blob: 0aab33cfaf01d6b6f447242cc7b44e412c1b2b4d [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/PackedEnums.h"
#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/Display.h"
#include "libANGLE/Fence.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/GLES1Renderer.h"
#include "libANGLE/Path.h"
#include "libANGLE/Program.h"
#include "libANGLE/ProgramPipeline.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/BufferImpl.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/EGLImplFactory.h"
#include "libANGLE/renderer/Format.h"
#include "libANGLE/validationES.h"
namespace
{
#define ANGLE_HANDLE_ERR(X) \
handleError(X); \
return;
#define ANGLE_CONTEXT_TRY(EXPR) ANGLE_TRY_TEMPLATE(EXPR, ANGLE_HANDLE_ERR);
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(const gl::Context *context,
gl::Query *query,
GLenum pname,
T *params)
{
ASSERT(query != nullptr);
switch (pname)
{
case GL_QUERY_RESULT_EXT:
return query->getResult(context, params);
case GL_QUERY_RESULT_AVAILABLE_EXT:
{
bool available;
gl::Error error = query->isResultAvailable(context, &available);
if (!error.isError())
{
*params = gl::CastFromStateValue<T>(pname, static_cast<GLuint>(available));
}
return error;
}
default:
UNREACHABLE();
return gl::InternalError() << "Unreachable Error";
}
}
void MarkTransformFeedbackBufferUsage(const gl::Context *context,
gl::TransformFeedback *transformFeedback,
GLsizei count,
GLsizei instanceCount)
{
if (transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused())
{
transformFeedback->onVerticesDrawn(context, count, instanceCount);
}
}
// 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);
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 GetExtensionsEnabled(const egl::AttributeMap &attribs, bool webGLContext)
{
// If the context is WebGL, extensions are disabled by default
EGLAttrib defaultValue = webGLContext ? EGL_FALSE : EGL_TRUE;
return (attribs.get(EGL_EXTENSIONS_ENABLED_ANGLE, defaultValue) == 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_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);
}
}
template <typename CapT, typename MaxT>
void LimitCap(CapT *cap, MaxT maximum)
{
*cap = std::min(*cap, static_cast<CapT>(maximum));
}
constexpr angle::PackedEnumMap<gl::PrimitiveMode, GLsizei> kMinimumPrimitiveCounts = {{
/* Points */ 1,
/* Lines */ 2,
/* LineLoop */ 2,
/* LineStrip */ 2,
/* Triangles */ 3,
/* TriangleStrip */ 3,
/* TriangleFan */ 3,
/* LinesAdjacency */ 2,
/* LineStripAdjacency */ 2,
/* TrianglesAdjacency */ 3,
/* TriangleStripAdjacency */ 3,
}};
// Indices above are code-gen'd so make sure they don't change
// if any of these static asserts are hit, must update kMinimumPrimitiveCounts abouve
static_assert(static_cast<gl::PrimitiveMode>(0) == gl::PrimitiveMode::Points,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(1) == gl::PrimitiveMode::Lines,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(2) == gl::PrimitiveMode::LineLoop,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(3) == gl::PrimitiveMode::LineStrip,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(4) == gl::PrimitiveMode::Triangles,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(5) == gl::PrimitiveMode::TriangleStrip,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(6) == gl::PrimitiveMode::TriangleFan,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(7) == gl::PrimitiveMode::LinesAdjacency,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(8) == gl::PrimitiveMode::LineStripAdjacency,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(9) == gl::PrimitiveMode::TrianglesAdjacency,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(10) == gl::PrimitiveMode::TriangleStripAdjacency,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
static_assert(static_cast<gl::PrimitiveMode>(11) == gl::PrimitiveMode::EnumCount,
"gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
enum SubjectIndexes : angle::SubjectIndex
{
kTexture0SubjectIndex = 0,
kTextureMaxSubjectIndex = kTexture0SubjectIndex + gl::IMPLEMENTATION_MAX_ACTIVE_TEXTURES,
kUniformBuffer0SubjectIndex = kTextureMaxSubjectIndex,
kUniformBufferMaxSubjectIndex =
kUniformBuffer0SubjectIndex + gl::IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS,
kVertexArraySubjectIndex = kUniformBufferMaxSubjectIndex,
kReadFramebufferSubjectIndex,
kDrawFramebufferSubjectIndex
};
} // anonymous namespace
namespace gl
{
Context::Context(rx::EGLImplFactory *implFactory,
const egl::Config *config,
const Context *shareContext,
TextureManager *shareTextures,
MemoryProgramCache *memoryProgramCache,
const egl::AttributeMap &attribs,
const egl::DisplayExtensions &displayExtensions,
const egl::ClientExtensions &clientExtensions)
: mState(reinterpret_cast<ContextID>(this),
shareContext ? &shareContext->mState : nullptr,
shareTextures,
GetClientVersion(attribs),
&mGLState,
mCaps,
mTextureCaps,
mExtensions,
mLimitations),
mSkipValidation(GetNoError(attribs)),
mDisplayTextureShareGroup(shareTextures != nullptr),
mSavedArgsType(nullptr),
mImplementation(implFactory->createContext(mState, config, shareContext, attribs)),
mLabel(nullptr),
mCompiler(),
mGLState(GetDebug(attribs),
GetBindGeneratesResource(attribs),
GetClientArraysEnabled(attribs),
GetRobustResourceInit(attribs),
memoryProgramCache != nullptr),
mConfig(config),
mClientType(EGL_OPENGL_ES_API),
mErrors(this),
mHasBeenCurrent(false),
mContextLost(false),
mResetStatus(GL_NO_ERROR),
mContextLostForced(false),
mResetStrategy(GetResetStrategy(attribs)),
mRobustAccess(GetRobustAccess(attribs)),
mSurfacelessSupported(displayExtensions.surfacelessContext),
mExplicitContextAvailable(clientExtensions.explicitContext),
mCurrentSurface(static_cast<egl::Surface *>(EGL_NO_SURFACE)),
mCurrentDisplay(static_cast<egl::Display *>(EGL_NO_DISPLAY)),
mWebGLContext(GetWebGLContext(attribs)),
mExtensionsEnabled(GetExtensionsEnabled(attribs, mWebGLContext)),
mMemoryProgramCache(memoryProgramCache),
mVertexArrayObserverBinding(this, kVertexArraySubjectIndex),
mDrawFramebufferObserverBinding(this, kDrawFramebufferSubjectIndex),
mReadFramebufferObserverBinding(this, kReadFramebufferSubjectIndex),
mScratchBuffer(1000u),
mZeroFilledBuffer(1000u),
mThreadPool(nullptr)
{
// Needed to solve a Clang warning of unused variables.
ANGLE_UNUSED_VARIABLE(mSavedArgsType);
ANGLE_UNUSED_VARIABLE(mParamsBuffer);
for (angle::SubjectIndex uboIndex = kUniformBuffer0SubjectIndex;
uboIndex < kUniformBufferMaxSubjectIndex; ++uboIndex)
{
mUniformBufferObserverBindings.emplace_back(this, uboIndex);
}
}
void Context::initialize()
{
mImplementation->setMemoryProgramCache(mMemoryProgramCache);
initCaps();
initWorkarounds();
mGLState.initialize(this);
mFenceNVHandleAllocator.setBaseHandle(0);
// [OpenGL ES 2.0.24] section 3.7 page 83:
// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have two-dimensional
// 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, TextureType::_2D);
mZeroTextures[TextureType::_2D].set(this, zeroTexture2D);
Texture *zeroTextureCube = new Texture(mImplementation.get(), 0, TextureType::CubeMap);
mZeroTextures[TextureType::CubeMap].set(this, zeroTextureCube);
if (getClientVersion() >= Version(3, 0))
{
// TODO: These could also be enabled via extension
Texture *zeroTexture3D = new Texture(mImplementation.get(), 0, TextureType::_3D);
mZeroTextures[TextureType::_3D].set(this, zeroTexture3D);
Texture *zeroTexture2DArray = new Texture(mImplementation.get(), 0, TextureType::_2DArray);
mZeroTextures[TextureType::_2DArray].set(this, zeroTexture2DArray);
}
if (getClientVersion() >= Version(3, 1))
{
// TODO(http://anglebug.com/2775): These could also be enabled via extension
Texture *zeroTexture2DMultisample =
new Texture(mImplementation.get(), 0, TextureType::_2DMultisample);
mZeroTextures[TextureType::_2DMultisample].set(this, zeroTexture2DMultisample);
Texture *zeroTexture2DMultisampleArray =
new Texture(mImplementation.get(), 0, TextureType::_2DMultisampleArray);
mZeroTextures[TextureType::_2DMultisampleArray].set(this, zeroTexture2DMultisampleArray);
for (unsigned int i = 0; i < mCaps.maxAtomicCounterBufferBindings; i++)
{
bindBufferRange(BufferBinding::AtomicCounter, i, 0, 0, 0);
}
for (unsigned int i = 0; i < mCaps.maxShaderStorageBufferBindings; i++)
{
bindBufferRange(BufferBinding::ShaderStorage, i, 0, 0, 0);
}
}
if (mSupportedExtensions.textureRectangle)
{
Texture *zeroTextureRectangle =
new Texture(mImplementation.get(), 0, TextureType::Rectangle);
mZeroTextures[TextureType::Rectangle].set(this, zeroTextureRectangle);
}
if (mSupportedExtensions.eglImageExternal || mSupportedExtensions.eglStreamConsumerExternal)
{
Texture *zeroTextureExternal = new Texture(mImplementation.get(), 0, TextureType::External);
mZeroTextures[TextureType::External].set(this, zeroTextureExternal);
}
mGLState.initializeZeroTextures(this, mZeroTextures);
bindVertexArray(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(GL_TRANSFORM_FEEDBACK, 0);
}
for (auto type : angle::AllEnums<BufferBinding>())
{
bindBuffer(type, 0);
}
bindRenderbuffer(GL_RENDERBUFFER, 0);
for (unsigned int i = 0; i < mCaps.maxUniformBufferBindings; i++)
{
bindBufferRange(BufferBinding::Uniform, i, 0, 0, -1);
}
// Initialize GLES1 renderer if appropriate.
if (getClientVersion() < Version(2, 0))
{
mGLES1Renderer.reset(new GLES1Renderer());
}
// Initialize dirty bit masks
mDrawDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
mDrawDirtyObjects.set(State::DIRTY_OBJECT_VERTEX_ARRAY);
mDrawDirtyObjects.set(State::DIRTY_OBJECT_PROGRAM_TEXTURES);
mDrawDirtyObjects.set(State::DIRTY_OBJECT_PROGRAM);
mPathOperationDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
mPathOperationDirtyObjects.set(State::DIRTY_OBJECT_VERTEX_ARRAY);
mPathOperationDirtyObjects.set(State::DIRTY_OBJECT_PROGRAM_TEXTURES);
mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_STATE);
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_STATE);
mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_BUFFER_BINDING);
mReadPixelsDirtyBits.set(State::DIRTY_BIT_READ_FRAMEBUFFER_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);
mClearDirtyBits.set(State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
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);
mBlitDirtyBits.set(State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING);
mBlitDirtyBits.set(State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
mBlitDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER);
mBlitDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
// TODO(xinghua.cao@intel.com): add other dirty bits and dirty objects.
mComputeDirtyBits.set(State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING);
mComputeDirtyBits.set(State::DIRTY_BIT_PROGRAM_BINDING);
mComputeDirtyBits.set(State::DIRTY_BIT_PROGRAM_EXECUTABLE);
mComputeDirtyBits.set(State::DIRTY_BIT_TEXTURE_BINDINGS);
mComputeDirtyBits.set(State::DIRTY_BIT_SAMPLER_BINDINGS);
mComputeDirtyBits.set(State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING);
mComputeDirtyObjects.set(State::DIRTY_OBJECT_PROGRAM_TEXTURES);
mComputeDirtyObjects.set(State::DIRTY_OBJECT_PROGRAM);
mImplementation->setErrorSet(&mErrors);
handleError(mImplementation->initialize());
}
egl::Error Context::onDestroy(const egl::Display *display)
{
if (mGLES1Renderer)
{
mGLES1Renderer->onDestroy(this, &mGLState);
}
// Delete the Surface first to trigger a finish() in Vulkan.
ANGLE_TRY(releaseSurface(display));
for (auto fence : mFenceNVMap)
{
SafeDelete(fence.second);
}
mFenceNVMap.clear();
for (auto query : mQueryMap)
{
if (query.second != nullptr)
{
query.second->release(this);
}
}
mQueryMap.clear();
for (auto vertexArray : mVertexArrayMap)
{
if (vertexArray.second)
{
vertexArray.second->onDestroy(this);
}
}
mVertexArrayMap.clear();
for (auto transformFeedback : mTransformFeedbackMap)
{
if (transformFeedback.second != nullptr)
{
transformFeedback.second->release(this);
}
}
mTransformFeedbackMap.clear();
for (BindingPointer<Texture> &zeroTexture : mZeroTextures)
{
if (zeroTexture.get() != nullptr)
{
ANGLE_TRY(zeroTexture->onDestroy(this));
zeroTexture.set(this, nullptr);
}
}
releaseShaderCompiler();
mGLState.reset(this);
mState.mBuffers->release(this);
mState.mShaderPrograms->release(this);
mState.mTextures->release(this);
mState.mRenderbuffers->release(this);
mState.mSamplers->release(this);
mState.mSyncs->release(this);
mState.mPaths->release(this);
mState.mFramebuffers->release(this);
mState.mPipelines->release(this);
mThreadPool.reset();
mImplementation->onDestroy(this);
return egl::NoError();
}
Context::~Context()
{
}
void Context::setLabel(EGLLabelKHR label)
{
mLabel = label;
}
EGLLabelKHR Context::getLabel() const
{
return mLabel;
}
egl::Error Context::makeCurrent(egl::Display *display, egl::Surface *surface)
{
mCurrentDisplay = display;
if (!mHasBeenCurrent)
{
initialize();
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();
mGLState.setAllDirtyObjects();
ANGLE_TRY(releaseSurface(display));
Framebuffer *newDefault = nullptr;
if (surface != nullptr)
{
ANGLE_TRY(surface->setIsCurrent(this, true));
mCurrentSurface = surface;
newDefault = surface->createDefaultFramebuffer(this);
}
else
{
newDefault = new Framebuffer(mImplementation.get());
}
// Update default framebuffer, the binding of the previous default
// framebuffer (or lack of) will have a nullptr.
{
mState.mFramebuffers->setDefaultFramebuffer(newDefault);
if (mGLState.getReadFramebuffer() == nullptr)
{
bindReadFramebuffer(0);
}
if (mGLState.getDrawFramebuffer() == nullptr)
{
bindDrawFramebuffer(0);
}
}
// Notify the renderer of a context switch
ANGLE_TRY(mImplementation->onMakeCurrent(this));
return egl::NoError();
}
egl::Error Context::releaseSurface(const egl::Display *display)
{
gl::Framebuffer *defaultFramebuffer = mState.mFramebuffers->getFramebuffer(0);
// Remove the default framebuffer
if (mGLState.getReadFramebuffer() == defaultFramebuffer)
{
mGLState.setReadFramebufferBinding(nullptr);
mReadFramebufferObserverBinding.bind(nullptr);
}
if (mGLState.getDrawFramebuffer() == defaultFramebuffer)
{
mGLState.setDrawFramebufferBinding(nullptr);
mDrawFramebufferObserverBinding.bind(nullptr);
}
if (defaultFramebuffer)
{
defaultFramebuffer->onDestroy(this);
delete defaultFramebuffer;
}
mState.mFramebuffers->setDefaultFramebuffer(nullptr);
if (mCurrentSurface)
{
ANGLE_TRY(mCurrentSurface->setIsCurrent(this, false));
mCurrentSurface = nullptr;
}
return egl::NoError();
}
GLuint Context::createBuffer()
{
return mState.mBuffers->createBuffer();
}
GLuint Context::createProgram()
{
return mState.mShaderPrograms->createProgram(mImplementation.get());
}
GLuint Context::createShader(ShaderType type)
{
return mState.mShaderPrograms->createShader(mImplementation.get(), mLimitations, type);
}
GLuint Context::createTexture()
{
return mState.mTextures->createTexture();
}
GLuint Context::createRenderbuffer()
{
return mState.mRenderbuffers->createRenderbuffer();
}
GLuint Context::genPaths(GLsizei range)
{
auto resultOrError = mState.mPaths->createPaths(mImplementation.get(), range);
if (resultOrError.isError())
{
handleError(resultOrError.getError());
return 0;
}
return resultOrError.getResult();
}
// Returns an unused framebuffer name
GLuint Context::createFramebuffer()
{
return mState.mFramebuffers->createFramebuffer();
}
void Context::genFencesNV(GLsizei n, GLuint *fences)
{
for (int i = 0; i < n; i++)
{
GLuint handle = mFenceNVHandleAllocator.allocate();
mFenceNVMap.assign(handle, new FenceNV(mImplementation->createFenceNV()));
fences[i] = handle;
}
}
GLuint Context::createProgramPipeline()
{
return mState.mPipelines->createProgramPipeline();
}
GLuint Context::createShaderProgramv(ShaderType type, GLsizei count, const GLchar *const *strings)
{
UNIMPLEMENTED();
return 0u;
}
void Context::deleteBuffer(GLuint bufferName)
{
Buffer *buffer = mState.mBuffers->getBuffer(bufferName);
if (buffer)
{
detachBuffer(buffer);
}
mState.mBuffers->deleteObject(this, bufferName);
}
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::deleteSync(GLsync sync)
{
// 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.mSyncs->deleteObject(this, static_cast<GLuint>(reinterpret_cast<uintptr_t>(sync)));
}
void Context::deleteProgramPipeline(GLuint pipeline)
{
if (mState.mPipelines->getProgramPipeline(pipeline))
{
detachProgramPipeline(pipeline);
}
mState.mPipelines->deleteObject(this, pipeline);
}
void Context::deletePaths(GLuint first, GLsizei range)
{
mState.mPaths->deletePaths(first, range);
}
bool Context::isPath(GLuint path) const
{
const auto *pathObj = mState.mPaths->getPath(path);
if (pathObj == nullptr)
return false;
return pathObj->hasPathData();
}
bool Context::isPathGenerated(GLuint path) const
{
return mState.mPaths->hasPath(path);
}
void Context::pathCommands(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::pathParameterf(GLuint path, GLenum pname, GLfloat value)
{
Path *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::pathParameteri(GLuint path, GLenum pname, GLint value)
{
// TODO(jmadill): Should use proper clamping/casting.
pathParameterf(path, pname, static_cast<GLfloat>(value));
}
void Context::getPathParameterfv(GLuint path, GLenum pname, GLfloat *value)
{
const Path *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::getPathParameteriv(GLuint path, GLenum pname, GLint *value)
{
GLfloat val = 0.0f;
getPathParameterfv(path, pname, value != nullptr ? &val : nullptr);
if (value)
*value = static_cast<GLint>(val);
}
void Context::pathStencilFunc(GLenum func, GLint ref, GLuint mask)
{
mGLState.setPathStencilFunc(func, ref, mask);
}
void Context::deleteFramebuffer(GLuint framebuffer)
{
if (mState.mFramebuffers->getFramebuffer(framebuffer))
{
detachFramebuffer(framebuffer);
}
mState.mFramebuffers->deleteObject(this, framebuffer);
}
void Context::deleteFencesNV(GLsizei n, const GLuint *fences)
{
for (int i = 0; i < n; i++)
{
GLuint fence = fences[i];
FenceNV *fenceObject = nullptr;
if (mFenceNVMap.erase(fence, &fenceObject))
{
mFenceNVHandleAllocator.release(fence);
delete fenceObject;
}
}
}
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);
}
Sync *Context::getSync(GLsync handle) const
{
return mState.mSyncs->getSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
}
VertexArray *Context::getVertexArray(GLuint handle) const
{
return mVertexArrayMap.query(handle);
}
Sampler *Context::getSampler(GLuint handle) const
{
return mState.mSamplers->getSampler(handle);
}
TransformFeedback *Context::getTransformFeedback(GLuint handle) const
{
return mTransformFeedbackMap.query(handle);
}
ProgramPipeline *Context::getProgramPipeline(GLuint handle) const
{
return mState.mPipelines->getProgramPipeline(handle);
}
gl::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;
}
}
gl::LabeledObject *Context::getLabeledObjectFromPtr(const void *ptr) const
{
return getSync(reinterpret_cast<GLsync>(const_cast<void *>(ptr)));
}
void Context::objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
{
gl::LabeledObject *object = getLabeledObject(identifier, name);
ASSERT(object != nullptr);
std::string labelName = GetObjectLabelFromPointer(length, label);
object->setLabel(labelName);
// TODO(jmadill): Determine if the object is dirty based on 'name'. Conservatively assume the
// specified object is active until we do this.
mGLState.setObjectDirty(identifier);
}
void Context::objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
{
gl::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
{
gl::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
{
gl::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::bindTexture(TextureType 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(this, target, texture);
}
void Context::bindReadFramebuffer(GLuint framebufferHandle)
{
Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation(
mImplementation.get(), mCaps, framebufferHandle);
mGLState.setReadFramebufferBinding(framebuffer);
mReadFramebufferObserverBinding.bind(framebuffer);
}
void Context::bindDrawFramebuffer(GLuint framebufferHandle)
{
Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation(
mImplementation.get(), mCaps, framebufferHandle);
mGLState.setDrawFramebufferBinding(framebuffer);
mDrawFramebufferObserverBinding.bind(framebuffer);
}
void Context::bindVertexArray(GLuint vertexArrayHandle)
{
VertexArray *vertexArray = checkVertexArrayAllocation(vertexArrayHandle);
mGLState.setVertexArrayBinding(this, vertexArray);
mVertexArrayObserverBinding.bind(vertexArray);
mStateCache.onVertexArrayBindingChange(this);
}
void Context::bindVertexBuffer(GLuint bindingIndex,
GLuint bufferHandle,
GLintptr offset,
GLsizei stride)
{
Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
mGLState.bindVertexBuffer(this, bindingIndex, buffer, offset, stride);
mStateCache.onVertexArrayStateChange(this);
}
void Context::bindSampler(GLuint textureUnit, GLuint samplerHandle)
{
ASSERT(textureUnit < mCaps.maxCombinedTextureImageUnits);
Sampler *sampler =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), samplerHandle);
mGLState.setSamplerBinding(this, textureUnit, sampler);
}
void Context::bindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format)
{
Texture *tex = mState.mTextures->getTexture(texture);
mGLState.setImageUnit(this, unit, tex, level, layered, layer, access, format);
}
void Context::useProgram(GLuint program)
{
mGLState.setProgram(this, getProgram(program));
mStateCache.onProgramExecutableChange(this);
}
void Context::useProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
UNIMPLEMENTED();
}
void Context::bindTransformFeedback(GLenum target, GLuint transformFeedbackHandle)
{
ASSERT(target == GL_TRANSFORM_FEEDBACK);
TransformFeedback *transformFeedback =
checkTransformFeedbackAllocation(transformFeedbackHandle);
mGLState.setTransformFeedbackBinding(this, transformFeedback);
}
void Context::bindProgramPipeline(GLuint pipelineHandle)
{
ProgramPipeline *pipeline =
mState.mPipelines->checkProgramPipelineAllocation(mImplementation.get(), pipelineHandle);
mGLState.setProgramPipelineBinding(this, pipeline);
}
void Context::beginQuery(QueryType target, GLuint query)
{
Query *queryObject = getQuery(query, true, target);
ASSERT(queryObject);
// begin query
ANGLE_CONTEXT_TRY(queryObject->begin(this));
// set query as active for specified target only if begin succeeded
mGLState.setActiveQuery(this, target, queryObject);
}
void Context::endQuery(QueryType target)
{
Query *queryObject = mGLState.getActiveQuery(target);
ASSERT(queryObject);
handleError(queryObject->end(this));
// Always unbind the query, even if there was an error. This may delete the query object.
mGLState.setActiveQuery(this, target, nullptr);
}
void Context::queryCounter(GLuint id, QueryType target)
{
ASSERT(target == QueryType::Timestamp);
Query *queryObject = getQuery(id, true, target);
ASSERT(queryObject);
handleError(queryObject->queryCounter(this));
}
void Context::getQueryiv(QueryType 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 QueryType::TimeElapsed:
params[0] = getExtensions().queryCounterBitsTimeElapsed;
break;
case QueryType::Timestamp:
params[0] = getExtensions().queryCounterBitsTimestamp;
break;
default:
UNREACHABLE();
params[0] = 0;
break;
}
break;
default:
UNREACHABLE();
return;
}
}
void Context::getQueryivRobust(QueryType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getQueryiv(target, pname, params);
}
void Context::getQueryObjectiv(GLuint id, GLenum pname, GLint *params)
{
handleError(GetQueryObjectParameter(this, getQuery(id), pname, params));
}
void Context::getQueryObjectivRobust(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getQueryObjectiv(id, pname, params);
}
void Context::getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{
handleError(GetQueryObjectParameter(this, getQuery(id), pname, params));
}
void Context::getQueryObjectuivRobust(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params)
{
getQueryObjectuiv(id, pname, params);
}
void Context::getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
{
handleError(GetQueryObjectParameter(this, getQuery(id), pname, params));
}
void Context::getQueryObjecti64vRobust(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params)
{
getQueryObjecti64v(id, pname, params);
}
void Context::getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
{
handleError(GetQueryObjectParameter(this, getQuery(id), pname, params));
}
void Context::getQueryObjectui64vRobust(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint64 *params)
{
getQueryObjectui64v(id, pname, params);
}
Framebuffer *Context::getFramebuffer(GLuint handle) const
{
return mState.mFramebuffers->getFramebuffer(handle);
}
FenceNV *Context::getFenceNV(GLuint handle)
{
return mFenceNVMap.query(handle);
}
Query *Context::getQuery(GLuint handle, bool create, QueryType type)
{
if (!mQueryMap.contains(handle))
{
return nullptr;
}
Query *query = mQueryMap.query(handle);
if (!query && create)
{
ASSERT(type != QueryType::InvalidEnum);
query = new Query(mImplementation->createQuery(type), handle);
query->addRef();
mQueryMap.assign(handle, query);
}
return query;
}
Query *Context::getQuery(GLuint handle) const
{
return mQueryMap.query(handle);
}
Texture *Context::getTargetTexture(TextureType type) const
{
ASSERT(ValidTextureTarget(this, type) || ValidTextureExternalTarget(this, type));
return mGLState.getTargetTexture(type);
}
Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
{
return mGLState.getSamplerTexture(sampler, type);
}
Compiler *Context::getCompiler() const
{
if (mCompiler.get() == nullptr)
{
mCompiler.set(this, new Compiler(mImplementation.get(), mState));
}
return mCompiler.get();
}
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_SMOOTH_POINT_SIZE_RANGE:
params[0] = mCaps.minSmoothPointSize;
params[1] = mCaps.maxSmoothPointSize;
break;
case GL_SMOOTH_LINE_WIDTH_RANGE:
params[0] = mCaps.minSmoothLineWidth;
params[1] = mCaps.maxSmoothLineWidth;
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:
{
// GLES1 emulation: // GL_PATH_(MODELVIEW|PROJECTION)_MATRIX_CHROMIUM collides with the
// GLES1 constants for modelview/projection matrix.
if (getClientVersion() < Version(2, 0))
{
mGLState.getFloatv(pname, params);
}
else
{
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.maxShaderUniformComponents[ShaderType::Vertex];
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.maxShaderTextureImageUnits[ShaderType::Vertex];
break;
case GL_MAX_TEXTURE_IMAGE_UNITS:
*params = mCaps.maxShaderTextureImageUnits[ShaderType::Fragment];
break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
*params = mCaps.maxFragmentUniformVectors;
break;
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
*params = mCaps.maxShaderUniformComponents[ShaderType::Fragment];
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_RECTANGLE_TEXTURE_SIZE_ANGLE:
*params = mCaps.maxRectangleTextureSize;
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.maxShaderUniformBlocks[ShaderType::Vertex];
break;
case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
*params = mCaps.maxShaderUniformBlocks[ShaderType::Fragment];
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_ANGLE_multiview
case GL_MAX_VIEWS_ANGLE:
*params = mExtensions.maxViews;
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.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
break;
case GL_MAX_VERTEX_ATOMIC_COUNTERS:
*params = mCaps.maxShaderAtomicCounters[ShaderType::Vertex];
break;
case GL_MAX_VERTEX_IMAGE_UNIFORMS:
*params = mCaps.maxShaderImageUniforms[ShaderType::Vertex];
break;
case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS:
*params = mCaps.maxShaderStorageBlocks[ShaderType::Vertex];
break;
case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS:
*params = mCaps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
break;
case GL_MAX_FRAGMENT_ATOMIC_COUNTERS:
*params = mCaps.maxShaderAtomicCounters[ShaderType::Fragment];
break;
case GL_MAX_FRAGMENT_IMAGE_UNIFORMS:
*params = mCaps.maxShaderImageUniforms[ShaderType::Fragment];
break;
case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS:
*params = mCaps.maxShaderStorageBlocks[ShaderType::Fragment];
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.maxShaderUniformBlocks[ShaderType::Compute];
break;
case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS:
*params = mCaps.maxShaderTextureImageUnits[ShaderType::Compute];
break;
case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE:
*params = mCaps.maxComputeSharedMemorySize;
break;
case GL_MAX_COMPUTE_UNIFORM_COMPONENTS:
*params = mCaps.maxShaderUniformComponents[ShaderType::Compute];
break;
case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS:
*params = mCaps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
break;
case GL_MAX_COMPUTE_ATOMIC_COUNTERS:
*params = mCaps.maxShaderAtomicCounters[ShaderType::Compute];
break;
case GL_MAX_COMPUTE_IMAGE_UNIFORMS:
*params = mCaps.maxShaderImageUniforms[ShaderType::Compute];
break;
case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS:
*params =
static_cast<GLint>(mCaps.maxCombinedShaderUniformComponents[ShaderType::Compute]);
break;
case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS:
*params = mCaps.maxShaderStorageBlocks[ShaderType::Compute];
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;
// GL_EXT_geometry_shader
case GL_MAX_FRAMEBUFFER_LAYERS_EXT:
*params = mCaps.maxFramebufferLayers;
break;
case GL_LAYER_PROVOKING_VERTEX_EXT:
*params = mCaps.layerProvokingVertex;
break;
case GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT:
*params = mCaps.maxShaderUniformComponents[ShaderType::Geometry];
break;
case GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT:
*params = mCaps.maxShaderUniformBlocks[ShaderType::Geometry];
break;
case GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT:
*params =
static_cast<GLint>(mCaps.maxCombinedShaderUniformComponents[ShaderType::Geometry]);
break;
case GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT:
*params = mCaps.maxGeometryInputComponents;
break;
case GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT:
*params = mCaps.maxGeometryOutputComponents;
break;
case GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT:
*params = mCaps.maxGeometryOutputVertices;
break;
case GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT:
*params = mCaps.maxGeometryTotalOutputComponents;
break;
case GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT:
*params = mCaps.maxGeometryShaderInvocations;
break;
case GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT:
*params = mCaps.maxShaderTextureImageUnits[ShaderType::Geometry];
break;
case GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT:
*params = mCaps.maxShaderAtomicCounterBuffers[ShaderType::Geometry];
break;
case GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT:
*params = mCaps.maxShaderAtomicCounters[ShaderType::Geometry];
break;
case GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT:
*params = mCaps.maxShaderImageUniforms[ShaderType::Geometry];
break;
case GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT:
*params = mCaps.maxShaderStorageBlocks[ShaderType::Geometry];
break;
// GLES1 emulation: Caps queries
case GL_MAX_TEXTURE_UNITS:
*params = mCaps.maxMultitextureUnits;
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = mCaps.maxModelviewMatrixStackDepth;
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = mCaps.maxProjectionMatrixStackDepth;
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = mCaps.maxTextureMatrixStackDepth;
break;
case GL_MAX_LIGHTS:
*params = mCaps.maxLights;
break;
case GL_MAX_CLIP_PLANES:
*params = mCaps.maxClipPlanes;
break;
// GLES1 emulation: Vertex attribute queries
case GL_VERTEX_ARRAY_BUFFER_BINDING:
case GL_NORMAL_ARRAY_BUFFER_BINDING:
case GL_COLOR_ARRAY_BUFFER_BINDING:
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING:
getVertexAttribiv(static_cast<GLuint>(vertexArrayIndex(ParamToVertexArrayType(pname))),
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, params);
break;
case GL_VERTEX_ARRAY_STRIDE:
case GL_NORMAL_ARRAY_STRIDE:
case GL_COLOR_ARRAY_STRIDE:
case GL_POINT_SIZE_ARRAY_STRIDE_OES:
case GL_TEXTURE_COORD_ARRAY_STRIDE:
getVertexAttribiv(static_cast<GLuint>(vertexArrayIndex(ParamToVertexArrayType(pname))),
GL_VERTEX_ATTRIB_ARRAY_STRIDE, params);
break;
case GL_VERTEX_ARRAY_SIZE:
case GL_COLOR_ARRAY_SIZE:
case GL_TEXTURE_COORD_ARRAY_SIZE:
getVertexAttribiv(static_cast<GLuint>(vertexArrayIndex(ParamToVertexArrayType(pname))),
GL_VERTEX_ATTRIB_ARRAY_SIZE, params);
break;
case GL_VERTEX_ARRAY_TYPE:
case GL_COLOR_ARRAY_TYPE:
case GL_NORMAL_ARRAY_TYPE:
case GL_POINT_SIZE_ARRAY_TYPE_OES:
case GL_TEXTURE_COORD_ARRAY_TYPE:
getVertexAttribiv(static_cast<GLuint>(vertexArrayIndex(ParamToVertexArrayType(pname))),
GL_VERTEX_ATTRIB_ARRAY_TYPE, params);
break;
// GL_KHR_parallel_shader_compile
case GL_MAX_SHADER_COMPILER_THREADS_KHR:
*params = mGLState.getMaxShaderCompilerThreads();
break;
default:
handleError(mGLState.getIntegerv(this, pname, params));
break;
}
}
void Context::getInteger64vImpl(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.maxCombinedShaderUniformComponents[ShaderType::Vertex];
break;
case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
*params = mCaps.maxCombinedShaderUniformComponents[ShaderType::Fragment];
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(this, pname, params);
}
void Context::getPointervRobustANGLERobust(GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params)
{
UNIMPLEMENTED();
}
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::getIntegeri_vRobust(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *data)
{
getIntegeri_v(target, index, 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::getInteger64i_vRobust(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint64 *data)
{
getInteger64i_v(target, index, 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::getBooleani_vRobust(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLboolean *data)
{
getBooleani_v(target, index, data);
}
void Context::getBufferParameteriv(BufferBinding target, GLenum pname, GLint *params)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
QueryBufferParameteriv(buffer, pname, params);
}
void Context::getBufferParameterivRobust(BufferBinding target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getBufferParameteriv(target, pname, params);
}
void Context::getFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params)
{
const Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
QueryFramebufferAttachmentParameteriv(this, framebuffer, attachment, pname, params);
}
void Context::getFramebufferAttachmentParameterivRobust(GLenum target,
GLenum attachment,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
void Context::getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
QueryRenderbufferiv(this, renderbuffer, pname, params);
}
void Context::getRenderbufferParameterivRobust(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getRenderbufferParameteriv(target, pname, params);
}
void Context::getTexParameterfv(TextureType target, GLenum pname, GLfloat *params)
{
Texture *texture = getTargetTexture(target);
QueryTexParameterfv(texture, pname, params);
}
void Context::getTexParameterfvRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
getTexParameterfv(target, pname, params);
}
void Context::getTexParameteriv(TextureType target, GLenum pname, GLint *params)
{
Texture *texture = getTargetTexture(target);
QueryTexParameteriv(texture, pname, params);
}
void Context::getTexParameterivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getTexParameteriv(target, pname, params);
}
void Context::getTexParameterIivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
}
void Context::getTexParameterIuivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params)
{
UNIMPLEMENTED();
}
void Context::getTexLevelParameteriv(TextureTarget target, GLint level, GLenum pname, GLint *params)
{
Texture *texture = getTargetTexture(TextureTargetToType(target));
QueryTexLevelParameteriv(texture, target, level, pname, params);
}
void Context::getTexLevelParameterivRobust(TextureTarget target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
}
void Context::getTexLevelParameterfv(TextureTarget target,
GLint level,
GLenum pname,
GLfloat *params)
{
Texture *texture = getTargetTexture(TextureTargetToType(target));
QueryTexLevelParameterfv(texture, target, level, pname, params);
}
void Context::getTexLevelParameterfvRobust(TextureTarget target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
UNIMPLEMENTED();
}
void Context::texParameterf(TextureType target, GLenum pname, GLfloat param)
{
Texture *texture = getTargetTexture(target);
SetTexParameterf(this, texture, pname, param);
onTextureChange(texture);
}
void Context::texParameterfv(TextureType target, GLenum pname, const GLfloat *params)
{
Texture *texture = getTargetTexture(target);
SetTexParameterfv(this, texture, pname, params);
onTextureChange(texture);
}
void Context::texParameterfvRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
const GLfloat *params)
{
texParameterfv(target, pname, params);
}
void Context::texParameteri(TextureType target, GLenum pname, GLint param)
{
Texture *texture = getTargetTexture(target);
SetTexParameteri(this, texture, pname, param);
onTextureChange(texture);
}
void Context::texParameteriv(TextureType target, GLenum pname, const GLint *params)
{
Texture *texture = getTargetTexture(target);
SetTexParameteriv(this, texture, pname, params);
onTextureChange(texture);
}
void Context::texParameterivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
const GLint *params)
{
texParameteriv(target, pname, params);
}
void Context::texParameterIivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
const GLint *params)
{
UNIMPLEMENTED();
}
void Context::texParameterIuivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
const GLuint *params)
{
UNIMPLEMENTED();
}
void Context::drawArrays(PrimitiveMode mode, GLint first, GLsizei count)
{
// No-op if count draws no primitives for given mode
if (noopDraw(mode, count))
{
return;
}
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawArrays(this, mode, first, count));
MarkTransformFeedbackBufferUsage(this, mGLState.getCurrentTransformFeedback(), count, 1);
}
void Context::drawArraysInstanced(PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
// No-op if count draws no primitives for given mode
if (noopDrawInstanced(mode, count, instanceCount))
{
return;
}
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(
mImplementation->drawArraysInstanced(this, mode, first, count, instanceCount));
MarkTransformFeedbackBufferUsage(this, mGLState.getCurrentTransformFeedback(), count,
instanceCount);
}
void Context::drawElements(PrimitiveMode mode, GLsizei count, GLenum type, const void *indices)
{
// No-op if count draws no primitives for given mode
if (noopDraw(mode, count))
{
return;
}
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawElements(this, mode, count, type, indices));
}
void Context::drawElementsInstanced(PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances)
{
// No-op if count draws no primitives for given mode
if (noopDrawInstanced(mode, count, instances))
{
return;
}
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(
mImplementation->drawElementsInstanced(this, mode, count, type, indices, instances));
}
void Context::drawRangeElements(PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices)
{
// No-op if count draws no primitives for given mode
if (noopDraw(mode, count))
{
return;
}
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(
mImplementation->drawRangeElements(this, mode, start, end, count, type, indices));
}
void Context::drawArraysIndirect(PrimitiveMode mode, const void *indirect)
{
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawArraysIndirect(this, mode, indirect));
}
void Context::drawElementsIndirect(PrimitiveMode mode, GLenum type, const void *indirect)
{
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawElementsIndirect(this, mode, type, indirect));
}
void Context::flush()
{
handleError(mImplementation->flush(this));
}
void Context::finish()
{
handleError(mImplementation->finish(this));
}
void Context::insertEventMarker(GLsizei length, const char *marker)
{
ASSERT(mImplementation);
mImplementation->insertEventMarker(length, marker);
}
void Context::pushGroupMarker(GLsizei length, const char *marker)
{
ASSERT(mImplementation);
if (marker == nullptr)
{
// From the EXT_debug_marker spec,
// "If <marker> is null then an empty string is pushed on the stack."
mImplementation->pushGroupMarker(length, "");
}
else
{
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::coverageModulation(GLenum components)
{
mGLState.setCoverageModulation(components);
}
void Context::matrixLoadf(GLenum matrixMode, const GLfloat *matrix)
{
mGLState.loadPathRenderingMatrix(matrixMode, matrix);
}
void Context::matrixLoadIdentity(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;
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
mImplementation->stencilFillPath(pathObj, fillMode, mask);
}
void Context::stencilStrokePath(GLuint path, GLint reference, GLuint mask)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
mImplementation->stencilStrokePath(pathObj, reference, mask);
}
void Context::coverFillPath(GLuint path, GLenum coverMode)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
mImplementation->coverFillPath(pathObj, coverMode);
}
void Context::coverStrokePath(GLuint path, GLenum coverMode)
{
const auto *pathObj = mState.mPaths->getPath(path);
if (!pathObj)
return;
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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;
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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;
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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);
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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?
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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?
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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);
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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);
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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);
ANGLE_CONTEXT_TRY(syncStateForPathOperation());
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);
}
GLint Context::getProgramResourceLocation(GLuint program,
GLenum programInterface,
const GLchar *name)
{
const auto *programObject = getProgram(program);
return QueryProgramResourceLocation(programObject, programInterface, name);
}
void Context::getProgramResourceiv(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
const auto *programObject = getProgram(program);
QueryProgramResourceiv(programObject, programInterface, index, propCount, props, bufSize,
length, params);
}
void Context::getProgramInterfaceiv(GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params)
{
const auto *programObject = getProgram(program);
QueryProgramInterfaceiv(programObject, programInterface, pname, params);
}
void Context::getProgramInterfaceivRobust(GLuint program,
GLenum programInterface,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
}
void Context::handleError(const Error &error) const
{
mErrors.handleError(error);
}
// 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
{
return mErrors.popError();
}
}
// 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() const
{
return mContextLost;
}
GLenum Context::getGraphicsResetStatus()
{
// 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(this, 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.assign(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.assign(transformFeedbackHandle, transformFeedback);
}
return transformFeedback;
}
bool Context::isVertexArrayGenerated(GLuint vertexArray)
{
ASSERT(mVertexArrayMap.contains(0));
return mVertexArrayMap.contains(vertexArray);
}
bool Context::isTransformFeedbackGenerated(GLuint transformFeedback)
{
ASSERT(mTransformFeedbackMap.contains(0));
return mTransformFeedbackMap.contains(transformFeedback);
}
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(Buffer *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(this, 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(this, 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(this, transformFeedback))
{
bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
}
}
void Context::detachSampler(GLuint sampler)
{
mGLState.detachSampler(this, sampler);
}
void Context::detachProgramPipeline(GLuint pipeline)
{
mGLState.detachProgramPipeline(this, pipeline);
}
void Context::vertexAttribDivisor(GLuint index, GLuint divisor)
{
mGLState.setVertexAttribDivisor(this, index, divisor);
mStateCache.onVertexArrayStateChange(this);
}
void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
SetSamplerParameteri(samplerObject, pname, param);
mGLState.setObjectDirty(GL_SAMPLER);
}
void Context::samplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{
Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
SetSamplerParameteriv(samplerObject, pname, param);
mGLState.setObjectDirty(GL_SAMPLER);
}
void Context::samplerParameterivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLint *param)
{
samplerParameteriv(sampler, pname, param);
}
void Context::samplerParameterIivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLint *param)
{
UNIMPLEMENTED();
}
void Context::samplerParameterIuivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLuint *param)
{
UNIMPLEMENTED();
}
void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
SetSamplerParameterf(samplerObject, pname, param);
mGLState.setObjectDirty(GL_SAMPLER);
}
void Context::samplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{
Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
SetSamplerParameterfv(samplerObject, pname, param);
mGLState.setObjectDirty(GL_SAMPLER);
}
void Context::samplerParameterfvRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLfloat *param)
{
samplerParameterfv(sampler, pname, param);
}
void Context::getSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{
const Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
QuerySamplerParameteriv(samplerObject, pname, params);
mGLState.setObjectDirty(GL_SAMPLER);
}
void Context::getSamplerParameterivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getSamplerParameteriv(sampler, pname, params);
}
void Context::getSamplerParameterIivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
}
void Context::getSamplerParameterIuivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params)
{
UNIMPLEMENTED();
}
void Context::getSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{
const Sampler *samplerObject =
mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
QuerySamplerParameterfv(samplerObject, pname, params);
mGLState.setObjectDirty(GL_SAMPLER);
}
void Context::getSamplerParameterfvRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
getSamplerParameterfv(sampler, 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);
mRequestableExtensionStrings.clear();
for (const auto &extensionInfo : GetExtensionInfoMap())
{
if (extensionInfo.second.Requestable &&
!(mExtensions.*(extensionInfo.second.ExtensionsMember)) &&
mSupportedExtensions.*(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();
}
bool Context::isExtensionRequestable(const char *name)
{
const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap();
auto extension = extensionInfos.find(name);
return extension != extensionInfos.end() && extension->second.Requestable &&
mSupportedExtensions.*(extension->second.ExtensionsMember);
}
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);
ASSERT(isExtensionRequestable(name));
if (mExtensions.*(extension.ExtensionsMember))
{
// Extension already enabled
return;
}
mExtensions.*(extension.ExtensionsMember) = true;
updateCaps();
initExtensionStrings();
// Release the shader compiler so it will be re-created with the requested extensions enabled.
releaseShaderCompiler();
// Invalidate all textures and framebuffer. Some extensions make new formats renderable or
// sampleable.
mState.mTextures->signalAllTexturesDirty(this);
for (auto &zeroTexture : mZeroTextures)
{
if (zeroTexture.get() != nullptr)
{
zeroTexture->signalDirty(this, InitState::Initialized);
}
}
mState.mFramebuffers->invalidateFramebufferComplenessCache(this);
}
size_t Context::getRequestableExtensionStringCount() const
{
return mRequestableExtensionStrings.size();
}
void Context::beginTransformFeedback(PrimitiveMode 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;
}
Extensions Context::generateSupportedExtensions() const
{
Extensions supportedExtensions = mImplementation->getNativeExtensions();
// Explicitly enable GL_KHR_parallel_shader_compile
supportedExtensions.parallelShaderCompile = true;
if (getClientVersion() < ES_2_0)
{
// Default extensions for GLES1
supportedExtensions.pointSizeArray = true;
supportedExtensions.textureCubeMap = true;
supportedExtensions.pointSprite = true;
supportedExtensions.drawTexture = true;
supportedExtensions.parallelShaderCompile = false;
}
if (getClientVersion() < ES_3_0)
{
// Disable ES3+ extensions
supportedExtensions.colorBufferFloat = false;
supportedExtensions.eglImageExternalEssl3 = false;
supportedExtensions.textureNorm16 = false;
supportedExtensions.multiview = false;
supportedExtensions.maxViews = 1u;
}
if (getClientVersion() < ES_3_1)
{
// Disable ES3.1+ extensions
supportedExtensions.geometryShader = false;
// TODO(http://anglebug.com/2775): Multisample arrays could be supported on ES 3.0 as well
// once 2D multisample texture extension is exposed there.
supportedExtensions.textureMultisampleArray = false;
}
if (getClientVersion() > ES_2_0)
{
// FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
// supportedExtensions.sRGB = false;
}
// Some extensions are always available because they are implemented in the GL layer.
supportedExtensions.bindUniformLocation = true;
supportedExtensions.vertexArrayObject = true;
supportedExtensions.bindGeneratesResource = true;
supportedExtensions.clientArrays = true;
supportedExtensions.requestExtension = true;
// Enable the no error extension if the context was created with the flag.
supportedExtensions.noError = mSkipValidation;
// Enable surfaceless to advertise we'll have the correct behavior when there is no default FBO
supportedExtensions.surfacelessContext = mSurfacelessSupported;
// Explicitly enable GL_KHR_debug
supportedExtensions.debug = true;
supportedExtensions.maxDebugMessageLength = 1024;
supportedExtensions.maxDebugLoggedMessages = 1024;
supportedExtensions.maxDebugGroupStackDepth = 1024;
supportedExtensions.maxLabelLength = 1024;
// Explicitly enable GL_ANGLE_robust_client_memory
supportedExtensions.robustClientMemory = true;
// Determine robust resource init availability from EGL.
supportedExtensions.robustResourceInitialization = mGLState.isRobustResourceInitEnabled();
// mExtensions.robustBufferAccessBehavior is true only if robust access is true and the backend
// supports it.
supportedExtensions.robustBufferAccessBehavior =
mRobustAccess && supportedExtensions.robustBufferAccessBehavior;
// Enable the cache control query unconditionally.
supportedExtensions.programCacheControl = true;
// Enable EGL_ANGLE_explicit_context subextensions
if (mExplicitContextAvailable)
{
// GL_ANGLE_explicit_context_gles1
supportedExtensions.explicitContextGles1 = true;
// GL_ANGLE_explicit_context
supportedExtensions.explicitContext = true;
}
return supportedExtensions;
}
void Context::initCaps()
{
mCaps = mImplementation->getNativeCaps();
mSupportedExtensions = generateSupportedExtensions();
mExtensions = mSupportedExtensions;
mLimitations = mImplementation->getNativeLimitations();
// GLES1 emulation: Initialize caps (Table 6.20 / 6.22 in the ES 1.1 spec)
if (getClientVersion() < Version(2, 0))
{
mCaps.maxMultitextureUnits = 4;
mCaps.maxClipPlanes = 6;
mCaps.maxLights = 8;
mCaps.maxModelviewMatrixStackDepth = Caps::GlobalMatrixStackDepth;
mCaps.maxProjectionMatrixStackDepth = Caps::GlobalMatrixStackDepth;
mCaps.maxTextureMatrixStackDepth = Caps::GlobalMatrixStackDepth;
mCaps.minSmoothPointSize = 1.0f;
mCaps.maxSmoothPointSize = 1.0f;
mCaps.minSmoothLineWidth = 1.0f;
mCaps.maxSmoothLineWidth = 1.0f;
}
// Apply/Verify implementation limits
LimitCap(&mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS);
ASSERT(mCaps.minAliasedPointSize >= 1.0f);
if (getClientVersion() < ES_3_1)
{
mCaps.maxVertexAttribBindings = mCaps.maxVertexAttributes;
}
else
{
LimitCap(&mCaps.maxVertexAttribBindings, MAX_VERTEX_ATTRIB_BINDINGS);
}
LimitCap(&mCaps.maxShaderUniformBlocks[ShaderType::Vertex],
IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS);
LimitCap(&mCaps.maxUniformBufferBindings, IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS);
LimitCap(&mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
LimitCap(&mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
// Limit textures as well, so we can use fast bitsets with texture bindings.
LimitCap(&mCaps.maxCombinedTextureImageUnits, IMPLEMENTATION_MAX_ACTIVE_TEXTURES);
LimitCap(&mCaps.maxShaderTextureImageUnits[ShaderType::Vertex],
IMPLEMENTATION_MAX_ACTIVE_TEXTURES / 2);
LimitCap(&mCaps.maxShaderTextureImageUnits[ShaderType::Fragment],
IMPLEMENTATION_MAX_ACTIVE_TEXTURES / 2);
mCaps.maxSampleMaskWords = std::min<GLuint>(mCaps.maxSampleMaskWords, MAX_SAMPLE_MASK_WORDS);
// WebGL compatibility
mExtensions.webglCompatibility = mWebGLContext;
for (const auto &extensionInfo : GetExtensionInfoMap())
{
// If the user has requested that extensions start disabled and they are requestable,
// disable them.
if (!mExtensionsEnabled && extensionInfo.second.Requestable)
{
mExtensions.*(extensionInfo.second.ExtensionsMember) = false;
}
}
// Generate texture caps
updateCaps();
}
void Context::updateCaps()
{
mCaps.compressedTextureFormats.clear();
mTextureCaps.clear();
for (GLenum sizedInternalFormat : GetAllSizedInternalFormats())
{
TextureCaps formatCaps = mImplementation->getNativeTextureCaps().get(sizedInternalFormat);
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.filterable =
formatCaps.filterable && formatInfo.filterSupport(getClientVersion(), mExtensions);
formatCaps.textureAttachment =
formatCaps.textureAttachment &&
formatInfo.textureAttachmentSupport(getClientVersion(), mExtensions);
formatCaps.renderbuffer = formatCaps.renderbuffer &&
formatInfo.renderbufferSupport(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 (!formatCaps.renderbuffer ||
(getClientVersion() < ES_3_1 &&
(formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT)))
{
formatCaps.sampleCounts.clear();
}
else
{
// We may have limited the max samples for some required renderbuffer formats due to
// non-conformant formats. In this case MAX_SAMPLES needs to be lowered accordingly.
GLuint formatMaxSamples = formatCaps.getMaxSamples();
// GLES 3.0.5 section 4.4.2.2: "Implementations must support creation of renderbuffers
// in these required formats with up to the value of MAX_SAMPLES multisamples, with the
// exception of signed and unsigned integer formats."
if (formatInfo.componentType != GL_INT && formatInfo.componentType != GL_UNSIGNED_INT &&
formatInfo.isRequiredRenderbufferFormat(getClientVersion()))
{
ASSERT(getClientVersion() < ES_3_0 || formatMaxSamples >= 4);
mCaps.maxSamples = std::min(mCaps.maxSamples, formatMaxSamples);
}
// Handle GLES 3.1 MAX_*_SAMPLES values similarly to MAX_SAMPLES.
if (getClientVersion() >= ES_3_1)
{
// GLES 3.1 section 9.2.5: "Implementations must support creation of renderbuffers
// in these required formats with up to the value of MAX_SAMPLES multisamples, with
// the exception that the signed and unsigned integer formats are required only to
// support creation of renderbuffers with up to the value of MAX_INTEGER_SAMPLES
// multisamples, which must be at least one."
if (formatInfo.componentType == GL_INT ||
formatInfo.componentType == GL_UNSIGNED_INT)
{
mCaps.maxIntegerSamples = std::min(mCaps.maxIntegerSamples, formatMaxSamples);
}
// GLES 3.1 section 19.3.1.
if (formatCaps.texturable)
{
if (formatInfo.depthBits > 0)
{
mCaps.maxDepthTextureSamples =
std::min(mCaps.maxDepthTextureSamples, formatMaxSamples);
}
else if (formatInfo.redBits > 0)
{
mCaps.maxColorTextureSamples =
std::min(mCaps.maxColorTextureSamples, formatMaxSamples);
}
}
}
}
if (formatCaps.texturable && formatInfo.compressed)
{
mCaps.compressedTextureFormats.push_back(sizedInternalFormat);
}
mTextureCaps.insert(sizedInternalFormat, formatCaps);
}
// If program binary is disabled, blank out the memory cache pointer.
if (!mSupportedExtensions.getProgramBinary)
{
mMemoryProgramCache = nullptr;
}
// Compute which buffer types are allowed
mValidBufferBindings.reset();
mValidBufferBindings.set(BufferBinding::ElementArray);
mValidBufferBindings.set(BufferBinding::Array);
if (mExtensions.pixelBufferObject || getClientVersion() >= ES_3_0)
{
mValidBufferBindings.set(BufferBinding::PixelPack);
mValidBufferBindings.set(BufferBinding::PixelUnpack);
}
if (getClientVersion() >= ES_3_0)
{
mValidBufferBindings.set(BufferBinding::CopyRead);
mValidBufferBindings.set(BufferBinding::CopyWrite);
mValidBufferBindings.set(BufferBinding::TransformFeedback);
mValidBufferBindings.set(BufferBinding::Uniform);
}
if (getClientVersion() >= ES_3_1)
{
mValidBufferBindings.set(BufferBinding::AtomicCounter);
mValidBufferBindings.set(BufferBinding::ShaderStorage);
mValidBufferBindings.set(BufferBinding::DrawIndirect);
mValidBufferBindings.set(BufferBinding::DispatchIndirect);
}
mThreadPool = angle::WorkerThreadPool::Create(mExtensions.parallelShaderCompile);
}
void Context::initWorkarounds()
{
// Apply back-end workarounds.
mImplementation->applyNativeWorkarounds(&mWorkarounds);
// 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);
}
// Return true if the draw is a no-op, else return false.
// A no-op draw occurs if the count of vertices is less than the minimum required to
// have a valid primitive for this mode (0 for points, 0-1 for lines, 0-2 for tris).
bool Context::noopDraw(PrimitiveMode mode, GLsizei count)
{
return count < kMinimumPrimitiveCounts[mode];
}
bool Context::noopDrawInstanced(PrimitiveMode mode, GLsizei count, GLsizei instanceCount)
{
return (instanceCount == 0) || noopDraw(mode, count);
}
Error Context::prepareForDraw(PrimitiveMode mode)
{
if (mGLES1Renderer)
{
ANGLE_TRY(mGLES1Renderer->prepareForDraw(mode, this, &mGLState));
}
ANGLE_TRY(syncDirtyObjects(mDrawDirtyObjects));
if (isRobustResourceInitEnabled())
{
ANGLE_TRY(mGLState.clearUnclearedActiveTextures(this));
ANGLE_TRY(mGLState.getDrawFramebuffer()->ensureDrawAttachmentsInitialized(this));
}
ANGLE_TRY(syncDirtyBits());
return NoError();
}
Error Context::prepareForClear(GLbitfield mask)
{
ANGLE_TRY(syncDirtyObjects(mClearDirtyObjects));
ANGLE_TRY(mGLState.getDrawFramebuffer()->ensureClearAttachmentsInitialized(this, mask));
ANGLE_TRY(syncDirtyBits(mClearDirtyBits));
return NoError();
}
Error Context::prepareForClearBuffer(GLenum buffer, GLint drawbuffer)
{
ANGLE_TRY(syncDirtyObjects(mClearDirtyObjects));
ANGLE_TRY(mGLState.getDrawFramebuffer()->ensureClearBufferAttachmentsInitialized(this, buffer,
drawbuffer));
ANGLE_TRY(syncDirtyBits(mClearDirtyBits));
return NoError();
}
Error Context::syncState(const State::DirtyBits &bitMask, const State::DirtyObjects &objectMask)
{
ANGLE_TRY(syncDirtyObjects(objectMask));
ANGLE_TRY(syncDirtyBits(bitMask));
return NoError();
}
Error Context::syncDirtyBits()
{
const State::DirtyBits &dirtyBits = mGLState.getDirtyBits();
ANGLE_TRY(mImplementation->syncState(this, dirtyBits));
mGLState.clearDirtyBits();
return NoError();
}
Error Context::syncDirtyBits(const State::DirtyBits &bitMask)
{
const State::DirtyBits &dirtyBits = (mGLState.getDirtyBits() & bitMask);
ANGLE_TRY(mImplementation->syncState(this, dirtyBits));
mGLState.clearDirtyBits(dirtyBits);
return NoError();
}
Error Context::syncDirtyObjects(const State::DirtyObjects &objectMask)
{
return 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)
{
if (mask == 0)
{
// ES3.0 spec, section 4.3.2 specifies that a mask of zero is valid and no
// buffers are copied.
return;
}
Framebuffer *drawFramebuffer = mGLState.getDrawFramebuffer();
ASSERT(drawFramebuffer);
Rectangle srcArea(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
Rectangle dstArea(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
ANGLE_CONTEXT_TRY(syncStateForBlit());
handleError(drawFramebuffer->blit(this, srcArea, dstArea, mask, filter));
}
void Context::clear(GLbitfield mask)
{
ANGLE_CONTEXT_TRY(prepareForClear(mask));
ANGLE_CONTEXT_TRY(mGLState.getDrawFramebuffer()->clear(this, mask));
}
void Context::clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *values)
{
ANGLE_CONTEXT_TRY(prepareForClearBuffer(buffer, drawbuffer));
ANGLE_CONTEXT_TRY(
mGLState.getDrawFramebuffer()->clearBufferfv(this, buffer, drawbuffer, values));
}
void Context::clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *values)
{
ANGLE_CONTEXT_TRY(prepareForClearBuffer(buffer, drawbuffer));
ANGLE_CONTEXT_TRY(
mGLState.getDrawFramebuffer()->clearBufferuiv(this, buffer, drawbuffer, values));
}
void Context::clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *values)
{
ANGLE_CONTEXT_TRY(prepareForClearBuffer(buffer, drawbuffer));
ANGLE_CONTEXT_TRY(
mGLState.getDrawFramebuffer()->clearBufferiv(this, 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;
}
ANGLE_CONTEXT_TRY(prepareForClearBuffer(buffer, drawbuffer));
ANGLE_CONTEXT_TRY(framebufferObject->clearBufferfi(this, 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;
}
ANGLE_CONTEXT_TRY(syncStateForReadPixels());
Framebuffer *readFBO = mGLState.getReadFramebuffer();
ASSERT(readFBO);
Rectangle area(x, y, width, height);
handleError(readFBO->readPixels(this, area, format, type, pixels));
}
void Context::readPixelsRobust(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *pixels)
{
readPixels(x, y, width, height, format, type, pixels);
}
void Context::readnPixelsRobust(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *data)
{
readPixels(x, y, width, height, format, type, data);
}
void Context::copyTexImage2D(TextureTarget target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border)
{
// Only sync the read FBO
ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER));
Rectangle sourceArea(x, y, width, height);
Framebuffer *framebuffer = mGLState.getReadFramebuffer();
Texture *texture = getTargetTexture(TextureTargetToType(target));
handleError(texture->copyImage(this, target, level, sourceArea, internalformat, framebuffer));
}
void Context::copyTexSubImage2D(TextureTarget 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
ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER));
Offset destOffset(xoffset, yoffset, 0);
Rectangle sourceArea(x, y, width, height);
Framebuffer *framebuffer = mGLState.getReadFramebuffer();
Texture *texture = getTargetTexture(TextureTargetToType(target));
handleError(texture->copySubImage(this, target, level, destOffset, sourceArea, framebuffer));
}
void Context::copyTexSubImage3D(TextureType 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
ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER));
Offset destOffset(xoffset, yoffset, zoffset);
Rectangle sourceArea(x, y, width, height);
Framebuffer *framebuffer = mGLState.getReadFramebuffer();
Texture *texture = getTargetTexture(target);
handleError(texture->copySubImage(this, NonCubeTextureTypeToTarget(target), level, destOffset,
sourceArea, framebuffer));
}
void Context::framebufferTexture2D(GLenum target,
GLenum attachment,
TextureTarget textarget,
GLuint texture,
GLint level)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (texture != 0)
{
Texture *textureObj = getTexture(texture);
ImageIndex index = ImageIndex::MakeFromTarget(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(),
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::MakeFromType(textureObject->getType(), level, layer);
framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObject);
}
else
{
framebuffer->resetAttachment(this, attachment);
}
mGLState.setObjectDirty(target);
}
void Context::framebufferTextureMultiviewLayered(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (texture != 0)
{
Texture *textureObj = getTexture(texture);
ImageIndex index = ImageIndex::Make2DArrayRange(level, baseViewIndex, numViews);
framebuffer->setAttachmentMultiviewLayered(this, GL_TEXTURE, attachment, index, textureObj,
numViews, baseViewIndex);
}
else
{
framebuffer->resetAttachment(this, attachment);
}
mGLState.setObjectDirty(target);
}
void Context::framebufferTextureMultiviewSideBySide(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLsizei numViews,
const GLint *viewportOffsets)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (texture != 0)
{
Texture *textureObj = getTexture(texture);
ImageIndex index = ImageIndex::Make2D(level);
framebuffer->setAttachmentMultiviewSideBySide(this, GL_TEXTURE, attachment, index,
textureObj, numViews, viewportOffsets);
}
else
{
framebuffer->resetAttachment(this, attachment);
}
mGLState.setObjectDirty(target);
}
void Context::framebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (texture != 0)
{
Texture *textureObj = getTexture(texture);
ImageIndex index = ImageIndex::MakeFromType(
textureObj->getType(), level, ImageIndex::kEntireLevel, ImageIndex::kEntireLevel);
framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObj);
}
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
ANGLE_CONTEXT_TRY(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(this, numAttachments, attachments));
}
void Context::invalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments)
{
// Only sync the FBO
ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, target));
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (!framebuffer->isComplete(this))
{
return;
}
handleError(framebuffer->invalidate(this, numAttachments, attachments));
}
void Context::invalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
// Only sync the FBO
ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, target));
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
ASSERT(framebuffer);
if (!framebuffer->isComplete(this))
{
return;
}
Rectangle area(x, y, width, height);
handleError(framebuffer->invalidateSub(this, numAttachments, attachments, area));
}
void Context::texImage2D(TextureTarget target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
ANGLE_CONTEXT_TRY(syncStateForTexImage());
Extents size(width, height, 1);
Texture *texture = getTargetTexture(TextureTargetToType(target));
handleError(texture->setImage(this, mGLState.getUnpackState(), target, level, internalformat,
size, format, type, static_cast<const uint8_t *>(pixels)));
}
void Context::texImage2DRobust(TextureTarget target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels)
{
texImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
void Context::texImage3D(TextureType target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
ANGLE_CONTEXT_TRY(syncStateForTexImage());
Extents size(width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setImage(this, mGLState.getUnpackState(),
NonCubeTextureTypeToTarget(target), level, internalformat, size,
format, type, static_cast<const uint8_t *>(pixels)));
}
void Context::texImage3DRobust(TextureType target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels)
{
texImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
}
void Context::texSubImage2D(TextureTarget 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;
}
ANGLE_CONTEXT_TRY(syncStateForTexImage());
Box area(xoffset, yoffset, 0, width, height, 1);
Texture *texture = getTargetTexture(TextureTargetToType(target));
gl::Buffer *unpackBuffer = mGLState.getTargetBuffer(gl::BufferBinding::PixelUnpack);
handleError(texture->setSubImage(this, mGLState.getUnpackState(), unpackBuffer, target, level,
area, format, type, static_cast<const uint8_t *>(pixels)));
}
void Context::texSubImage2DRobust(TextureTarget target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels)
{
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void Context::texSubImage3D(TextureType 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;
}
ANGLE_CONTEXT_TRY(syncStateForTexImage());
Box area(xoffset, yoffset, zoffset, width, height, depth);
Texture *texture = getTargetTexture(target);
gl::Buffer *unpackBuffer = mGLState.getTargetBuffer(gl::BufferBinding::PixelUnpack);
handleError(texture->setSubImage(this, mGLState.getUnpackState(), unpackBuffer,
NonCubeTextureTypeToTarget(target), level, area, format, type,
static_cast<const uint8_t *>(pixels)));
}
void Context::texSubImage3DRobust(TextureType target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels)
{
texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type,
pixels);
}
void Context::compressedTexImage2D(TextureTarget target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data)
{
ANGLE_CONTEXT_TRY(syncStateForTexImage());
Extents size(width, height, 1);
Texture *texture = getTargetTexture(TextureTargetToType(target));
handleError(texture->setCompressedImage(this, mGLState.getUnpackState(), target, level,
internalformat, size, imageSize,
static_cast<const uint8_t *>(data)));
}
void Context::compressedTexImage2DRobust(TextureTarget target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data)
{
compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}
void Context::compressedTexImage3D(TextureType target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data)
{
ANGLE_CONTEXT_TRY(syncStateForTexImage());
Extents size(width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setCompressedImage(
this, mGLState.getUnpackState(), NonCubeTextureTypeToTarget(target), level, internalformat,
size, imageSize, static_cast<const uint8_t *>(data)));
}
void Context::compressedTexImage3DRobust(TextureType target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data)
{
compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize,
data);
}
void Context::compressedTexSubImage2D(TextureTarget target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data)
{
ANGLE_CONTEXT_TRY(syncStateForTexImage());
Box area(xoffset, yoffset, 0, width, height, 1);
Texture *texture = getTargetTexture(TextureTargetToType(target));
handleError(texture->setCompressedSubImage(this, mGLState.getUnpackState(), target, level, area,
format, imageSize,
static_cast<const uint8_t *>(data)));
}
void Context::compressedTexSubImage2DRobust(TextureTarget target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data)
{
compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize,
data);
}
void Context::compressedTexSubImage3D(TextureType 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;
}
ANGLE_CONTEXT_TRY(syncStateForTexImage());
Box area(xoffset, yoffset, zoffset, width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setCompressedSubImage(
this, mGLState.getUnpackState(), NonCubeTextureTypeToTarget(target), level, area, format,
imageSize, static_cast<const uint8_t *>(data)));
}
void Context::compressedTexSubImage3DRobust(TextureType target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data)
{
compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format,
imageSize, data);
}
void Context::generateMipmap(TextureType target)
{
Texture *texture = getTargetTexture(target);
handleError(texture->generateMipmap(this));
}
void Context::copyTexture(GLuint sourceId,
GLint sourceLevel,
TextureTarget destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha)
{
ANGLE_CONTEXT_TRY(syncStateForTexImage());
gl::Texture *sourceTexture = getTexture(sourceId);
gl::Texture *destTexture = getTexture(destId);
handleError(destTexture->copyTexture(this, destTarget, destLevel, internalFormat, destType,
sourceLevel, ConvertToBool(unpackFlipY),
ConvertToBool(unpackPremultiplyAlpha),
ConvertToBool(unpackUnmultiplyAlpha), sourceTexture));
}
void Context::copySubTexture(GLuint sourceId,
GLint sourceLevel,
TextureTarget 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;
}
ANGLE_CONTEXT_TRY(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,
ConvertToBool(unpackFlipY),
ConvertToBool(unpackPremultiplyAlpha),
ConvertToBool(unpackUnmultiplyAlpha), sourceTexture));
}
void Context::compressedCopyTexture(GLuint sourceId, GLuint destId)
{
ANGLE_CONTEXT_TRY(syncStateForTexImage());
gl::Texture *sourceTexture = getTexture(sourceId);
gl::Texture *destTexture = getTexture(destId);
handleError(destTexture->copyCompressedTexture(this, sourceTexture));
}
void Context::getBufferPointerv(BufferBinding target, GLenum pname, void **params)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
ASSERT(buffer);
QueryBufferPointerv(buffer, pname, params);
}
void Context::getBufferPointervRobust(BufferBinding target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params)
{
getBufferPointerv(target, pname, params);
}
void *Context::mapBuffer(BufferBinding 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(BufferBinding 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(BufferBinding 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(BufferBinding /*target*/,
GLintptr /*offset*/,
GLsizeiptr /*length*/)
{
// We do not currently support a non-trivial implementation of FlushMappedBufferRange
}
Error Context::syncStateForReadPixels()
{
return syncState(mReadPixelsDirtyBits, mReadPixelsDirtyObjects);
}
Error Context::syncStateForTexImage()
{
return syncState(mTexImageDirtyBits, mTexImageDirtyObjects);
}
Error Context::syncStateForBlit()
{
return syncState(mBlitDirtyBits, mBlitDirtyObjects);
}
Error Context::syncStateForPathOperation()
{
ANGLE_TRY(syncDirtyObjects(mPathOperationDirtyObjects));
// TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
ANGLE_TRY(syncDirtyBits());
return NoError();
}
void Context::activeShaderProgram(GLuint pipeline, GLuint program)
{
UNIMPLEMENTED();
}
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(ConvertToBool(red), ConvertToBool(green), ConvertToBool(blue),
ConvertToBool(alpha));
}
void Context::cullFace(CullFaceMode mode)
{
mGLState.setCullMode(mode);
}
void Context::depthFunc(GLenum func)
{
mGLState.setDepthFunc(func);
}
void Context::depthMask(GLboolean flag)
{
mGLState.setDepthMask(ConvertToBool(flag));
}
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);
mStateCache.onVertexArrayStateChange(this);
}
void Context::enable(GLenum cap)
{
mGLState.setEnableFeature(cap, true);
}
void Context::enableVertexAttribArray(GLuint index)
{
mGLState.setEnableVertexAttribArray(index, true);
mStateCache.onVertexArrayStateChange(this);
}
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;
case GL_PERSPECTIVE_CORRECTION_HINT:
case GL_POINT_SMOOTH_HINT:
case GL_LINE_SMOOTH_HINT:
case GL_FOG_HINT:
mGLState.gles1().setHint(target, 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), ConvertToBool(invert));
}
void Context::sampleMaski(GLuint maskNumber, GLbitfield mask)
{
mGLState.setSampleMaskParams(maskNumber, mask);
}
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.setVertexAttribPointer(this, index, mGLState.getTargetBuffer(BufferBinding::Array),
size, type, ConvertToBool(normalized), false, stride, ptr);
mStateCache.onVertexArrayStateChange(this);
}
void Context::vertexAttribFormat(GLuint attribIndex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeOffset)
{
mGLState.setVertexAttribFormat(attribIndex, size, type, ConvertToBool(normalized), false,
relativeOffset);
mStateCache.onVertexArraySizeChange(this);
}
void Context::vertexAttribIFormat(GLuint attribIndex,
GLint size,
GLenum type,
GLuint relativeOffset)
{
mGLState.setVertexAttribFormat(attribIndex, size, type, false, true, relativeOffset);
mStateCache.onVertexArraySizeChange(this);
}
void Context::vertexAttribBinding(GLuint attribIndex, GLuint bindingIndex)
{
mGLState.setVertexAttribBinding(this, attribIndex, bindingIndex);
mStateCache.onVertexArrayStateChange(this);
}
void Context::vertexBindingDivisor(GLuint bindingIndex, GLuint divisor)
{
mGLState.setVertexBindingDivisor(bindingIndex, divisor);
mStateCache.onVertexArraySizeChange(this);
}
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.setVertexAttribPointer(this, index, mGLState.getTargetBuffer(BufferBinding::Array),
size, type, false, true, stride, pointer);
mStateCache.onVertexArrayStateChange(this);
}
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::getVertexAttribivRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getVertexAttribiv(index, 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::getVertexAttribfvRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
getVertexAttribfv(index, 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::getVertexAttribIivRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getVertexAttribIiv(index, 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::getVertexAttribIuivRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params)
{
getVertexAttribIuiv(index, pname, params);
}
void Context::getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
{
const VertexAttribute &attrib = getGLState().getVertexArray()->getVertexAttribute(index);
QueryVertexAttribPointerv(attrib, pname, pointer);
}
void Context::getVertexAttribPointervRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **pointer)
{
getVertexAttribPointerv(index, 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),
ConvertToBool(enabled));
}
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));
mImplementation->pushDebugGroup(source, id, length, message);
}
void Context::popDebugGroup()
{
mGLState.getDebug().popGroup();
mImplementation->popDebugGroup();
}
void Context::bufferData(BufferBinding target, GLsizeiptr size, const void *data, BufferUsage usage)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
ASSERT(buffer);
handleError(buffer->bufferData(this, target, data, size, usage));
}
void Context::bufferSubData(BufferBinding 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)
{
Program *programObject = mState.mShaderPrograms->getProgram(program);
Shader *shaderObject = mState.mShaderPrograms->getShader(shader);
ASSERT(programObject && shaderObject);
programObject->attachShader(shaderObject);
}
const Workarounds &Context::getWorkarounds() const
{
return mWorkarounds;
}
void Context::copyBufferSubData(BufferBinding readTarget,
BufferBinding 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(BufferBinding target, GLuint buffer)
{
Buffer *bufferObject = mState.mBuffers->checkBufferAllocation(mImplementation.get(), buffer);
mGLState.setBufferBinding(this, target, bufferObject);
}
void Context::bindBufferBase(BufferBinding target, GLuint index, GLuint buffer)
{
bindBufferRange(target, index, buffer, 0, 0);
}
void Context::bindBufferRange(BufferBinding target,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size)
{
Buffer *object = mState.mBuffers->checkBufferAllocation(mImplementation.get(), buffer);
mGLState.setIndexedBufferBinding(this, target, index, object, offset, size);
if (target == BufferBinding::Uniform)
{
mUniformBufferObserverBindings[index].bind(object ? object->getImplementation() : nullptr);
}
}
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(this, object);
}
void Context::texStorage2DMultisample(TextureType 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,
ConvertToBool(fixedsamplelocations)));
}
void Context::texStorage3DMultisample(TextureType target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
Extents size(width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setStorageMultisample(this, target, samples, internalformat, size,
ConvertToBool(fixedsamplelocations)));
}
void Context::getMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
// According to spec 3.1 Table 20.49: Framebuffer Dependent Values,
// the sample position should be queried by DRAW_FRAMEBUFFER.
ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, GL_DRAW_FRAMEBUFFER));
const Framebuffer *framebuffer = mGLState.getDrawFramebuffer();
switch (pname)
{
case GL_SAMPLE_POSITION:
handleError(framebuffer->getSamplePosition(this, index, val));
break;
default:
UNREACHABLE();
}
}
void Context::getMultisamplefvRobust(GLenum pname,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLfloat *val)
{
UNIMPLEMENTED();
}
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(this, 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(this, samples, convertedInternalFormat, width, height));
}
void Context::getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
{
const Sync *syncObject = getSync(sync);
handleError(QuerySynciv(this, 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::getFramebufferParameterivRobust(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
}
void Context::framebufferParameteri(GLenum target, GLenum pname, GLint param)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
SetFramebufferParameteri(this, framebuffer, pname, param);
}
bool Context::getScratchBuffer(size_t requstedSizeBytes,
angle::MemoryBuffer **scratchBufferOut) const
{
return mScratchBuffer.get(requstedSizeBytes, scratchBufferOut);
}
bool Context::getZeroFilledBuffer(size_t requstedSizeBytes,
angle::MemoryBuffer **zeroBufferOut) const
{
return mZeroFilledBuffer.getInitialized(requstedSizeBytes, zeroBufferOut, 0);
}
Error Context::prepareForDispatch()
{
ANGLE_TRY(syncState(mComputeDirtyBits, mComputeDirtyObjects));
if (isRobustResourceInitEnabled())
{
ANGLE_TRY(mGLState.clearUnclearedActiveTextures(this));
}
return NoError();
}
void Context::dispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ)
{
if (numGroupsX == 0u || numGroupsY == 0u || numGroupsZ == 0u)
{
return;
}
ANGLE_CONTEXT_TRY(prepareForDispatch());
handleError(mImplementation->dispatchCompute(this, numGroupsX, numGroupsY, numGroupsZ));
}
void Context::dispatchComputeIndirect(GLintptr indirect)
{
ANGLE_CONTEXT_TRY(prepareForDispatch());
handleError(mImplementation->dispatchComputeIndirect(this, indirect));
}
void Context::texStorage2D(TextureType target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height)
{
Extents size(width, height, 1);
Texture *texture = getTargetTexture(target);
handleError(texture->setStorage(this, target, levels, internalFormat, size));
}
void Context::texStorage3D(TextureType target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth)
{
Extents size(width, height, depth);
Texture *texture = getTargetTexture(target);
handleError(texture->setStorage(this, target, levels, internalFormat, size));
}
void Context::memoryBarrier(GLbitfield barriers)
{
handleError(mImplementation->memoryBarrier(this, barriers));
}
void Context::memoryBarrierByRegion(GLbitfield barriers)
{
handleError(mImplementation->memoryBarrierByRegion(this, barriers));
}
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::getBooleanvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLboolean *params)
{
getBooleanv(pname, 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::getFloatvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params)
{
getFloatv(pname, 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::getIntegervRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint *data)
{
getIntegerv(pname, data);
}
void Context::getProgramiv(GLuint program, GLenum pname, GLint *params)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
QueryProgramiv(this, programObject, pname, params);
}
void Context::getProgramivRobust(GLuint program,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getProgramiv(program, pname, params);
}
void Context::getProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
UNIMPLEMENTED();
}
void Context::getProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getInfoLog(bufsize, length, infolog);
}
void Context::getProgramPipelineInfoLog(GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
UNIMPLEMENTED();
}
void Context::getShaderiv(GLuint shader, GLenum pname, GLint *params)
{
Shader *shaderObject = getShader(shader);
ASSERT(shaderObject);
QueryShaderiv(shaderObject, pname, params);
}
void Context::getShaderivRobust(GLuint shader,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getShaderiv(shader, 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(this, location, params);
}
void Context::getUniformfvRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
getUniformfv(program, location, params);
}
void Context::getUniformiv(GLuint program, GLint location, GLint *params)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getUniformiv(this, location, params);
}
void Context::getUniformivRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getUniformiv(program, 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));
// Don't parallel link a program which is active in any GL contexts. With this assumption, we
// don't need to worry that:
// 1. Draw calls after link use the new executable code or the old one depending on the link
// result.
// 2. When a backend program, e.g., ProgramD3D is linking, other backend classes like
// StateManager11, Renderer11, etc., may have a chance to make unexpected calls to
// ProgramD3D.
if (programObject->isInUse())
{
// isLinked() which forces to resolve linking, will be called.
mGLState.onProgramExecutableChange(programObject);
mStateCache.onProgramExecutableChange(this);
}
}
void Context::releaseShaderCompiler()
{
mCompiler.set(this, nullptr);
}
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::setUniform1iImpl(Program *program, GLint location, GLsizei count, const GLint *v)
{
if (program->setUniform1iv(location, count, v) == Program::SetUniformResult::SamplerChanged)
{
mGLState.setObjectDirty(GL_PROGRAM);
}
}
void Context::uniform1i(GLint location, GLint x)
{
setUniform1iImpl(mGLState.getProgram(), location, 1, &x);
}
void Context::uniform1iv(GLint location, GLsizei count, const GLint *v)
{
setUniform1iImpl(mGLState.getProgram(), 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);
}
void Context::validateProgramPipeline(GLuint pipeline)
{
UNIMPLEMENTED();
}
void Context::getProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary)
{
Program *programObject = getProgram(program);
ASSERT(programObject != nullptr);
handleError(programObject->saveBinary(this, binaryFormat, binary, bufSize, length));
}
void Context::programBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
{
Program *programObject = getProgram(program);
ASSERT(programObject != nullptr);
handleError(programObject->loadBinary(this, binaryFormat, binary, length));
mStateCache.onProgramExecutableChange(this);
if (programObject->isInUse())
{
mGLState.setObjectDirty(GL_PROGRAM);
}
}
void Context::uniform1ui(GLint location, GLuint v0)
{
Program *program = mGLState.getProgram();
program->setUniform1uiv(location, 1, &v0);
}
void Context::uniform2ui(GLint location, GLuint v0, GLuint v1)
{
Program *program = mGLState.getProgram();
const GLuint xy[] = {v0, v1};
program->setUniform2uiv(location, 1, xy);
}
void Context::uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
Program *program = mGLState.getProgram();
const GLuint xyz[] = {v0, v1, v2};
program->setUniform3uiv(location, 1, xyz);
}
void Context::uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
Program *program = mGLState.getProgram();
const GLuint xyzw[] = {v0, v1, v2, v3};
program->setUniform4uiv(location, 1, xyzw);
}
void Context::uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
Program *program = mGLState.getProgram();
program->setUniform1uiv(location, count, value);
}
void Context::uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
Program *program = mGLState.getProgram();
program->setUniform2uiv(location, count, value);
}
void Context::uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
Program *program = mGLState.getProgram();
program->setUniform3uiv(location, count, value);
}
void Context::uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
Program *program = mGLState.getProgram();
program->setUniform4uiv(location, count, value);
}
void Context::genQueries(GLsizei n, GLuint *ids)
{
for (GLsizei i = 0; i < n; i++)
{
GLuint handle = mQueryHandleAllocator.allocate();
mQueryMap.assign(handle, nullptr);
ids[i] = handle;
}
}
void Context::deleteQueries(GLsizei n, const GLuint *ids)
{
for (int i = 0; i < n; i++)
{
GLuint query = ids[i];
Query *queryObject = nullptr;
if (mQueryMap.erase(query, &queryObject))
{
mQueryHandleAllocator.release(query);
if (queryObject)
{
queryObject->release(this);
}
}
}
}
GLboolean Context::isQuery(GLuint id)
{
return (getQuery(id, false, QueryType::InvalidEnum) != nullptr) ? GL_TRUE : GL_FALSE;
}
void Context::uniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix2x3fv(location, count, transpose, value);
}
void Context::uniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix3x2fv(location, count, transpose, value);
}
void Context::uniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix2x4fv(location, count, transpose, value);
}
void Context::uniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix4x2fv(location, count, transpose, value);
}
void Context::uniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix3x4fv(location, count, transpose, value);
}
void Context::uniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *program = mGLState.getProgram();
program->setUniformMatrix4x3fv(location, count, transpose, value);
}
void Context::deleteVertexArrays(GLsizei n, const GLuint *arrays)
{
for (int arrayIndex = 0; arrayIndex < n; arrayIndex++)
{
GLuint vertexArray = arrays[arrayIndex];
if (arrays[arrayIndex] != 0)
{
VertexArray *vertexArrayObject = nullptr;
if (mVertexArrayMap.erase(vertexArray, &vertexArrayObject))
{
if (vertexArrayObject != nullptr)
{
detachVertexArray(vertexArray);
vertexArrayObject->onDestroy(this);
}
mVertexArrayHandleAllocator.release(vertexArray);
}
}
}
}
void Context::genVertexArrays(GLsizei n, GLuint *arrays)
{
for (int arrayIndex = 0; arrayIndex < n; arrayIndex++)
{
GLuint vertexArray = mVertexArrayHandleAllocator.allocate();
mVertexArrayMap.assign(vertexArray, nullptr);
arrays[arrayIndex] = vertexArray;
}
}
bool Context::isVertexArray(GLuint array)
{
if (array == 0)
{
return GL_FALSE;
}
VertexArray *vao = getVertexArray(array);
return (vao != nullptr ? GL_TRUE : GL_FALSE);
}
void Context::endTransformFeedback()
{
TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
transformFeedback->end(this);
}
void Context::transformFeedbackVaryings(GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setTransformFeedbackVaryings(count, varyings, bufferMode);
}
void Context::getTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getTransformFeedbackVarying(index, bufSize, length, size, type, name);
}
void Context::deleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{
for (int i = 0; i < n; i++)
{
GLuint transformFeedback = ids[i];
if (transformFeedback == 0)
{
continue;
}
TransformFeedback *transformFeedbackObject = nullptr;
if (mTransformFeedbackMap.erase(transformFeedback, &transformFeedbackObject))
{
if (transformFeedbackObject != nullptr)
{
detachTransformFeedback(transformFeedback);
transformFeedbackObject->release(this);
}
mTransformFeedbackHandleAllocator.release(transformFeedback);
}
}
}
void Context::genTransformFeedbacks(GLsizei n, GLuint *ids)
{
for (int i = 0; i < n; i++)
{
GLuint transformFeedback = mTransformFeedbackHandleAllocator.allocate();
mTransformFeedbackMap.assign(transformFeedback, nullptr);
ids[i] = transformFeedback;
}
}
bool Context::isTransformFeedback(GLuint id)
{
if (id == 0)
{
// The 3.0.4 spec [section 6.1.11] states that if ID is zero, IsTransformFeedback
// returns FALSE
return GL_FALSE;
}
const TransformFeedback *transformFeedback = getTransformFeedback(id);
return ((transformFeedback != nullptr) ? GL_TRUE : GL_FALSE);
}
void Context::pauseTransformFeedback()
{
TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
transformFeedback->pause();
}
void Context::resumeTransformFeedback()
{
TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
transformFeedback->resume();
}
void Context::getUniformuiv(GLuint program, GLint location, GLuint *params)
{
const Program *programObject = getProgram(program);
programObject->getUniformuiv(this, location, params);
}
void Context::getUniformuivRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params)
{
getUniformuiv(program, location, params);
}
GLint Context::getFragDataLocation(GLuint program, const GLchar *name)
{
const Program *programObject = getProgram(program);
return programObject->getFragDataLocation(name);
}
void Context::getUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices)
{
const Program *programObject = getProgram(program);
if (!programObject->isLinked())
{
for (int uniformId = 0; uniformId < uniformCount; uniformId++)
{
uniformIndices[uniformId] = GL_INVALID_INDEX;
}
}
else
{
for (int uniformId = 0; uniformId < uniformCount; uniformId++)
{
uniformIndices[uniformId] = programObject->getUniformIndex(uniformNames[uniformId]);
}
}
}
void Context::getActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params)
{
const Program *programObject = getProgram(program);
for (int uniformId = 0; uniformId < uniformCount; uniformId++)
{
const GLuint index = uniformIndices[uniformId];
params[uniformId] = GetUniformResourceProperty(programObject, index, pname);
}
}
GLuint Context::getUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
const Program *programObject = getProgram(program);
return programObject->getUniformBlockIndex(uniformBlockName);
}
void Context::getActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params)
{
const Program *programObject = getProgram(program);
QueryActiveUniformBlockiv(programObject, uniformBlockIndex, pname, params);
}
void Context::getActiveUniformBlockivRobust(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}
void Context::getActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName)
{
const Program *programObject = getProgram(program);
programObject->getActiveUniformBlockName(uniformBlockIndex, bufSize, length, uniformBlockName);
}
void Context::uniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
Program *programObject = getProgram(program);
programObject->bindUniformBlock(uniformBlockIndex, uniformBlockBinding);
if (programObject->isInUse())
{
mGLState.setObjectDirty(GL_PROGRAM);
}
}
GLsync Context::fenceSync(GLenum condition, GLbitfield flags)
{
GLuint handle = mState.mSyncs->createSync(mImplementation.get());
GLsync syncHandle = reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
Sync *syncObject = getSync(syncHandle);
Error error = syncObject->set(this, condition, flags);
if (error.isError())
{
deleteSync(syncHandle);
handleError(error);
return nullptr;
}
return syncHandle;
}
GLboolean Context::isSync(GLsync sync)
{
return (getSync(sync) != nullptr);
}
GLenum Context::clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
Sync *syncObject = getSync(sync);
GLenum result = GL_WAIT_FAILED;
handleError(syncObject->clientWait(this, flags, timeout, &result));
return result;
}
void Context::waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
Sync *syncObject = getSync(sync);
handleError(syncObject->serverWait(this, flags, timeout));
}
void Context::getInteger64v(GLenum pname, GLint64 *params)
{
GLenum nativeType = GL_NONE;
unsigned int numParams = 0;
getQueryParameterInfo(pname, &nativeType, &numParams);
if (nativeType == GL_INT_64_ANGLEX)
{
getInteger64vImpl(pname, params);
}
else
{
CastStateValues(this, nativeType, pname, numParams, params);
}
}
void Context::getInteger64vRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint64 *data)
{
getInteger64v(pname, data);
}
void Context::getBufferParameteri64v(BufferBinding target, GLenum pname, GLint64 *params)
{
Buffer *buffer = mGLState.getTargetBuffer(target);
QueryBufferParameteri64v(buffer, pname, params);
}
void Context::getBufferParameteri64vRobust(BufferBinding target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params)
{
getBufferParameteri64v(target, pname, params);
}
void Context::genSamplers(GLsizei count, GLuint *samplers)
{
for (int i = 0; i < count; i++)
{
samplers[i] = mState.mSamplers->createSampler();
}
}
void Context::deleteSamplers(GLsizei count, const GLuint *samplers)
{
for (int i = 0; i < count; i++)
{
GLuint sampler = samplers[i];
if (mState.mSamplers->getSampler(sampler))
{
detachSampler(sampler);
}
mState.mSamplers->deleteObject(this, sampler);
}
}
void Context::getInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params)
{
const TextureCaps &formatCaps = mTextureCaps.get(internalformat);
QueryInternalFormativ(formatCaps, pname, bufSize, params);
}
void Context::getInternalformativRobust(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
getInternalformativ(target, internalformat, pname, bufSize, params);
}
void Context::programUniform1i(GLuint program, GLint location, GLint v0)
{
programUniform1iv(program, location, 1, &v0);
}
void Context::programUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
{
GLint xy[2] = {v0, v1};
programUniform2iv(program, location, 1, xy);
}
void Context::programUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
{
GLint xyz[3] = {v0, v1, v2};
programUniform3iv(program, location, 1, xyz);
}
void Context::programUniform4i(GLuint program,
GLint location,
GLint v0,
GLint v1,
GLint v2,
GLint v3)
{
GLint xyzw[4] = {v0, v1, v2, v3};
programUniform4iv(program, location, 1, xyzw);
}
void Context::programUniform1ui(GLuint program, GLint location, GLuint v0)
{
programUniform1uiv(program, location, 1, &v0);
}
void Context::programUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
{
GLuint xy[2] = {v0, v1};
programUniform2uiv(program, location, 1, xy);
}
void Context::programUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
GLuint xyz[3] = {v0, v1, v2};
programUniform3uiv(program, location, 1, xyz);
}
void Context::programUniform4ui(GLuint program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3)
{
GLuint xyzw[4] = {v0, v1, v2, v3};
programUniform4uiv(program, location, 1, xyzw);
}
void Context::programUniform1f(GLuint program, GLint location, GLfloat v0)
{
programUniform1fv(program, location, 1, &v0);
}
void Context::programUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
{
GLfloat xy[2] = {v0, v1};
programUniform2fv(program, location, 1, xy);
}
void Context::programUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
GLfloat xyz[3] = {v0, v1, v2};
programUniform3fv(program, location, 1, xyz);
}
void Context::programUniform4f(GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3)
{
GLfloat xyzw[4] = {v0, v1, v2, v3};
programUniform4fv(program, location, 1, xyzw);
}
void Context::programUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
setUniform1iImpl(programObject, location, count, value);
}
void Context::programUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform2iv(location, count, value);
}
void Context::programUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform3iv(location, count, value);
}
void Context::programUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform4iv(location, count, value);
}
void Context::programUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform1uiv(location, count, value);
}
void Context::programUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform2uiv(location, count, value);
}
void Context::programUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform3uiv(location, count, value);
}
void Context::programUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform4uiv(location, count, value);
}
void Context::programUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform1fv(location, count, value);
}
void Context::programUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform2fv(location, count, value);
}
void Context::programUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform3fv(location, count, value);
}
void Context::programUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniform4fv(location, count, value);
}
void Context::programUniformMatrix2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix2fv(location, count, transpose, value);
}
void Context::programUniformMatrix3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix3fv(location, count, transpose, value);
}
void Context::programUniformMatrix4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix4fv(location, count, transpose, value);
}
void Context::programUniformMatrix2x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix2x3fv(location, count, transpose, value);
}
void Context::programUniformMatrix3x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix3x2fv(location, count, transpose, value);
}
void Context::programUniformMatrix2x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix2x4fv(location, count, transpose, value);
}
void Context::programUniformMatrix4x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix4x2fv(location, count, transpose, value);
}
void Context::programUniformMatrix3x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix3x4fv(location, count, transpose, value);
}
void Context::programUniformMatrix4x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->setUniformMatrix4x3fv(location, count, transpose, value);
}
void Context::onTextureChange(const Texture *texture)
{
// Conservatively assume all textures are dirty.
// TODO(jmadill): More fine-grained update.
mGLState.setObjectDirty(GL_TEXTURE);
}
bool Context::isCurrentTransformFeedback(const TransformFeedback *tf) const
{
return mGLState.isCurrentTransformFeedback(tf);
}
void Context::genProgramPipelines(GLsizei count, GLuint *pipelines)
{
for (int i = 0; i < count; i++)
{
pipelines[i] = createProgramPipeline();
}
}
void Context::deleteProgramPipelines(GLsizei count, const GLuint *pipelines)
{
for (int i = 0; i < count; i++)
{
if (pipelines[i] != 0)
{
deleteProgramPipeline(pipelines[i]);
}
}
}
GLboolean Context::isProgramPipeline(GLuint pipeline)
{
if (pipeline == 0)
{
return GL_FALSE;
}
return (getProgramPipeline(pipeline) ? GL_TRUE : GL_FALSE);
}
void Context::finishFenceNV(GLuint fence)
{
FenceNV *fenceObject = getFenceNV(fence);
ASSERT(fenceObject && fenceObject->isSet());
handleError(fenceObject->finish(this));
}
void Context::getFenceivNV(GLuint fence, GLenum pname, GLint *params)
{
FenceNV *fenceObject = getFenceNV(fence);
ASSERT(fenceObject && fenceObject->isSet());
switch (pname)
{
case GL_FENCE_STATUS_NV:
{
// GL_NV_fence spec:
// Once the status of a fence has been finished (via FinishFenceNV) or tested and
// the returned status is TRUE (via either TestFenceNV or GetFenceivNV querying the
// FENCE_STATUS_NV), the status remains TRUE until the next SetFenceNV of the fence.
GLboolean status = GL_TRUE;
if (fenceObject->getStatus() != GL_TRUE)
{
ANGLE_CONTEXT_TRY(fenceObject->test(this, &status));
}
*params = status;
break;
}
case GL_FENCE_CONDITION_NV:
{
*params = static_cast<GLint>(fenceObject->getCondition());
break;
}
default:
UNREACHABLE();
}
}
void Context::getTranslatedShaderSource(GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *source)
{
Shader *shaderObject = getShader(shader);
ASSERT(shaderObject);
shaderObject->getTranslatedSourceWithDebugInfo(bufsize, length, source);
}
void Context::getnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getUniformfv(this, location, params);
}
void Context::getnUniformfvRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
UNIMPLEMENTED();
}
void Context::getnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
{
Program *programObject = getProgram(program);
ASSERT(programObject);
programObject->getUniformiv(this, location, params);
}
void Context::getnUniformivRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
UNIMPLEMENTED();
}
void Context::getnUniformuivRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params)
{
UNIMPLEMENTED();
}
GLboolean Context::isFenceNV(GLuint fence)
{
FenceNV *fenceObject = getFenceNV(fence);
if (fenceObject == nullptr)
{
return GL_FALSE;
}
// GL_NV_fence spec:
// A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an
// existing fence.
return fenceObject->isSet();
}
void Context::readnPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data)
{
return readPixels(x, y, width, height, format, type, data);
}
void Context::setFenceNV(GLuint fence, GLenum condition)
{
ASSERT(condition == GL_ALL_COMPLETED_NV);
FenceNV *fenceObject = getFenceNV(fence);
ASSERT(fenceObject != nullptr);
handleError(fenceObject->set(this, condition));
}
GLboolean Context::testFenceNV(GLuint fence)
{
FenceNV *fenceObject = getFenceNV(fence);
ASSERT(fenceObject != nullptr);
ASSERT(fenceObject->isSet() == GL_TRUE);
GLboolean result = GL_TRUE;
Error error = fenceObject->test(this, &result);
if (error.isError())
{
handleError(error);
return GL_TRUE;
}
return result;
}
void Context::eGLImageTargetTexture2D(TextureType target, GLeglImageOES image)
{
Texture *texture = getTargetTexture(target);
egl::Image *imageObject = static_cast<egl::Image *>(image);
handleError(texture->setEGLImageTarget(this, target, imageObject));
}
void Context::eGLImageTargetRenderbufferStorage(GLenum target, GLeglImageOES image)
{
Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
egl::Image *imageObject = static_cast<egl::Image *>(image);
handleError(renderbuffer->setStorageEGLImageTarget(this, imageObject));
}
void Context::texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
{
UNIMPLEMENTED();
}
bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
{
// Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
// is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
// to the fact that it is stored internally as a float, and so would require conversion
// if returned from Context::getIntegerv. Since this conversion is already implemented
// in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
// place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
// application.
switch (pname)
{
case GL_COMPRESSED_TEXTURE_FORMATS:
{
*type = GL_INT;
*numParams = static_cast<unsigned int>(getCaps().compressedTextureFormats.size());
return true;
}
case GL_SHADER_BINARY_FORMATS:
{
*type = GL_INT;
*numParams = static_cast<unsigned int>(getCaps().shaderBinaryFormats.size());
return true;
}
case GL_MAX_VERTEX_ATTRIBS:
case GL_MAX_VERTEX_UNIFORM_VECTORS:
case GL_MAX_VARYING_VECTORS:
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
case GL_MAX_TEXTURE_IMAGE_UNITS:
case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
case GL_MAX_RENDERBUFFER_SIZE:
case GL_NUM_SHADER_BINARY_FORMATS:
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
case GL_ARRAY_BUFFER_BINDING:
case GL_FRAMEBUFFER_BINDING:
case GL_RENDERBUFFER_BINDING:
case GL_CURRENT_PROGRAM:
case GL_PACK_ALIGNMENT:
case GL_UNPACK_ALIGNMENT:
case GL_GENERATE_MIPMAP_HINT:
case GL_RED_BITS:
case GL_GREEN_BITS:
case GL_BLUE_BITS:
case GL_ALPHA_BITS:
case GL_DEPTH_BITS:
case GL_STENCIL_BITS:
case GL_ELEMENT_ARRAY_BUFFER_BINDING:
case GL_CULL_FACE_MODE:
case GL_FRONT_FACE:
case GL_ACTIVE_TEXTURE:
case GL_STENCIL_FUNC:
case GL_STENCIL_VALUE_MASK:
case GL_STENCIL_REF:
case GL_STENCIL_FAIL:
case GL_STENCIL_PASS_DEPTH_FAIL:
case GL_STENCIL_PASS_DEPTH_PASS:
case GL_STENCIL_BACK_FUNC:
case GL_STENCIL_BACK_VALUE_MASK:
case GL_STENCIL_BACK_REF:
case GL_STENCIL_BACK_FAIL:
case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
case GL_STENCIL_BACK_PASS_DEPTH_PASS:
case GL_DEPTH_FUNC:
case GL_BLEND_SRC_RGB:
case GL_BLEND_SRC_ALPHA:
case GL_BLEND_DST_RGB:
case GL_BLEND_DST_ALPHA:
case GL_BLEND_EQUATION_RGB:
case GL_BLEND_EQUATION_ALPHA:
case GL_STENCIL_WRITEMASK:
case GL_STENCIL_BACK_WRITEMASK:
case GL_STENCIL_CLEAR_VALUE:
case GL_SUBPIXEL_BITS:
case GL_MAX_TEXTURE_SIZE:
case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
case GL_SAMPLE_BUFFERS:
case GL_SAMPLES:
case GL_IMPLEMENTATION_COLOR_READ_TYPE:
case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
case GL_TEXTURE_BINDING_2D:
case GL_TEXTURE_BINDING_CUBE_MAP:
case GL_RESET_NOTIFICATION_STRATEGY_EXT:
{
*type = GL_INT;
*numParams = 1;
return true;
}
case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
{
if (!getExtensions().packReverseRowOrder)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
}
case GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE:
case GL_TEXTURE_BINDING_RECTANGLE_ANGLE:
{
if (!getExtensions().textureRectangle)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
}
case GL_MAX_DRAW_BUFFERS_EXT:
case GL_MAX_COLOR_ATTACHMENTS_EXT:
{
if ((getClientMajorVersion() < 3) && !getExtensions().drawBuffers)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
}
case GL_MAX_VIEWPORT_DIMS:
{
*type = GL_INT;
*numParams = 2;
return true;
}
case GL_VIEWPORT:
case GL_SCISSOR_BOX:
{
*type = GL_INT;
*numParams = 4;
return true;
}
case GL_SHADER_COMPILER:
case GL_SAMPLE_COVERAGE_INVERT:
case GL_DEPTH_WRITEMASK:
case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as
// bool-natural
case GL_SAMPLE_COVERAGE:
case GL_SCISSOR_TEST:
case GL_STENCIL_TEST:
case GL_DEPTH_TEST:
case GL_BLEND:
case GL_DITHER:
case GL_CONTEXT_ROBUST_ACCESS_EXT:
{
*type = GL_BOOL;
*numParams = 1;
return true;
}
case GL_COLOR_WRITEMASK:
{
*type = GL_BOOL;
*numParams = 4;
return true;
}
case GL_POLYGON_OFFSET_FACTOR:
case GL_POLYGON_OFFSET_UNITS:
case GL_SAMPLE_COVERAGE_VALUE:
case GL_DEPTH_CLEAR_VALUE:
case GL_LINE_WIDTH:
{
*type = GL_FLOAT;
*numParams = 1;
return true;
}
case GL_ALIASED_LINE_WIDTH_RANGE:
case GL_ALIASED_POINT_SIZE_RANGE:
case GL_DEPTH_RANGE:
{
*type = GL_FLOAT;
*numParams = 2;
return true;
}
case GL_COLOR_CLEAR_VALUE:
case GL_BLEND_COLOR:
{
*type = GL_FLOAT;
*numParams = 4;
return true;
}
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
if (!getExtensions().textureFilterAnisotropic)
{
return false;
}
*type = GL_FLOAT;
*numParams = 1;
return true;
case GL_TIMESTAMP_EXT:
if (!getExtensions().disjointTimerQuery)
{
return false;
}
*type = GL_INT_64_ANGLEX;
*numParams = 1;
return true;
case GL_GPU_DISJOINT_EXT:
if (!getExtensions().disjointTimerQuery)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_COVERAGE_MODULATION_CHROMIUM:
if (!getExtensions().framebufferMixedSamples)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_TEXTURE_BINDING_EXTERNAL_OES:
if (!getExtensions().eglStreamConsumerExternal && !getExtensions().eglImageExternal)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
}
if (getExtensions().debug)
{
switch (pname)
{
case GL_DEBUG_LOGGED_MESSAGES:
case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH:
case GL_DEBUG_GROUP_STACK_DEPTH:
case GL_MAX_DEBUG_MESSAGE_LENGTH:
case GL_MAX_DEBUG_LOGGED_MESSAGES:
case GL_MAX_DEBUG_GROUP_STACK_DEPTH:
case GL_MAX_LABEL_LENGTH:
*type = GL_INT;
*numParams = 1;
return true;
case GL_DEBUG_OUTPUT_SYNCHRONOUS:
case GL_DEBUG_OUTPUT:
*type = GL_BOOL;
*numParams = 1;
return true;
}
}
if (getExtensions().multisampleCompatibility)
{
switch (pname)
{
case GL_MULTISAMPLE_EXT:
case GL_SAMPLE_ALPHA_TO_ONE_EXT:
*type = GL_BOOL;
*numParams = 1;
return true;
}
}
if (getExtensions().pathRendering)
{
switch (pname)
{
case GL_PATH_MODELVIEW_MATRIX_CHROMIUM:
case GL_PATH_PROJECTION_MATRIX_CHROMIUM:
*type = GL_FLOAT;
*numParams = 16;
return true;
}
}
if (getExtensions().bindGeneratesResource)
{
switch (pname)
{
case GL_BIND_GENERATES_RESOURCE_CHROMIUM:
*type = GL_BOOL;
*numParams = 1;
return true;
}
}
if (getExtensions().clientArrays)
{
switch (pname)
{
case GL_CLIENT_ARRAYS_ANGLE:
*type = GL_BOOL;
*numParams = 1;
return true;
}
}
if (getExtensions().sRGBWriteControl)
{
switch (pname)
{
case GL_FRAMEBUFFER_SRGB_EXT:
*type = GL_BOOL;
*numParams = 1;
return true;
}
}
if (getExtensions().robustResourceInitialization &&
pname == GL_ROBUST_RESOURCE_INITIALIZATION_ANGLE)
{
*type = GL_BOOL;
*numParams = 1;
return true;
}
if (getExtensions().programCacheControl && pname == GL_PROGRAM_CACHE_ENABLED_ANGLE)
{
*type = GL_BOOL;
*numParams = 1;
return true;
}
if (getExtensions().parallelShaderCompile && pname == GL_MAX_SHADER_COMPILER_THREADS_KHR)
{
*type = GL_INT;
*numParams = 1;
return true;
}
// Check for ES3.0+ parameter names which are also exposed as ES2 extensions
switch (pname)
{
// case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE // equivalent to FRAMEBUFFER_BINDING
case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
if ((getClientMajorVersion() < 3) && !getExtensions().framebufferBlit)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
if ((getClientMajorVersion() < 3) && !getExtensions().getProgramBinary)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_PROGRAM_BINARY_FORMATS_OES:
if ((getClientMajorVersion() < 3) && !getExtensions().getProgramBinary)
{
return false;
}
*type = GL_INT;
*numParams = static_cast<unsigned int>(getCaps().programBinaryFormats.size());
return true;
case GL_PACK_ROW_LENGTH:
case GL_PACK_SKIP_ROWS:
case GL_PACK_SKIP_PIXELS:
if ((getClientMajorVersion() < 3) && !getExtensions().packSubimage)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_UNPACK_ROW_LENGTH:
case GL_UNPACK_SKIP_ROWS:
case GL_UNPACK_SKIP_PIXELS:
if ((getClientMajorVersion() < 3) && !getExtensions().unpackSubimage)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_VERTEX_ARRAY_BINDING:
if ((getClientMajorVersion() < 3) && !getExtensions().vertexArrayObject)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_PIXEL_PACK_BUFFER_BINDING:
case GL_PIXEL_UNPACK_BUFFER_BINDING:
if ((getClientMajorVersion() < 3) && !getExtensions().pixelBufferObject)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_MAX_SAMPLES:
{
static_assert(GL_MAX_SAMPLES_ANGLE == GL_MAX_SAMPLES,
"GL_MAX_SAMPLES_ANGLE not equal to GL_MAX_SAMPLES");
if ((getClientMajorVersion() < 3) && !getExtensions().framebufferMultisample)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT:
if ((getClientMajorVersion() < 3) && !getExtensions().standardDerivatives)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
}
}
if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
{
if ((getClientVersion() < Version(3, 0)) && !getExtensions().drawBuffers)
{
return false;
}
*type = GL_INT;
*numParams = 1;
return true;
}
if (getExtensions().multiview && pname == GL_MAX_VIEWS_ANGLE)
{
*type = GL_INT;
*numParams = 1;
return true;
}
if (getClientVersion() < Version(2, 0))
{
switch (pname)
{
case GL_ALPHA_TEST_FUNC:
case GL_CLIENT_ACTIVE_TEXTURE:
case GL_MATRIX_MODE:
case GL_MAX_TEXTURE_UNITS:
case GL_MAX_MODELVIEW_STACK_DEPTH:
case GL_MAX_PROJECTION_STACK_DEPTH:
case GL_MAX_TEXTURE_STACK_DEPTH:
case GL_MAX_LIGHTS:
case GL_MAX_CLIP_PLANES:
case GL_VERTEX_ARRAY_STRIDE:
case GL_NORMAL_ARRAY_STRIDE:
case GL_COLOR_ARRAY_STRIDE:
case GL_TEXTURE_COORD_ARRAY_STRIDE:
case GL_VERTEX_ARRAY_SIZE:
case GL_COLOR_ARRAY_SIZE:
case GL_TEXTURE_COORD_ARRAY_SIZE:
case GL_VERTEX_ARRAY_TYPE:
case GL_NORMAL_ARRAY_TYPE:
case GL_COLOR_ARRAY_TYPE:
case GL_TEXTURE_COORD_ARRAY_TYPE:
case GL_VERTEX_ARRAY_BUFFER_BINDING:
case GL_NORMAL_ARRAY_BUFFER_BINDING:
case GL_COLOR_ARRAY_BUFFER_BINDING:
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING:
case GL_POINT_SIZE_ARRAY_STRIDE_OES:
case GL_POINT_SIZE_ARRAY_TYPE_OES:
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
case GL_SHADE_MODEL:
case GL_MODELVIEW_STACK_DEPTH:
case GL_PROJECTION_STACK_DEPTH:
case GL_TEXTURE_STACK_DEPTH:
case GL_LOGIC_OP_MODE:
case GL_BLEND_SRC:
case GL_BLEND_DST:
case GL_PERSPECTIVE_CORRECTION_HINT:
case GL_POINT_SMOOTH_HINT:
case GL_LINE_SMOOTH_HINT:
case GL_FOG_HINT:
*type = GL_INT;
*numParams = 1;
return true;
case GL_ALPHA_TEST_REF:
case GL_FOG_DENSITY:
case GL_FOG_START:
case GL_FOG_END:
case GL_FOG_MODE:
case GL_POINT_SIZE:
case GL_POINT_SIZE_MIN:
case GL_POINT_SIZE_MAX:
case GL_POINT_FADE_THRESHOLD_SIZE:
*type = GL_FLOAT;
*numParams = 1;
return true;
case GL_SMOOTH_POINT_SIZE_RANGE:
case GL_SMOOTH_LINE_WIDTH_RANGE:
*type = GL_FLOAT;
*numParams = 2;
return true;
case GL_CURRENT_COLOR:
case GL_CURRENT_TEXTURE_COORDS:
case GL_LIGHT_MODEL_AMBIENT:
case GL_FOG_COLOR:
*type = GL_FLOAT;
*numParams = 4;
return true;
case GL_CURRENT_NORMAL:
case GL_POINT_DISTANCE_ATTENUATION:
*type = GL_FLOAT;
*numParams = 3;
return true;
case GL_MODELVIEW_MATRIX:
case GL_PROJECTION_MATRIX:
case GL_TEXTURE_MATRIX:
*type = GL_FLOAT;
*numParams = 16;
return true;
case GL_LIGHT_MODEL_TWO_SIDE:
*type = GL_BOOL;
*numParams = 1;
return true;
}
}
if (getClientVersion() < Version(3, 0))
{
return false;
}
// Check for ES3.0+ parameter names
switch (pname)
{
case GL_MAX_UNIFORM_BUFFER_BINDINGS:
case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
case GL_UNIFORM_BUFFER_BINDING:
case GL_TRANSFORM_FEEDBACK_BINDING:
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
case GL_COPY_READ_BUFFER_BINDING:
case GL_COPY_WRITE_BUFFER_BINDING:
case GL_SAMPLER_BINDING:
case GL_READ_BUFFER:
case GL_TEXTURE_BINDING_3D:
case GL_TEXTURE_BINDING_2D_ARRAY:
case GL_MAX_3D_TEXTURE_SIZE:
case GL_MAX_ARRAY_TEXTURE_LAYERS:
case GL_MAX_VERTEX_UNIFORM_BLOCKS:
case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
case GL_MAX_COMBINED_UNIFORM_BLOCKS:
case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
case GL_MAX_VARYING_COMPONENTS:
case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
case GL_MIN_PROGRAM_TEXEL_OFFSET:
case GL_MAX_PROGRAM_TEXEL_OFFSET:
case GL_NUM_EXTENSIONS:
case GL_MAJOR_VERSION:
case GL_MINOR_VERSION:
case GL_MAX_ELEMENTS_INDICES:
case GL_MAX_ELEMENTS_VERTICES:
case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
case GL_UNPACK_IMAGE_HEIGHT:
case GL_UNPACK_SKIP_IMAGES:
{
*type = GL_INT;
*numParams = 1;
return true;
}
case GL_MAX_ELEMENT_INDEX:
case GL_MAX_UNIFORM_BLOCK_SIZE:
case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
case GL_MAX_SERVER_WAIT_TIMEOUT:
{
*type = GL_INT_64_ANGLEX;
*numParams = 1;
return true;
}
case GL_TRANSFORM_FEEDBACK_ACTIVE:
case GL_TRANSFORM_FEEDBACK_PAUSED:
case GL_PRIMITIVE_RESTART_FIXED_INDEX:
case GL_RASTERIZER_DISCARD:
{
*type = GL_BOOL;
*numParams = 1;
return true;
}
case GL_MAX_TEXTURE_LOD_BIAS:
{
*type = GL_FLOAT;
*numParams = 1;
return true;
}
}
if (getExtensions().requestExtension)
{
switch (pname)
{
case GL_NUM_REQUESTABLE_EXTENSIONS_ANGLE:
*type = GL_INT;
*numParams = 1;
return true;
}
}
if (getClientVersion() < Version(3, 1))
{
return false;
}
switch (pname)
{
case GL_ATOMIC_COUNTER_BUFFER_BINDING:
case GL_DRAW_INDIRECT_BUFFER_BINDING:
case GL_DISPATCH_INDIRECT_BUFFER_BINDING:
case GL_MAX_FRAMEBUFFER_WIDTH:
case GL_MAX_FRAMEBUFFER_HEIGHT:
case GL_MAX_FRAMEBUFFER_SAMPLES:
case GL_MAX_SAMPLE_MASK_WORDS:
case GL_MAX_COLOR_TEXTURE_SAMPLES:
case GL_MAX_DEPTH_TEXTURE_SAMPLES:
case GL_MAX_INTEGER_SAMPLES:
case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET:
case GL_MAX_VERTEX_ATTRIB_BINDINGS:
case GL_MAX_VERTEX_ATTRIB_STRIDE:
case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS:
case GL_MAX_VERTEX_ATOMIC_COUNTERS:
case GL_MAX_VERTEX_IMAGE_UNIFORMS:
case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS:
case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS:
case GL_MAX_FRAGMENT_ATOMIC_COUNTERS:
case GL_MAX_FRAGMENT_IMAGE_UNIFORMS:
case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS:
case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET:
case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET:
case GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS:
case GL_MAX_COMPUTE_UNIFORM_BLOCKS:
case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS:
case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE:
case GL_MAX_COMPUTE_UNIFORM_COMPONENTS:
case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS:
case GL_MAX_COMPUTE_ATOMIC_COUNTERS:
case GL_MAX_COMPUTE_IMAGE_UNIFORMS:
case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS:
case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS:
case GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
case GL_MAX_UNIFORM_LOCATIONS:
case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS:
case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
case GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS:
case GL_MAX_COMBINED_ATOMIC_COUNTERS:
case GL_MAX_IMAGE_UNITS:
case GL_MAX_COMBINED_IMAGE_UNIFORMS:
case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS:
case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS:
case GL_SHADER_STORAGE_BUFFER_BINDING:
case GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT:
case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
*type = GL_INT;
*numParams = 1;
return true;
case GL_MAX_SHADER_STORAGE_BLOCK_SIZE:
*type = GL_INT_64_ANGLEX;
*numParams = 1;
return true;
case GL_SAMPLE_MASK:
*type = GL_BOOL;
*numParams = 1;
return true;
}
if (getExtensions().geometryShader)
{
switch (pname)
{
case GL_MAX_FRAMEBUFFER_LAYERS_EXT:
case GL_LAYER_PROVOKING_VERTEX_EXT:
case GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT:
case GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT:
case GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT:
case GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT:
case GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT:
case GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT:
case GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT:
case GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT:
case GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT:
case GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT:
case GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT:
case GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT:
case GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT:
*type = GL_INT;
*numParams = 1;
return true;
}
}
return false;
}
bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams)
{
if (getClientVersion() < Version(3, 0))
{
return false;
}
switch (target)
{
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
case GL_UNIFORM_BUFFER_BINDING:
{
*type = GL_INT;
*numParams = 1;
return true;
}
case GL_TRANSFORM_FEEDBACK_BUFFER_START:
case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
case GL_UNIFORM_BUFFER_START:
case GL_UNIFORM_BUFFER_SIZE:
{
*type = GL_INT_64_ANGLEX;
*numParams = 1;
return true;
}
}
if (getClientVersion() < Version(3, 1))
{
return false;
}
switch (target)
{
case GL_IMAGE_BINDING_LAYERED:
{
*type = GL_BOOL;
*numParams = 1;
return true;
}
case GL_MAX_COMPUTE_WORK_GROUP_COUNT:
case GL_MAX_COMPUTE_WORK_GROUP_SIZE:
case GL_ATOMIC_COUNTER_BUFFER_BINDING:
case GL_SHADER_STORAGE_BUFFER_BINDING:
case GL_VERTEX_BINDING_BUFFER:
case GL_VERTEX_BINDING_DIVISOR:
case GL_VERTEX_BINDING_OFFSET:
case GL_VERTEX_BINDING_STRIDE:
case GL_SAMPLE_MASK_VALUE:
case GL_IMAGE_BINDING_NAME:
case GL_IMAGE_BINDING_LEVEL:
case GL_IMAGE_BINDING_LAYER:
case GL_IMAGE_BINDING_ACCESS:
case GL_IMAGE_BINDING_FORMAT:
{
*type = GL_INT;
*numParams = 1;
return true;
}
case GL_ATOMIC_COUNTER_BUFFER_START:
case GL_ATOMIC_COUNTER_BUFFER_SIZE:
case GL_SHADER_STORAGE_BUFFER_START:
case GL_SHADER_STORAGE_BUFFER_SIZE:
{
*type = GL_INT_64_ANGLEX;
*numParams = 1;
return true;
}
}
return false;
}
Program *Context::getProgram(GLuint handle) const
{
return mState.mShaderPrograms->getProgram(handle);
}
Shader *Context::getShader(GLuint handle) const
{
return mState.mShaderPrograms->getShader(handle);
}
bool Context::isTextureGenerated(GLuint texture) const
{
return mState.mTextures->isHandleGenerated(texture);
}
bool Context::isRenderbufferGenerated(GLuint renderbuffer) const
{
return mState.mRenderbuffers->isHandleGenerated(renderbuffer);
}
bool Context::isFramebufferGenerated(GLuint framebuffer) const
{
return mState.mFramebuffers->isHandleGenerated(framebuffer);
}
bool Context::isProgramPipelineGenerated(GLuint pipeline) const
{
return mState.mPipelines->isHandleGenerated(pipeline);
}
bool Context::usingDisplayTextureShareGroup() const
{
return mDisplayTextureShareGroup;
}
GLenum Context::getConvertedRenderbufferFormat(GLenum internalformat) const
{
return mState.mExtensions.webglCompatibility && mState.mClientVersion.major == 2 &&
internalformat == GL_DEPTH_STENCIL
? GL_DEPTH24_STENCIL8
: internalformat;
}
void Context::maxShaderCompilerThreads(GLuint count)
{
GLuint oldCount = mGLState.getMaxShaderCompilerThreads();
mGLState.setMaxShaderCompilerThreads(count);
// A count of zero specifies a request for no parallel compiling or linking.
if ((oldCount == 0 || count == 0) && (oldCount != 0 || count != 0))
{
mThreadPool = angle::WorkerThreadPool::Create(count > 0);
}
mThreadPool->setMaxThreads(count);
}
bool Context::isGLES1() const
{
return mState.getClientVersion() < Version(2, 0);
}
void Context::onSubjectStateChange(const Context *context,
angle::SubjectIndex index,
angle::SubjectMessage message)
{
switch (index)
{
case kVertexArraySubjectIndex:
mGLState.setObjectDirty(GL_VERTEX_ARRAY);
mStateCache.onVertexArraySizeChange(this);
break;
case kReadFramebufferSubjectIndex:
mGLState.setObjectDirty(GL_READ_FRAMEBUFFER);
break;
case kDrawFramebufferSubjectIndex:
mGLState.setObjectDirty(GL_DRAW_FRAMEBUFFER);
break;
default:
if (index < kTextureMaxSubjectIndex)
{
mGLState.onActiveTextureStateChange(index);
}
else
{
ASSERT(index < kUniformBufferMaxSubjectIndex);
mGLState.onUniformBufferStateChange(index - kUniformBuffer0SubjectIndex);
}
break;
}
}
// ErrorSet implementation.
ErrorSet::ErrorSet(Context *context) : mContext(context)
{
}
ErrorSet::~ErrorSet() = default;
void ErrorSet::handleError(const Error &error) const
{
// This internal enum is used to filter internal errors that are already handled.
// TODO(jmadill): Remove this when refactor is done. http://anglebug.com/2491
if (error.getCode() == GL_INTERNAL_ERROR_ANGLEX)
{
return;
}
if (ANGLE_UNLIKELY(error.isError()))
{
GLenum code = error.getCode();
mErrors.insert(code);
if (code == GL_OUT_OF_MEMORY && mContext->getWorkarounds().loseContextOnOutOfMemory)
{
mContext->markContextLost();
}
ASSERT(!error.getMessage().empty());
mContext->getGLState().getDebug().insertMessage(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR,
error.getID(), GL_DEBUG_SEVERITY_HIGH,
error.getMessage());
}
}
bool ErrorSet::empty() const
{
return mErrors.empty();
}
GLenum ErrorSet::popError()
{
ASSERT(!empty());
GLenum error = *mErrors.begin();
mErrors.erase(mErrors.begin());
return error;
}
// StateCache implementation.
StateCache::StateCache()
: mCachedHasAnyEnabledClientAttrib(false),
mCachedNonInstancedVertexElementLimit(0),
mCachedInstancedVertexElementLimit(0)
{
}
StateCache::~StateCache() = default;
void StateCache::updateActiveAttribsMask(Context *context)
{
bool isGLES1 = context->isGLES1();
const State &glState = context->getGLState();
if (!isGLES1 && !glState.getProgram())
{
mCachedActiveBufferedAttribsMask = AttributesMask();
mCachedActiveClientAttribsMask = AttributesMask();
return;
}
AttributesMask activeAttribs = isGLES1 ? glState.gles1().getVertexArraysAttributeMask()
: glState.getProgram()->getActiveAttribLocationsMask();
const VertexArray *vao = glState.getVertexArray();
ASSERT(vao);
const AttributesMask &clientAttribs = vao->getClientAttribsMask();
const AttributesMask &enabledAttribs = vao->getEnabledAttributesMask();
activeAttribs &= enabledAttribs;
mCachedActiveClientAttribsMask = activeAttribs & clientAttribs;
mCachedActiveBufferedAttribsMask = activeAttribs & ~clientAttribs;
mCachedHasAnyEnabledClientAttrib = (clientAttribs & enabledAttribs).any();
}
void StateCache::updateVertexElementLimits(Context *context)
{
const VertexArray *vao = context->getGLState().getVertexArray();
mCachedNonInstancedVertexElementLimit = std::numeric_limits<GLint64>::max();
mCachedInstancedVertexElementLimit = std::numeric_limits<GLint64>::max();
// VAO can be null on Context startup. If we make this computation lazier we could ASSERT.
// If there are no buffered attributes then we should not limit the draw call count.
if (!vao || !mCachedActiveBufferedAttribsMask.any())
{
return;
}
const auto &vertexAttribs = vao->getVertexAttributes();
const auto &vertexBindings = vao->getVertexBindings();
for (size_t attributeIndex : mCachedActiveBufferedAttribsMask)
{
const VertexAttribute &attrib = vertexAttribs[attributeIndex];
ASSERT(attrib.enabled);
const VertexBinding &binding = vertexBindings[attrib.bindingIndex];
ASSERT(context->isGLES1() ||
context->getGLState().getProgram()->isAttribLocationActive(attributeIndex));
GLint64 limit = attrib.getCachedElementLimit();
if (binding.getDivisor() > 0)
{
mCachedInstancedVertexElementLimit =
std::min(mCachedInstancedVertexElementLimit, limit);
}
else
{
mCachedNonInstancedVertexElementLimit =
std::min(mCachedNonInstancedVertexElementLimit, limit);
}
}
}
void StateCache::onVertexArrayBindingChange(Context *context)
{
updateActiveAttribsMask(context);
updateVertexElementLimits(context);
}
void StateCache::onProgramExecutableChange(Context *context)
{
updateActiveAttribsMask(context);
updateVertexElementLimits(context);
}
void StateCache::onVertexArraySizeChange(Context *context)
{
updateVertexElementLimits(context);
}
void StateCache::onVertexArrayStateChange(Context *context)
{
updateActiveAttribsMask(context);
updateVertexElementLimits(context);
}
void StateCache::onGLES1ClientStateChange(Context *context)
{
updateActiveAttribsMask(context);
}
} // namespace gl