBuffer() const
{
const Framebuffer *framebuffer = mState.mFramebuffers->getFramebuffer(0);
if (framebuffer == nullptr)
{
return EGL_NONE;
}
const FramebufferAttachment *backAttachment = framebuffer->getAttachment(GL_BACK);
ASSERT(backAttachment != nullptr);
return backAttachment->getSurface()->getRenderBuffer();
}
VertexArray *Context::checkVertexArrayAllocation(GLuint vertexArrayHandle)
{
// Only called after a prior call to Gen.
VertexArray *vertexArray = getVertexArray(vertexArrayHandle);
if (!vertexArray)
{
vertexArray = new VertexArray(mImplementation.get(), vertexArrayHandle,
mCaps.maxVertexAttributes, mCaps.maxVertexAttribBindings);
mVertexArrayMap[vertexArrayHandle] = vertexArray;
}
return vertexArray;
}
TransformFeedback *Context::checkTransformFeedbackAllocation(GLuint transformFeedbackHandle)
{
// Only called after a prior call to Gen.
TransformFeedback *transformFeedback = getTransformFeedback(transformFeedbackHandle);
if (!transformFeedback)
{
transformFeedback =
new TransformFeedback(mImplementation.get(), transformFeedbackHandle, mCaps);
transformFeedback->addRef();
mTransformFeedbackMap[transformFeedbackHandle] = transformFeedback;
}
return transformFeedback;
}
bool Context::isVertexArrayGenerated(GLuint vertexArray)
{
ASSERT(mVertexArrayMap.find(0) != mVertexArrayMap.end());
return mVertexArrayMap.find(vertexArray) != mVertexArrayMap.end();
}
bool Context::isTransformFeedbackGenerated(GLuint transformFeedback)
{
ASSERT(mTransformFeedbackMap.find(0) != mTransformFeedbackMap.end());
return mTransformFeedbackMap.find(transformFeedback) != mTransformFeedbackMap.end();
}
void Context::detachTexture(GLuint texture)
{
// Simple pass-through to State's detachTexture method, as textures do not require
// allocation map management either here or in the resource manager at detach time.
// Zero textures are held by the Context, and we don't attempt to request them from
// the State.
mGLState.detachTexture(this, mZeroTextures, texture);
}
void Context::detachBuffer(GLuint buffer)
{
// Simple pass-through to State's detachBuffer method, since
// only buffer attachments to container objects that are bound to the current context
// should be detached. And all those are available in State.
// [OpenGL ES 3.2] section 5.1.2 page 45:
// Attachments to unbound container objects, such as
// deletion of a buffer attached to a vertex array object which is not bound to the context,
// are not affected and continue to act as references on the deleted object
mGLState.detachBuffer(buffer);
}
void Context::detachFramebuffer(GLuint framebuffer)
{
// Framebuffer detachment is handled by Context, because 0 is a valid
// Framebuffer object, and a pointer to it must be passed from Context
// to State at binding time.
// [OpenGL ES 2.0.24] section 4.4 page 107:
// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as
// though BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of
// zero.
if (mGLState.removeReadFramebufferBinding(framebuffer) && framebuffer != 0)
{
bindReadFramebuffer(0);
}
if (mGLState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0)
{
bindDrawFramebuffer(0);
}
}
void Context::detachRenderbuffer(GLuint renderbuffer)
{
mGLState.detachRenderbuffer(this, renderbuffer);
}
void Context::detachVertexArray(GLuint vertexArray)
{
// Vertex array detachment is handled by Context, because 0 is a valid
// VAO, and a pointer to it must be passed from Context to State at
// binding time.
// [OpenGL ES 3.0.2] section 2.10 page 43:
// If a vertex array object that is currently bound is deleted, the binding
// for that object reverts to zero and the default vertex array becomes current.
if (mGLState.removeVertexArrayBinding(vertexArray))
{
bindVertexArray(0);
}
}
void Context::detachTransformFeedback(GLuint transformFeedback)
{
// Transform feedback detachment is handled by Context, because 0 is a valid
// transform feedback, and a pointer to it must be passed from Context to State at
// binding time.
// The OpenGL specification doesn't mention what should happen when the currently bound
// transform feedback object is deleted. Since it is a container object, we treat it like
// VAOs and FBOs and set the current bound transform feedback back to 0.
if (mGLState.removeTransformFeedbackBinding(transformFeedback))
{
bindTransformFeedback(0);
}
}
void Context::detachSampler(GLuint sampler)
{
mGLState.detachSampler(sampler);
}
void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
{
mGLState.setVertexAttribDivisor(index, divisor);
}
void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
SetSamplerParameteri(samplerObject, pname, param);
}
void Context::samplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{
Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
SetSamplerParameteriv(samplerObject, pname, param);
}
void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
SetSamplerParameterf(samplerObject, pname, param);
}
void Context::samplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{
Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
SetSamplerParameterfv(samplerObject, pname, param);
}
void Context::getSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{
const Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
QuerySamplerParameteriv(samplerObject, pname, params);
}
void Context::getSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{
const Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
QuerySamplerParameterfv(samplerObject, pname, params);
}
void Context::programParameteri(GLuint program, GLenum pname, GLint value)
{
gl::Program *programObject = getProgram(program);
SetProgramParameteri(programObject, pname, value);
}
void Context::initRendererString()
{
std::ostringstream rendererString;
rendererString << "ANGLE (";
rendererString << mImplementation->getRendererDescription();
rendererString << ")";
mRendererString = MakeStaticString(rendererString.str());
}
void Context::initVersionStrings()
{
const Version &clientVersion = getClientVersion();
std::ostringstream versionString;
versionString << "OpenGL ES " << clientVersion.major << "." << clientVersion.minor << " (ANGLE "
<< ANGLE_VERSION_STRING << ")";
mVersionString = MakeStaticString(versionString.str());
std::ostringstream shadingLanguageVersionString;
shadingLanguageVersionString << "OpenGL ES GLSL ES "
<< (clientVersion.major == 2 ? 1 : clientVersion.major) << "."
<< clientVersion.minor << "0 (ANGLE " << ANGLE_VERSION_STRING
<< ")";
mShadingLanguageString = MakeStaticString(shadingLanguageVersionString.str());
}
void Context::initExtensionStrings()
{
auto mergeExtensionStrings = [](const std::vector<const char *> &strings) {
std::ostringstream combinedStringStream;
std::copy(strings.begin(), strings.end(),
std::ostream_iterator<const char *>(combinedStringStream, " "));
return MakeStaticString(combinedStringStream.str());
};
mExtensionStrings.clear();
for (const auto &extensionString : mExtensions.getStrings())
{
mExtensionStrings.push_back(MakeStaticString(extensionString));
}
mExtensionString = mergeExtensionStrings(mExtensionStrings);
const gl::Extensions &nativeExtensions = mImplementation->getNativeExtensions();
mRequestableExtensionStrings.clear();
for (const auto &extensionInfo : GetExtensionInfoMap())
{
if (extensionInfo.second.Requestable &&
!(mExtensions.*(extensionInfo.second.ExtensionsMember)) &&
nativeExtensions.*(extensionInfo.second.ExtensionsMember))
{
mRequestableExtensionStrings.push_back(MakeStaticString(extensionInfo.first));
}
}
mRequestableExtensionString = mergeExtensionStrings(mRequestableExtensionStrings);
}
const GLubyte *Context::getString(GLenum name) const
{
switch (name)
{
case GL_VENDOR:
return reinterpret_cast<const GLubyte *>("Google Inc.");
case GL_RENDERER:
return reinterpret_cast<const GLubyte *>(mRendererString);
case GL_VERSION:
return reinterpret_cast<const GLubyte *>(mVersionString);
case GL_SHADING_LANGUAGE_VERSION:
return reinterpret_cast<const GLubyte *>(mShadingLanguageString);
case GL_EXTENSIONS:
return reinterpret_cast<const GLubyte *>(mExtensionString);
case GL_REQUESTABLE_EXTENSIONS_ANGLE:
return reinterpret_cast<const GLubyte *>(mRequestableExtensionString);
default:
UNREACHABLE();
return nullptr;
}
}
const GLubyte *Context::getStringi(GLenum name, GLuint index) const
{
switch (name)
{
case GL_EXTENSIONS:
return reinterpret_cast<const GLubyte *>(mExtensionStrings[index]);
case GL_REQUESTABLE_EXTENSIONS_ANGLE:
return reinterpret_cast<const GLubyte *>(mRequestableExtensionStrings[index]);
default:
UNREACHABLE();
return nullptr;
}
}
size_t Context::getExtensionStringCount() const
{
return mExtensionStrings.size();
}
void Context::requestExtension(const char *name)
{
const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap();
ASSERT(extensionInfos.find(name) != extensionInfos.end());
const auto &extension = extensionInfos.at(name);
ASSERT(extension.Requestable);
if (mExtensions.*(extension.ExtensionsMember))
{
// Extension already enabled
return;
}
mExtensions.*(extension.ExtensionsMember) = true;
updateCaps();
initExtensionStrings();
// Re-create the compiler with the requested extensions enabled.
SafeDelete(mCompiler);
mCompiler = new Compiler(mImplementation.get(), mState);
// Invalidate all cached completenesses for textures and framebuffer. Some extensions make new
// formats renderable or sampleable.
mState.mTextures->invalidateTextureComplenessCache();
for (auto &zeroTexture : mZeroTextures)
{
zeroTexture.second->invalidateCompletenessCache();
}
mState.mFramebuffers->invalidateFramebufferComplenessCache();
}
size_t Context::getRequestableExtensionStringCount() const
{
return mRequestableExtensionStrings.size();
}
void Context::beginTransformFeedback(GLenum primitiveMode)
{
TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
ASSERT(transformFeedback != nullptr);
ASSERT(!transformFeedback->isPaused());
transformFeedback->begin(this, primitiveMode, mGLState.getProgram());
}
bool Context::hasActiveTransformFeedback(GLuint program) const
{
for (auto pair : mTransformFeedbackMap)
{
if (pair.second != nullptr && pair.second->hasBoundProgram(program))
{
return true;
}
}
return false;
}
void Context::initCaps(const egl::DisplayExtensions &displayExtensions)
{
mCaps = mImplementation->getNativeCaps();
mExtensions = mImplementation->getNativeExtensions();
mLimitations = mImplementation->getNativeLimitations();
if (getClientVersion() < Version(3, 0))
{
// Disable ES3+ extensions
mExtensions.colorBufferFloat = false;
mExtensions.eglImageExternalEssl3 = false;
mExtensions.textureNorm16 = false;
}
if (getClientVersion() > Version(2, 0))
{
// FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
// mExtensions.sRGB = false;
}
// Some extensions are always available because they are implemented in the GL layer.
mExtensions.bindUniformLocation = true;
mExtensions.vertexArrayObject = true;
mExtensions.bindGeneratesResource = true;
mExtensions.clientArrays = true;
mExtensions.requestExtension = true;
// Enable the no error extension if the context was created with the flag.
mExtensions.noError = mSkipValidation;
// Enable surfaceless to advertise we'll have the correct behavior when there is no default FBO
mExtensions.surfacelessContext = displayExtensions.surfacelessContext;
// Explicitly enable GL_KHR_debug
mExtensions.debug = true;
mExtensions.maxDebugMessageLength = 1024;
mExtensions.maxDebugLoggedMessages = 1024;
mExtensions.maxDebugGroupStackDepth = 1024;
mExtensions.maxLabelLength = 1024;
// Explicitly enable GL_ANGLE_robust_client_memory
mExtensions.robustClientMemory = true;
// Determine robust resource init availability from EGL.
mExtensions.robustResourceInitialization =
displayExtensions.createContextRobustResourceInitialization;
// Apply implementation limits
mCaps.maxVertexAttributes = std::min<GLuint>(mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS);
mCaps.maxVertexAttribBindings =
getClientVersion() < ES_3_1
? mCaps.maxVertexAttributes
: std::min<GLuint>(mCaps.maxVertexAttribBindings, MAX_VERTEX_ATTRIB_BINDINGS);
mCaps.maxVertexUniformBlocks = std::min<GLuint>(
mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS);
mCaps.maxVertexOutputComponents =
std::min<GLuint>(mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
mCaps.maxFragmentInputComponents =
std::min<GLuint>(mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
// WebGL compatibility
mExtensions.webglCompatibility = mWebGLContext;
for (const auto &extensionInfo : GetExtensionInfoMap())
{
// If this context is for WebGL, disable all enableable extensions
if (mWebGLContext && extensionInfo.second.Requestable)
{
mExtensions.*(extensionInfo.second.ExtensionsMember) = false;
}
}
// Generate texture caps
updateCaps();
}
void Context::updateCaps()
{
mCaps.compressedTextureFormats.clear();
mTextureCaps.clear();
for (auto capsIt : mImplementation->getNativeTextureCaps())
{
GLenum sizedInternalFormat = capsIt.first;
TextureCaps formatCaps = capsIt.second;
const InternalFormat &formatInfo = GetSizedInternalFormatInfo(sizedInternalFormat);
// Update the format caps based on the client version and extensions.
// Caps are AND'd with the renderer caps because some core formats are still unsupported in
// ES3.
formatCaps.texturable =
formatCaps.texturable && formatInfo.textureSupport(getClientVersion(), mExtensions);
formatCaps.renderable =
formatCaps.renderable && formatInfo.renderSupport(getClientVersion(), mExtensions);
formatCaps.filterable =
formatCaps.filterable && formatInfo.filterSupport(getClientVersion(), mExtensions);
// OpenGL ES does not support multisampling with non-rendererable formats
// OpenGL ES 3.0 or prior does not support multisampling with integer formats
if (!formatInfo.renderSupport ||
(getClientVersion() < ES_3_1 &&
(formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT)))
{
formatCaps.sampleCounts.clear();
}
if (formatCaps.texturable && formatInfo.compressed)
{
mCaps.compressedTextureFormats.push_back(sizedInternalFormat);
}
mTextureCaps.insert(sizedInternalFormat, formatCaps);
}
}
void Context::initWorkarounds()
{
// Lose the context upon out of memory error if the application is
// expecting to watch for those events.
mWorkarounds.loseContextOnOutOfMemory = (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
}
void Context::syncRendererState()
{
const State::DirtyBits &dirtyBits = mGLState.getDirtyBits();
mImplementation->syncState(dirtyBits);
mGLState.clearDirtyBits();
mGLState.syncDirtyObjects(this);
}
void Context::syncRendererState(const State::DirtyBits &bitMask,
const State::DirtyObjects &objectMask)
{
const State::DirtyBits &dirtyBits = (mGLState.getDirtyBits() & bitMask);
mImplementation->syncState(dirtyBits);
mGLState.clearDirtyBits(dirtyBits);
mGLState.syncDirtyObjects(this, objectMask);
}
void Context::blitFramebuffer(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
{
Framebuffer *drawFramebuffer = mGLState.getDrawFramebuffer();
ASSERT(drawFramebuffer);
Rectangle srcArea(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
Rectangle dstArea(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
syncStateForBlit();
handleError(drawFramebuffer->blit(mImplementation.get(), srcArea, dstArea, mask, filter));
}
void Context::clear(GLbitfield mask)
{
syncStateForClear();
handleError(mGLState.getDrawFramebuffer()->clear(mImplementation.get(), mask));
}
void Context::clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *values)
{
syncStateForClear();
handleError(mGLState.getDrawFramebuffer()->clearBufferfv(mImplementation.get(), buffer,
drawbuffer, values));
}
void Context::clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *values)
{
syncStateForClear();
handleError(mGLState.getDrawFramebuffer()->clearBufferuiv(mImplementation.get(), buffer,
drawbuffer, values));
}
void Context::clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *values)
{
syncStateForClear();
handleError(mGLState.getDrawFramebuffer()->clearBufferiv(mImplementation.get(), buffer,
drawbuffer, values));
}
void Context::clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
Framebuffer *framebufferObject = mGLState.getDrawFramebuffer();
ASSERT(framebufferObject);
// If a buffer is not present, the clear has no effect
if (framebufferObject->getDepthbuffer() == nullptr &&
framebufferObject->getStencilbuffer() == nullptr)
{
return;
}
syncStateForClear();
handleError(framebufferObject->clearBufferfi(mImplementation.get(), buffer, drawbuffer, depth,
stencil));
}
void Context::readPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels)
{
if (width == 0 || height == 0)
{
return;
}
syncStateForReadPixels();
Framebuffer *framebufferObject = mGLState.getReadFramebuffer();
ASSERT(framebufferObject);
Rectangle area(x, y, width, height);
handleError(framebufferObject->readPixels(mImplementation.get(), area, format, type, pixels));
}
void Context::copyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border)
{
// Only sync the read FBO
mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER);
Rectangle sourceArea(x, y, width, height);
const Framebuffer *framebuffer = mGLState.getReadFramebuffer();
Texture *texture =
getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
handleError(texture->copyImage(this, target, level, sourceArea, internalformat, framebuffer));
}
void Context::copyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
if (width == 0 || height == 0)
{
return;
}
// Only sync the read FBO
mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER);
Offset destOffset(xoffset, yoffset, 0);
Rectangle sourceArea(x, y, width, height);
const Framebuffer *framebuffer = mGLState.getReadFramebuffer();
Texture *texture =
getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
handleError(texture->copySubImage(this, target, level, destOffset, sourceArea, framebuffer));
}
void Context::copyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
if (width == 0 || height == 0)
{
return;
}
// Only sync the read FBO
mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER);
Offset destOffset(xoffset, yoffset, zoffset);
Rectangle sourceArea(x, y, width, height);
const Framebuffer *framebuffer = mGLState.getReadFramebuffer();
Texture *texture = getTargetTexture(target);
handleError(texture->copySubImage(this, target, level, destOffset, sourceArea, framebuffer));
}
void Context::framebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (texture != 0)
{
Texture *textureObj = getTexture(texture);
ImageIndex index = ImageIndex::MakeInvalid();
if (textarget == GL_TEXTURE_2D)
{
index = ImageIndex::Make2D(level);
}
else if (textarget == GL_TEXTURE_2D_MULTISAMPLE)
{
ASSERT(level == 0);
index = ImageIndex::Make2DMultisample();
}
else
{
ASSERT(IsCubeMapTextureTarget(textarget));
index = ImageIndex::MakeCube(textarget, level);
}
framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObj);
}
else
{
framebuffer->resetAttachment(this, attachment);
}
mGLState.setObjectDirty(target);
}
void Context::framebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (renderbuffer != 0)
{
Renderbuffer *renderbufferObject = getRenderbuffer(renderbuffer);
framebuffer->setAttachment(this, GL_RENDERBUFFER, attachment, gl::ImageIndex::MakeInvalid(),
renderbufferObject);
}
else
{
framebuffer->resetAttachment(this, attachment);
}
mGLState.setObjectDirty(target);
}
void Context::framebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (texture != 0)
{
Texture *textureObject = getTexture(texture);
ImageIndex index = ImageIndex::MakeInvalid();
if (textureObject->getTarget() == GL_TEXTURE_3D)
{
index = ImageIndex::Make3D(level, layer);
}
else
{
ASSERT(textureObject->getTarget() == GL_TEXTURE_2D_ARRAY);
index = ImageIndex::Make2DArray(level, layer);
}
framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObject);
}
else
{
framebuffer->resetAttachment(this, attachment);
}
mGLState.setObjectDirty(target);
}
void Context::drawBuffers(GLsizei n, const GLenum *bufs)
{
Framebuffer *framebuffer = mGLState.getDrawFramebuffer();
ASSERT(framebuffer);
framebuffer->setDrawBuffers(n, bufs);
mGLState.setObjectDirty(GL_DRAW_FRAMEBUFFER);
}
void Context::readBuffer(GLenum mode)
{
Framebuffer *readFBO = mGLState.getReadFramebuffer();
readFBO->setReadBuffer(mode);
mGLState.setObjectDirty(GL_READ_FRAMEBUFFER);
}
void Context::discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
{
// Only sync the FBO
mGLState.syncDirtyObject(this, target);
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
// The specification isn't clear what should be done when the framebuffer isn't complete.
// We leave it up to the framebuffer implementation to decide what to do.
handleError(framebuffer->discard(numAttachments, attachments));
}
void Context::invalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments)
{
// Only sync the FBO
mGLState.syncDirtyObject(this, target);
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (framebuffer->checkStatus(this) != GL_FRAMEBUFFER_COMPLETE)
{
return;
}
handleError(framebuffer->invalidate(numAttachments, attachments));
}
void Context::invalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
// Only sync the FBO
mGLState.syncDirtyObject(this, target);
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (framebuffer->checkStatus(this) != GL_FRAMEBUFFER_COMPLETE)
{
return;
}
Rectangle area(x, y, width, height);
handleError(framebuffer->invalidateSub(numAttachments, attachments, area));
}
void Context::texImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
syncStateForTexImage();
Extents size(width, height, 1);
Texture *texture =
getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
handleError(texture->setImage(this, mGLState.getUnpackState(), target, level, internalformat,
size, format, type, reinterpret_cast<const uint8_t *>(pixels)));
}
void Context::texImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
syncStateForTexImage();
Extents size(width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setImage(this, mGLState.getUnpackState(), target, level, internalformat,
size, format, type, reinterpret_cast<const uint8_t *>(pixels)));
}
void Context::texSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{
// Zero sized uploads are valid but no-ops
if (width == 0 || height == 0)
{
return;
}
syncStateForTexImage();
Box area(xoffset, yoffset, 0, width, height, 1);
Texture *texture =
getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
handleError(texture->setSubImage(this, mGLState.getUnpackState(), target, level, area, format,
type, reinterpret_cast<const uint8_t *>(pixels)));
}
void Context::texSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels)
{
// Zero sized uploads are valid but no-ops
if (width == 0 || height == 0 || depth == 0)
{
return;
}
syncStateForTexImage();
Box area(xoffset, yoffset, zoffset, width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setSubImage(this, mGLState.getUnpackState(), target, level, area, format,
type, reinterpret_cast<const uint8_t *>(pixels)));
}
void Context::compressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data)
{
syncStateForTexImage();
Extents size(width, height, 1);
Texture *texture =
getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
handleError(texture->setCompressedImage(this, mGLState.getUnpackState(), target, level,
internalformat, size, imageSize,
reinterpret_cast<const uint8_t *>(data)));
}
void Context::compressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data)
{
syncStateForTexImage();
Extents size(width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setCompressedImage(this, mGLState.getUnpackState(), target, level,
internalformat, size, imageSize,
reinterpret_cast<const uint8_t *>(data)));
}
void Context::compressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data)
{
syncStateForTexImage();
Box area(xoffset, yoffset, 0, width, height, 1);
Texture *texture =
getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
handleError(texture->setCompressedSubImage(this, mGLState.getUnpackState(), target, level, area,
format, imageSize,
reinterpret_cast<const uint8_t *>(data)));
}
void Context::compressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data)
{
// Zero sized uploads are valid but no-ops
if (width == 0 || height == 0)
{
return;
}
syncStateForTexImage();
Box area(xoffset, yoffset, zoffset, width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setCompressedSubImage(this, mGLState.getUnpackState(), target, level, area,
format, imageSize,
reinterpret_cast<const uint8_t *>(data)));
}
void Context::generateMipmap(GLenum target)
{
Texture *texture = getTargetTexture(target);
handleError(texture->generateMipmap(this));
}
void Context::copyTextureCHROMIUM(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha)
{
syncStateForTexImage();
gl::Texture *sourceTexture = getTexture(sourceId);
gl::Texture *destTexture = getTexture(destId);
handleError(destTexture->copyTexture(
this, destTarget, destLevel, internalFormat, destType, sourceLevel, unpackFlipY == GL_TRUE,
unpackPremultiplyAlpha == GL_TRUE, unpackUnmultiplyAlpha == GL_TRUE, sourceTexture));
}
void Context::copySubTextureCHROMIUM(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha)
{
// Zero sized copies are valid but no-ops
if (width == 0 || height == 0)
{
return;
}
syncStateForTexImage();
gl::Texture *sourceTexture = getTexture(sourceId);
gl::Texture *destTexture = getTexture(destId);
Offset offset(xoffset, yoffset, 0);
Rectangle area(x, y, width, height);
handleError(destTexture->copySubTexture(
this, destTarget, destLevel, offset, sourceLevel, area, unpackFlipY == GL_TRUE,
unpackPremultiplyAlpha == GL_TRUE, unpackUnmultiplyAlpha == GL_TRUE, sourceTexture));
}
void Context::compressedCopyTextureCHROMIUM(GLuint sourceId, GLuint destId)
{
syncStateForTexImage();
gl::Texture *sourceTexture = getTexture(sourceId);
gl::Texture *destTexture = getTexture(destId);
handleError(destTexture->copyCompressedTexture(this, sourceTexture));
}
void Context::getBufferPointerv(GLenum target, GLenum pname, void **params)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
ASSERT(buffer);
QueryBufferPointerv(buffer, pname, params);
}
void *Context::mapBuffer(GLenum target, GLenum access)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
ASSERT(buffer);
Error error = buffer->map(this, access);
if (error.isError())
{
handleError(error);
return nullptr;
}
return buffer->getMapPointer();
}
GLboolean Context::unmapBuffer(GLenum target)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
ASSERT(buffer);
GLboolean result;
Error error = buffer->unmap(this, &result);
if (error.isError())
{
handleError(error);
return GL_FALSE;
}
return result;
}
void *Context::mapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
ASSERT(buffer);
Error error = buffer->mapRange(this, offset, length, access);
if (error.isError())
{
handleError(error);
return nullptr;
}
return buffer->getMapPointer();
}
void Context::flushMappedBufferRange(GLenum /*target*/, GLintptr /*offset*/, GLsizeiptr /*length*/)
{
// We do not currently support a non-trivial implementation of FlushMappedBufferRange
}
void Context::syncStateForReadPixels()
{
syncRendererState(mReadPixelsDirtyBits, mReadPixelsDirtyObjects);
}
void Context::syncStateForTexImage()
{
syncRendererState(mTexImageDirtyBits, mTexImageDirtyObjects);
}
void Context::syncStateForClear()
{
syncRendererState(mClearDirtyBits, mClearDirtyObjects);
}
void Context::syncStateForBlit()
{
syncRendererState(mBlitDirtyBits, mBlitDirtyObjects);
}
void Context::activeTexture(GLenum texture)
{
mGLState.setActiveSampler(texture - GL_TEXTURE0);
}
void Context::blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
mGLState.setBlendColor(clamp01(red), clamp01(green), clamp01(blue), clamp01(alpha));
}
void Context::blendEquation(GLenum mode)
{
mGLState.setBlendEquation(mode, mode);
}
void Context::blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
mGLState.setBlendEquation(modeRGB, modeAlpha);
}
void Context::blendFunc(GLenum sfactor, GLenum dfactor)
{
mGLState.setBlendFactors(sfactor, dfactor, sfactor, dfactor);
}
void Context::blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
mGLState.setBlendFactors(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void Context::clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
mGLState.setColorClearValue(red, green, blue, alpha);
}
void Context::clearDepthf(GLfloat depth)
{
mGLState.setDepthClearValue(depth);
}
void Context::clearStencil(GLint s)
{
mGLState.setStencilClearValue(s);
}
void Context::colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
mGLState.setColorMask(red == GL_TRUE, green == GL_TRUE, blue == GL_TRUE, alpha == GL_TRUE);
}
void Context::cullFace(GLenum mode)
{
mGLState.setCullMode(mode);
}
void Context::depthFunc(GLenum func)
{
mGLState.setDepthFunc(func);
}
void Context::depthMask(GLboolean flag)
{
mGLState.setDepthMask(flag != GL_FALSE);
}
void Context::depthRangef(GLfloat zNear, GLfloat zFar)
{
mGLState.setDepthRange(zNear, zFar);
}
void Context::disable(GLenum cap)
{
mGLState.setEnableFeature(cap, false);
}
void Context::disableVertexAttribArray(GLuint index)
{
mGLState.setEnableVertexAttribArray(index, false);
}
void Context::enable(GLenum cap)
{
mGLState.setEnableFeature(cap, true);
}
void Context::enableVertexAttribArray(GLuint index)
{
mGLState.setEnableVertexAttribArray(index, true);
}
void Context::frontFace(GLenum mode)
{
mGLState.setFrontFace(mode);
}
void Context::hint(GLenum target, GLenum mode)
{
switch (target)
{
case GL_GENERATE_MIPMAP_HINT:
mGLState.setGenerateMipmapHint(mode);
break;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
mGLState.setFragmentShaderDerivativeHint(mode);
break;
default:
UNREACHABLE();
return;
}
}
void Context::lineWidth(GLfloat width)
{
mGLState.setLineWidth(width);
}
void Context::pixelStorei(GLenum pname, GLint param)
{
switch (pname)
{
case GL_UNPACK_ALIGNMENT:
mGLState.setUnpackAlignment(param);
break;
case GL_PACK_ALIGNMENT:
mGLState.setPackAlignment(param);
break;
case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
mGLState.setPackReverseRowOrder(param != 0);
break;
case GL_UNPACK_ROW_LENGTH:
ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
mGLState.setUnpackRowLength(param);
break;
case GL_UNPACK_IMAGE_HEIGHT:
ASSERT(getClientMajorVersion() >= 3);
mGLState.setUnpackImageHeight(param);
break;
case GL_UNPACK_SKIP_IMAGES:
ASSERT(getClientMajorVersion() >= 3);
mGLState.setUnpackSkipImages(param);
break;
case GL_UNPACK_SKIP_ROWS:
ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
mGLState.setUnpackSkipRows(param);
break;
case GL_UNPACK_SKIP_PIXELS:
ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
mGLState.setUnpackSkipPixels(param);
break;
case GL_PACK_ROW_LENGTH:
ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
mGLState.setPackRowLength(param);
break;
case GL_PACK_SKIP_ROWS:
ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
mGLState.setPackSkipRows(param);
break;
case GL_PACK_SKIP_PIXELS:
ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
mGLState.setPackSkipPixels(param);
break;
default:
UNREACHABLE();
return;
}
}
void Context::polygonOffset(GLfloat factor, GLfloat units)
{
mGLState.setPolygonOffsetParams(factor, units);
}
void Context::sampleCoverage(GLfloat value, GLboolean invert)
{
mGLState.setSampleCoverageParams(clamp01(value), invert == GL_TRUE);
}
void Context::scissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
mGLState.setScissorParams(x, y, width, height);
}
void Context::stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
{
mGLState.setStencilParams(func, ref, mask);
}
if (face == GL_BACK || face == GL_FRONT_AND_BACK)
{
mGLState.setStencilBackParams(func, ref, mask);
}
}
void Context::stencilMaskSeparate(GLenum face, GLuint mask)
{
if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
{
mGLState.setStencilWritemask(mask);
}
if (face == GL_BACK || face == GL_FRONT_AND_BACK)
{
mGLState.setStencilBackWritemask(mask);
}
}
void Context::stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
{
mGLState.setStencilOperations(fail, zfail, zpass);
}
if (face == GL_BACK || face == GL_FRONT_AND_BACK)
{
mGLState.setStencilBackOperations(fail, zfail, zpass);
}
}
void Context::vertexAttrib1f(GLuint index, GLfloat x)
{
GLfloat vals[4] = {x, 0, 0, 1};
mGLState.setVertexAttribf(index, vals);
}
void Context::vertexAttrib1fv(GLuint index, const GLfloat *values)
{
GLfloat vals[4] = {values[0], 0, 0, 1};
mGLState.setVertexAttribf(index, vals);
}
void Context::vertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
{
GLfloat vals[4] = {x, y, 0, 1};
mGLState.setVertexAttribf(index, vals);
}
void Context::vertexAttrib2fv(GLuint index, const GLfloat *values)
{
GLfloat vals[4] = {values[0], values[1], 0, 1};
mGLState.setVertexAttribf(index, vals);
}
void Context::vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
GLfloat vals[4] = {x, y, z, 1};
mGLState.setVertexAttribf(index, vals);
}
void Context::vertexAttrib3fv(GLuint index, const GLfloat *values)
{
GLfloat vals[4] = {values[0], values[1], values[2], 1};
mGLState.setVertexAttribf(index, vals);
}
void Context::vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GLfloat vals[4] = {x, y, z, w};
mGLState.setVertexAttribf(index, vals);
}
void Context::vertexAttrib4fv(GLuint index, const GLfloat *values)
{
mGLState.setVertexAttribf(index, values);
}
void Context::vertexAttribPointer(GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *ptr)
{
mGLState.setVertexAttribState(index, mGLState.getTargetBuffer(GL_ARRAY_BUFFER), size, type,
normalized == GL_TRUE, false, stride, ptr);
}
void Context::vertexAttribFormat(GLuint attribIndex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeOffset)
{
mGLState.setVertexAttribFormat(attribIndex, size, type, normalized == GL_TRUE, false,
relativeOffset);
}
void Context::vertexAttribIFormat(GLuint attribIndex,
GLint size,
GLenum type,
GLuint relativeOffset)
{
mGLState.setVertexAttribFormat(attribIndex, size, type, false, true, relativeOffset);
}
void Context::vertexAttribBinding(GLuint attribIndex, GLuint bindingIndex)
{
mGLState.setVertexAttribBinding(attribIndex, bindingIndex);
}
void Context::setVertexBindingDivisor(GLuint bindingIndex, GLuint divisor)
{
mGLState.setVertexBindingDivisor(bindingIndex, divisor);
}
void Context::viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
mGLState.setViewportParams(x, y, width, height);
}
void Context::vertexAttribIPointer(GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{
mGLState.setVertexAttribState(index, mGLState.getTargetBuffer(GL_ARRAY_BUFFER), size, type,
false, true, stride, pointer);
}
void Context::vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
GLint vals[4] = {x, y, z, w};
mGLState.setVertexAttribi(index, vals);
}
void Context::vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
GLuint vals[4] = {x, y, z, w};
mGLState.setVertexAttribu(index, vals);
}
void Context::vertexAttribI4iv(GLuint index, const GLint *v)
{
mGLState.setVertexAttribi(index, v);
}
void Context::vertexAttribI4uiv(GLuint index, const GLuint *v)
{
mGLState.setVertexAttribu(index, v);
}
void Context::getVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{
const VertexAttribCurrentValueData &currentValues =
getGLState().getVertexAttribCurrentValue(index);
const VertexArray *vao = getGLState().getVertexArray();
QueryVertexAttribiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index),
currentValues, pname, params);
}
void Context::getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
{
const VertexAttribCurrentValueData &currentValues =
getGLState().getVertexAttribCurrentValue(index);
const VertexArray *vao = getGLState().getVertexArray();
QueryVertexAttribfv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index),
currentValues, pname, params);
}
void Context::getVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
{
const VertexAttribCurrentValueData &currentValues =
getGLState().getVertexAttribCurrentValue(index);
const VertexArray *vao = getGLState().getVertexArray();
QueryVertexAttribIiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index),
currentValues, pname, params);
}
void Context::getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
{
const VertexAttribCurrentValueData &currentValues =
getGLState().getVertexAttribCurrentValue(index);
const VertexArray *vao = getGLState().getVertexArray();
QueryVertexAttribIuiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index),
currentValues, pname, params);
}
void Context::getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
{
const VertexAttribute &attrib = getGLState().getVertexArray()->getVertexAttribute(index);
QueryVertexAttribPointerv(attrib, pname, pointer);
}
void Context::debugMessageControl(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled)
{
std::vector<GLuint> idVector(ids, ids + count);
mGLState.getDebug().setMessageControl(source, type, severity, std::move(idVector),
(enabled != GL_FALSE));
}
void Context::debugMessageInsert(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf)
{
std::string msg(buf, (length > 0) ? static_cast<size_t>(length) : strlen(buf));
mGLState.getDebug().insertMessage(source, type, id, severity, std::move(msg));
}
void Context::debugMessageCallback(GLDEBUGPROCKHR callback, const void *userParam)
{
mGLState.getDebug().setCallback(callback, userParam);
}
GLuint Context::getDebugMessageLog(GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog)
{
return static_cast<GLuint>(mGLState.getDebug().getMessages(count, bufSize, sources, types, ids,
severities, lengths, messageLog));
}
void Context::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
{
std::string msg(message, (length > 0) ? static_cast<size_t>(length) : strlen(message));
mGLState.getDebug().pushGroup(source, id, std::move(msg));
}
void Context::popDebugGroup()
{
mGLState.getDebug().popGroup();
}
void Context::bufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
ASSERT(buffer);
handleError(buffer->bufferData(this, target, data, size, usage));
}
void Context::bufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
{
if (data == nullptr)
{
return;
}
Buffer *buffer = mGLState.getTargetBuffer(target);
ASSERT(buffer);
handleError(buffer->bufferSubData(this, target, data, size, offset));
}
void Context::attachShader(GLuint program, GLuint shader)
{
auto programObject = mState.mShaderPrograms->getProgram(program);
auto shaderObject = mState.mShaderPrograms->getShader(shader);
ASSERT(programObject && shaderObject);
programObject->attachShader(shaderObject);
}
const Workarounds &Context::getWorkarounds() const
{
return mWorkarounds;
}
void Context::copyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size)
{
// if size is zero, the copy is a successful no-op
if (size == 0)
{
return;
}
// TODO(jmadill): cache these.
Buffer *readBuffer = mGLState.getTargetBuffer(readTarget);
Buffer *writeBuffer = mGLState.getTargetBuffer(writeTarget);
handleError(writeBuffer->copyBufferSubData(this, readBuffer, readOffset, writeOffset, size));
}
void Context::bindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
Program *programObject = getProgram(program);
// TODO(jmadill): Re-use this from the validation if possible.
ASSERT(programObject);
programObject->bindAttributeLocation(index, name);
}
void Context::bindBuffer(GLenum target, GLuint buffer)
{
switch (target)
{
case GL_ARRAY_BUFFER:
bindArrayBuffer(buffer);
break;
case GL_ELEMENT_ARRAY_BUFFER:
bindElementArrayBuffer(buffer);
break;
case GL_COPY_READ_BUFFER:
bindCopyReadBuffer(buffer);
break;
case GL_COPY_WRITE_BUFFER:
bindCopyWriteBuffer(buffer);
break;
case GL_PIXEL_PACK_BUFFER:
bindPixelPackBuffer(buffer);
break;
case GL_PIXEL_UNPACK_BUFFER:
bindPixelUnpackBuffer(buffer);
break;
case GL_UNIFORM_BUFFER:
bindGenericUniformBuffer(buffer);
break;
case GL_TRANSFORM_FEEDBACK_BUFFER:
bindGenericTransformFeedbackBuffer(buffer);
break;
case GL_ATOMIC_COUNTER_BUFFER:
bindGenericAtomicCounterBuffer(buffer);
break;
case GL_SHADER_STORAGE_BUFFER:
bindGenericShaderStorageBuffer(buffer);
break;
case GL_DRAW_INDIRECT_BUFFER:
bindDrawIndirectBuffer(buffer);
break;
case GL_DISPATCH_INDIRECT_BUFFER:
if (buffer != 0)
{
// Binding buffers to this binding point is not implemented yet.
UNIMPLEMENTED();
}
break;
default:
UNREACHABLE();
break;
}
}
void Context::bindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
bindBufferRange(target, index, buffer, 0, 0);
}
void Context::bindBufferRange(GLenum target,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size)
{
switch (target)
{
case GL_TRANSFORM_FEEDBACK_BUFFER:
bindIndexedTransformFeedbackBuffer(buffer, index, offset, size);
bindGenericTransformFeedbackBuffer(buffer);
break;
case GL_UNIFORM_BUFFER:
bindIndexedUniformBuffer(buffer, index, offset, size);
bindGenericUniformBuffer(buffer);
break;
case GL_ATOMIC_COUNTER_BUFFER:
bindIndexedAtomicCounterBuffer(buffer, index, offset, size);
bindGenericAtomicCounterBuffer(buffer);
break;
case GL_SHADER_STORAGE_BUFFER:
bindIndexedShaderStorageBuffer(buffer, index, offset, size);
bindGenericShaderStorageBuffer(buffer);
break;
default:
UNREACHABLE();
break;
}
}
void Context::bindFramebuffer(GLenum target, GLuint framebuffer)
{
if (target == GL_READ_FRAMEBUFFER || target == GL_FRAMEBUFFER)
{
bindReadFramebuffer(framebuffer);
}
if (target == GL_DRAW_FRAMEBUFFER || target == GL_FRAMEBUFFER)
{
bindDrawFramebuffer(framebuffer);
}
}
void Context::bindRenderbuffer(GLenum target, GLuint renderbuffer)
{
ASSERT(target == GL_RENDERBUFFER);
Renderbuffer *object =
mState.mRenderbuffers->checkRenderbufferAllocation(mImplementation.get(), renderbuffer);
mGLState.setRenderbufferBinding(object);
}
void Context::texStorage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
Extents size(width, height, 1);
Texture *texture = getTargetTexture(target);
handleError(texture->setStorageMultisample(this, target, samples, internalformat, size,
fixedsamplelocations));
}
void Context::getMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER);
const Framebuffer *framebuffer = mGLState.getReadFramebuffer();
switch (pname)
{
case GL_SAMPLE_POSITION:
handleError(framebuffer->getSamplePosition(index, val));
break;
default:
UNREACHABLE();
}
}
void Context::renderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
// Hack for the special WebGL 1 "DEPTH_STENCIL" internal format.
GLenum convertedInternalFormat = getConvertedRenderbufferFormat(internalformat);
Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
handleError(renderbuffer->setStorage(convertedInternalFormat, width, height));
}
void Context::renderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
// Hack for the special WebGL 1 "DEPTH_STENCIL" internal format.
GLenum convertedInternalFormat = getConvertedRenderbufferFormat(internalformat);
Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
handleError(
renderbuffer->setStorageMultisample(samples, convertedInternalFormat, width, height));
}
void Context::getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
{
const FenceSync *syncObject = getFenceSync(sync);
handleError(QuerySynciv(syncObject, pname, bufSize, length, values));
}
void Context::getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
QueryFramebufferParameteriv(framebuffer, pname, params);
}
void Context::setFramebufferParameteri(GLenum target, GLenum pname, GLint param)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
SetFramebufferParameteri(framebuffer, pname, param);
}
Error Context::getScratchBuffer(size_t requestedSize, angle::MemoryBuffer **scratchBufferOut) const
{
if (!mScratchBuffer.get(requestedSize, scratchBufferOut))
{
return gl::OutOfMemory() << "Failed to allocate internal buffer.";
}
return gl::NoError();
}
void Context::dispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ)
{
if (numGroupsX == 0u || numGroupsY == 0u || numGroupsZ == 0u)
{
return;
}
mImplementation->dispatchCompute(numGroupsX, numGroupsY, numGroupsZ);
}
GLenum Context::checkFramebufferStatus(GLenum target)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
return framebuffer->checkStatus(this);
}
void Context::compileShader(GLuint shader)
{
Shader *shaderObject = GetValidShader(this, shader);
if (!shaderObject)
{
return;
}
shaderObject->compile(this);
}
void Context::deleteBuffers(GLsizei n, const GLuint *buffers)
{
for (int i = 0; i < n; i++)
{
deleteBuffer(buffers[i]);
}
}
void Context::deleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
for (int i = 0; i < n; i++)
{
if (framebuffers[i] != 0)
{
deleteFramebuffer(framebuffers[i]);
}
}
}
void Context::deleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{
for (int i = 0; i < n; i++)
{
deleteRenderbuffer(renderbuffers[i]);
}
}
void Context::deleteTextures(GLsizei n, const GLuint *textures)
{
for (int i = 0; i < n; i++)
{
if (textures[i] != 0)
{
deleteTexture(textures[i]);
}
}
}
void Context::detachShader(GLuint program, GLuint shader)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
Shader *shaderObject = getShader(shader);
ASSERT(shaderObject);
programObject->detachShader(this, shaderObject);
}
void Context::genBuffers(GLsizei n, GLuint *buffers)
{
for (int i = 0; i < n; i++)
{
buffers[i] = createBuffer();
}
}
void Context::genFramebuffers(GLsizei n, GLuint *framebuffers)
{
for (int i = 0; i < n; i++)
{
framebuffers[i] = createFramebuffer();
}
}
void Context::genRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
for (int i = 0; i < n; i++)
{
renderbuffers[i] = createRenderbuffer();
}
}
void Context::genTextures(GLsizei n, GLuint *textures)
{
for (int i = 0; i < n; i++)
{
textures[i] = createTexture();
}
}
void Context::getActiveAttrib(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getActiveAttribute(index, bufsize, length, size, type, name);
}
void Context::getActiveUniform(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getActiveUniform(index, bufsize, length, size, type, name);
}
void Context::getAttachedShaders(GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getAttachedShaders(maxcount, count, shaders);
}
GLint Context::getAttribLocation(GLuint program, const GLchar *name)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
return programObject->getAttributeLocation(name);
}
void Context::getBooleanv(GLenum pname, GLboolean *params)
{
GLenum nativeType;
unsigned int numParams = 0;
getQueryParameterInfo(pname, &nativeType, &numParams);
if (nativeType == GL_BOOL)
{
getBooleanvImpl(pname, params);
}
else
{
CastStateValues(this, nativeType, pname, numParams, params);
}
}
void Context::getFloatv(GLenum pname, GLfloat *params)
{
GLenum nativeType;
unsigned int numParams = 0;
getQueryParameterInfo(pname, &nativeType, &numParams);
if (nativeType == GL_FLOAT)
{
getFloatvImpl(pname, params);
}
else
{
CastStateValues(this, nativeType, pname, numParams, params);
}
}
void Context::getIntegerv(GLenum pname, GLint *params)
{
GLenum nativeType;
unsigned int numParams = 0;
getQueryParameterInfo(pname, &nativeType, &numParams);
if (nativeType == GL_INT)
{
getIntegervImpl(pname, params);
}
else
{
CastStateValues(this, nativeType, pname, numParams, params);
}
}
void Context::getProgramiv(GLuint program, GLenum pname, GLint *params)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
QueryProgramiv(programObject, pname, params);
}
void Context::getProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getInfoLog(bufsize, length, infolog);
}
void Context::getShaderiv(GLuint shader, GLenum pname, GLint *params)
{
Shader *shaderObject = getShader(shader);
ASSERT(shaderObject);
QueryShaderiv(shaderObject, pname, params);
}
void Context::getShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *infolog)
{
Shader *shaderObject = getShader(shader);
ASSERT(shaderObject);
shaderObject->getInfoLog(bufsize, length, infolog);
}
void Context::getShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision)
{
// TODO(jmadill): Compute shaders.
switch (shadertype)
{
case GL_VERTEX_SHADER:
switch (precisiontype)
{
case GL_LOW_FLOAT:
mCaps.vertexLowpFloat.get(range, precision);
break;
case GL_MEDIUM_FLOAT:
mCaps.vertexMediumpFloat.get(range, precision);
break;
case GL_HIGH_FLOAT:
mCaps.vertexHighpFloat.get(range, precision);
break;
case GL_LOW_INT:
mCaps.vertexLowpInt.get(range, precision);
break;
case GL_MEDIUM_INT:
mCaps.vertexMediumpInt.get(range, precision);
break;
case GL_HIGH_INT:
mCaps.vertexHighpInt.get(range, precision);
break;
default:
UNREACHABLE();
return;
}
break;
case GL_FRAGMENT_SHADER:
switch (precisiontype)
{
case GL_LOW_FLOAT:
mCaps.fragmentLowpFloat.get(range, precision);
break;
case GL_MEDIUM_FLOAT:
mCaps.fragmentMediumpFloat.get(range, precision);
break;
case GL_HIGH_FLOAT:
mCaps.fragmentHighpFloat.get(range, precision);
break;
case GL_LOW_INT:
mCaps.fragmentLowpInt.get(range, precision);
break;
case GL_MEDIUM_INT:
mCaps.fragmentMediumpInt.get(range, precision);
break;
case GL_HIGH_INT:
mCaps.fragmentHighpInt.get(range, precision);
break;
default:
UNREACHABLE();
return;
}
break;
default:
UNREACHABLE();
return;
}
}
void Context::getShaderSource(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source)
{
Shader *shaderObject = getShader(shader);
ASSERT(shaderObject);
shaderObject->getSource(bufsize, length, source);
}
void Context::getUniformfv(GLuint program, GLint location, GLfloat *params)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getUniformfv(location, params);
}
void Context::getUniformiv(GLuint program, GLint location, GLint *params)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getUniformiv(location, params);
}
GLint Context::getUniformLocation(GLuint program, const GLchar *name)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
return programObject->getUniformLocation(name);
}
GLboolean Context::isBuffer(GLuint buffer)
{
if (buffer == 0)
{
return GL_FALSE;
}
return (getBuffer(buffer) ? GL_TRUE : GL_FALSE);
}
GLboolean Context::isEnabled(GLenum cap)
{
return mGLState.getEnableFeature(cap);
}
GLboolean Context::isFramebuffer(GLuint framebuffer)
{
if (framebuffer == 0)
{
return GL_FALSE;
}
return (getFramebuffer(framebuffer) ? GL_TRUE : GL_FALSE);
}
GLboolean Context::isProgram(GLuint program)
{
if (program == 0)
{
return GL_FALSE;
}
return (getProgram(program) ? GL_TRUE : GL_FALSE);
}
GLboolean Context::isRenderbuffer(GLuint renderbuffer)
{
if (renderbuffer == 0)
{
return GL_FALSE;
}
return (getRenderbuffer(renderbuffer) ? GL_TRUE : GL_FALSE);
}
GLboolean Context::isShader(GLuint shader)
{
if (shader == 0)
{
return GL_FALSE;
}
return (getShader(shader) ? GL_TRUE : GL_FALSE);
}
GLboolean Context::isTexture(GLuint texture)
{
if (texture == 0)
{
return GL_FALSE;
}
return (getTexture(texture) ? GL_TRUE : GL_FALSE);
}
void Context::linkProgram(GLuint program)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
handleError(programObject->link(this));
}
void Context::releaseShaderCompiler()
{
handleError(mCompiler->release());
}
void Context::shaderBinary(GLsizei n,
const GLuint *shaders,
GLenum binaryformat,
const void *binary,
GLsizei length)
{
// No binary shader formats are supported.
UNIMPLEMENTED();
}
void Context::shaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length)
{
Shader *shaderObject = getShader(shader);
ASSERT(shaderObject);
shaderObject->setSource(count, string, length);
}
void Context::stencilFunc(GLenum func, GLint ref, GLuint mask)
{
stencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
}
void Context::stencilMask(GLuint mask)
{
stencilMaskSeparate(GL_FRONT_AND_BACK, mask);
}
void Context::stencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
stencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
}
void Context::uniform1f(GLint location, GLfloat x)
{
Program *program = mGLState.getProgram();
program->setUniform1fv(location, 1, &x);
}
void Context::uniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
Program *program = mGLState.getProgram();
program->setUniform1fv(location, count, v);
}
void Context::uniform1i(GLint location, GLint x)
{
Program *program = mGLState.getProgram();
program->setUniform1iv(location, 1, &x);
}
void Context::uniform1iv(GLint location, GLsizei count, const GLint *v)
{
Program *program = mGLState.getProgram();
program->setUniform1iv(location, count, v);
}
void Context::uniform2f(GLint location, GLfloat x, GLfloat y)
{
GLfloat xy[2] = {x, y};
Program *program = mGLState.getProgram();
program->setUniform2fv(location, 1, xy);
}
void Context::uniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
Program *program = mGLState.getProgram();
program->setUniform2fv(location, count, v);
}
void Context::uniform2i(GLint location, GLint x, GLint y)
{
GLint xy[2] = {x, y};
Program *program = mGLState.getProgram();
program->setUniform2iv(location, 1, xy);
}
void Context::uniform2iv(GLint location, GLsizei count, const GLint *v)
{
Program *program = mGLState.getProgram();
program->setUniform2iv(location, count, v);
}
void Context::uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
{
GLfloat xyz[3] = {x, y, z};
Program *program = mGLState.getProgram();
program->setUniform3fv(location, 1, xyz);
}
void Context::uniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
Program *program = mGLState.getProgram();
program->setUniform3fv(location, count, v);
}
void Context::uniform3i(GLint location, GLint x, GLint y, GLint z)
{
GLint xyz[3] = {x, y, z};
Program *program = mGLState.getProgram();
program->setUniform3iv(location, 1, xyz);
}
void Context::uniform3iv(GLint location, GLsizei count, const GLint *v)
{
Program *program = mGLState.getProgram();
program->setUniform3iv(location, count, v);
}
void Context::uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GLfloat xyzw[4] = {x, y, z, w};
Program *program = mGLState.getProgram();
program->setUniform4fv(location, 1, xyzw);
}
void Context::uniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
Program *program = mGLState.getProgram();
program->setUniform4fv(location, count, v);
}
void Context::uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
{
GLint xyzw[4] = {x, y, z, w};
Program *program = mGLState.getProgram();
program->setUniform4iv(location, 1, xyzw);
}
void Context::uniform4iv(GLint location, GLsizei count, const GLint *v)
{
Program *program = mGLState.getProgram();
program->setUniform4iv(location, count, v);
}
void Context::uniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix2fv(location, count, transpose, value);
}
void Context::uniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix3fv(location, count, transpose, value);
}
void Context::uniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix4fv(location, count, transpose, value);
}
void Context::validateProgram(GLuint program)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->validate(mCaps);
}
} // namespace gl