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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/ContextState.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
download | UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip |
Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/ContextState.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/ContextState.cpp | 618 |
1 files changed, 618 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/ContextState.cpp b/gfx/angle/src/libANGLE/ContextState.cpp new file mode 100755 index 000000000..dbf867909 --- /dev/null +++ b/gfx/angle/src/libANGLE/ContextState.cpp @@ -0,0 +1,618 @@ +// +// Copyright (c) 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. +// + +// Data.cpp: Container class for all GL relevant state, caps and objects + +#include "libANGLE/ContextState.h" + +#include "libANGLE/Framebuffer.h" +#include "libANGLE/ResourceManager.h" + +namespace gl +{ + +ContextState::ContextState(uintptr_t contextIn, + const Version &clientVersion, + State *stateIn, + const Caps &capsIn, + const TextureCapsMap &textureCapsIn, + const Extensions &extensionsIn, + const ResourceManager *resourceManagerIn, + const Limitations &limitationsIn, + const ResourceMap<Framebuffer> &framebufferMap) + : mClientVersion(clientVersion), + mContext(contextIn), + mState(stateIn), + mCaps(capsIn), + mTextureCaps(textureCapsIn), + mExtensions(extensionsIn), + mResourceManager(resourceManagerIn), + mLimitations(limitationsIn), + mFramebufferMap(framebufferMap) +{ +} + +ContextState::~ContextState() +{ +} + +const TextureCaps &ContextState::getTextureCap(GLenum internalFormat) const +{ + return mTextureCaps.get(internalFormat); +} + +ValidationContext::ValidationContext(const Version &clientVersion, + State *state, + const Caps &caps, + const TextureCapsMap &textureCaps, + const Extensions &extensions, + const ResourceManager *resourceManager, + const Limitations &limitations, + const ResourceMap<Framebuffer> &framebufferMap, + bool skipValidation) + : mState(reinterpret_cast<uintptr_t>(this), + clientVersion, + state, + caps, + textureCaps, + extensions, + resourceManager, + limitations, + framebufferMap), + mSkipValidation(skipValidation) +{ +} + +bool ValidationContext::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) +{ + if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) + { + *type = GL_INT; + *numParams = 1; + return true; + } + + // 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_PROGRAM_BINARY_FORMATS_OES: + { + *type = GL_INT; + *numParams = static_cast<unsigned int>(getCaps().programBinaryFormats.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_MAX_COLOR_ATTACHMENTS_EXT: + case GL_MAX_DRAW_BUFFERS_EXT: + case GL_NUM_SHADER_BINARY_FORMATS: + case GL_NUM_COMPRESSED_TEXTURE_FORMATS: + case GL_ARRAY_BUFFER_BINDING: + // case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE + case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: + case GL_READ_FRAMEBUFFER_BINDING_ANGLE: + case GL_RENDERBUFFER_BINDING: + case GL_CURRENT_PROGRAM: + case GL_PACK_ALIGNMENT: + case GL_PACK_REVERSE_ROW_ORDER_ANGLE: + case GL_UNPACK_ALIGNMENT: + case GL_GENERATE_MIPMAP_HINT: + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: + 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: + case GL_NUM_PROGRAM_BINARY_FORMATS_OES: + { + *type = GL_INT; + *numParams = 1; + return true; + } + case GL_MAX_SAMPLES_ANGLE: + { + if (!getExtensions().framebufferMultisample) + { + 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().maxTextureAnisotropy) + { + 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().sRGBWriteControl) + { + switch (pname) + { + case GL_FRAMEBUFFER_SRGB_EXT: + *type = GL_BOOL; + *numParams = 1; + return true; + } + } + + // Check for ES3.0+ parameter names which are also exposed as ES2 extensions + switch (pname) + { + 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; + } + + 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 (getClientVersion() < Version(3, 1)) + { + return false; + } + + switch (pname) + { + 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_OFFSET_ALIGNMENT: + *type = GL_INT; + *numParams = 1; + return true; + case GL_MAX_SHADER_STORAGE_BLOCK_SIZE: + *type = GL_INT_64_ANGLEX; + *numParams = 1; + return true; + } + + return false; +} + +bool ValidationContext::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_MAX_COMPUTE_WORK_GROUP_COUNT: + case GL_MAX_COMPUTE_WORK_GROUP_SIZE: + { + *type = GL_INT; + *numParams = 1; + return true; + } + } + + return false; +} + +Program *ValidationContext::getProgram(GLuint handle) const +{ + return mState.mResourceManager->getProgram(handle); +} + +Shader *ValidationContext::getShader(GLuint handle) const +{ + return mState.mResourceManager->getShader(handle); +} + +bool ValidationContext::isTextureGenerated(GLuint texture) const +{ + return mState.mResourceManager->isTextureGenerated(texture); +} + +bool ValidationContext::isBufferGenerated(GLuint buffer) const +{ + return mState.mResourceManager->isBufferGenerated(buffer); +} + +bool ValidationContext::isRenderbufferGenerated(GLuint renderbuffer) const +{ + return mState.mResourceManager->isRenderbufferGenerated(renderbuffer); +} + +bool ValidationContext::isFramebufferGenerated(GLuint framebuffer) const +{ + ASSERT(mState.mFramebufferMap.find(0) != mState.mFramebufferMap.end()); + return mState.mFramebufferMap.find(framebuffer) != mState.mFramebufferMap.end(); +} + +} // namespace gl |