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-rwxr-xr-xgfx/angle/src/libANGLE/Context.cpp3593
1 files changed, 3593 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/Context.cpp b/gfx/angle/src/libANGLE/Context.cpp
new file mode 100755
index 000000000..d74f33057
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+++ b/gfx/angle/src/libANGLE/Context.cpp
@@ -0,0 +1,3593 @@
+//
+// 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 <iterator>
+#include <sstream>
+#include <string.h>
+#include <vector>
+
+#include "common/matrix_utils.h"
+#include "common/platform.h"
+#include "common/utilities.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/Path.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/Query.h"
+#include "libANGLE/Renderbuffer.h"
+#include "libANGLE/ResourceManager.h"
+#include "libANGLE/Sampler.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/TransformFeedback.h"
+#include "libANGLE/VertexArray.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/validationES.h"
+#include "libANGLE/Workarounds.h"
+#include "libANGLE/renderer/ContextImpl.h"
+#include "libANGLE/renderer/EGLImplFactory.h"
+#include "libANGLE/queryconversions.h"
+#include "libANGLE/queryutils.h"
+
+namespace
+{
+
+template <typename T>
+std::vector<gl::Path *> GatherPaths(gl::ResourceManager &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::ResourceManager &resourceManager,
+ GLsizei numPaths,
+ GLenum pathNameType,
+ const void *paths,
+ GLuint pathBase)
+{
+ switch (pathNameType)
+ {
+ case GL_UNSIGNED_BYTE:
+ return GatherPaths<GLubyte>(resourceManager, numPaths, paths, pathBase);
+
+ case GL_BYTE:
+ return GatherPaths<GLbyte>(resourceManager, numPaths, paths, pathBase);
+
+ case GL_UNSIGNED_SHORT:
+ return GatherPaths<GLushort>(resourceManager, numPaths, paths, pathBase);
+
+ case GL_SHORT:
+ return GatherPaths<GLshort>(resourceManager, numPaths, paths, pathBase);
+
+ case GL_UNSIGNED_INT:
+ return GatherPaths<GLuint>(resourceManager, numPaths, paths, pathBase);
+
+ case GL_INT:
+ return GatherPaths<GLint>(resourceManager, numPaths, paths, pathBase);
+ }
+
+ UNREACHABLE();
+ return std::vector<gl::Path *>();
+}
+
+template <typename T>
+gl::Error GetQueryObjectParameter(gl::Query *query, GLenum pname, T *params)
+{
+ ASSERT(query != nullptr);
+
+ switch (pname)
+ {
+ case GL_QUERY_RESULT_EXT:
+ return query->getResult(params);
+ case GL_QUERY_RESULT_AVAILABLE_EXT:
+ {
+ bool available;
+ gl::Error error = query->isResultAvailable(&available);
+ if (!error.isError())
+ {
+ *params = gl::ConvertFromGLboolean<T>(available);
+ }
+ return error;
+ }
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION, "Unreachable Error");
+ }
+}
+
+void MarkTransformFeedbackBufferUsage(gl::TransformFeedback *transformFeedback)
+{
+ if (transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused())
+ {
+ for (size_t tfBufferIndex = 0; tfBufferIndex < transformFeedback->getIndexedBufferCount();
+ tfBufferIndex++)
+ {
+ const OffsetBindingPointer<gl::Buffer> &buffer =
+ transformFeedback->getIndexedBuffer(tfBufferIndex);
+ if (buffer.get() != nullptr)
+ {
+ buffer->onTransformFeedback();
+ }
+ }
+ }
+}
+
+// Attribute map queries.
+EGLint GetClientMajorVersion(const egl::AttributeMap &attribs)
+{
+ return static_cast<EGLint>(attribs.get(EGL_CONTEXT_CLIENT_VERSION, 1));
+}
+
+EGLint GetClientMinorVersion(const egl::AttributeMap &attribs)
+{
+ return static_cast<EGLint>(attribs.get(EGL_CONTEXT_MINOR_VERSION, 0));
+}
+
+gl::Version GetClientVersion(const egl::AttributeMap &attribs)
+{
+ return gl::Version(GetClientMajorVersion(attribs), GetClientMinorVersion(attribs));
+}
+
+GLenum GetResetStrategy(const egl::AttributeMap &attribs)
+{
+ EGLAttrib attrib = attribs.get(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT,
+ EGL_NO_RESET_NOTIFICATION_EXT);
+ switch (attrib)
+ {
+ case EGL_NO_RESET_NOTIFICATION:
+ return GL_NO_RESET_NOTIFICATION_EXT;
+ case EGL_LOSE_CONTEXT_ON_RESET:
+ return GL_LOSE_CONTEXT_ON_RESET_EXT;
+ default:
+ UNREACHABLE();
+ return GL_NONE;
+ }
+}
+
+bool GetRobustAccess(const egl::AttributeMap &attribs)
+{
+ return (attribs.get(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE) == EGL_TRUE) ||
+ ((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR) !=
+ 0);
+}
+
+bool GetDebug(const egl::AttributeMap &attribs)
+{
+ return (attribs.get(EGL_CONTEXT_OPENGL_DEBUG, EGL_FALSE) == EGL_TRUE) ||
+ ((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR) != 0);
+}
+
+bool GetNoError(const egl::AttributeMap &attribs)
+{
+ return (attribs.get(EGL_CONTEXT_OPENGL_NO_ERROR_KHR, EGL_FALSE) == EGL_TRUE);
+}
+
+bool GetWebGLContext(const egl::AttributeMap &attribs)
+{
+ return (attribs.get(EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE, EGL_FALSE) == EGL_TRUE);
+}
+
+bool GetBindGeneratesResource(const egl::AttributeMap &attribs)
+{
+ return (attribs.get(EGL_CONTEXT_BIND_GENERATES_RESOURCE_CHROMIUM, EGL_TRUE) == EGL_TRUE);
+}
+
+std::string GetObjectLabelFromPointer(GLsizei length, const GLchar *label)
+{
+ std::string labelName;
+ if (label != nullptr)
+ {
+ size_t labelLength = length < 0 ? strlen(label) : length;
+ labelName = std::string(label, labelLength);
+ }
+ return labelName;
+}
+
+void GetObjectLabelBase(const std::string &objectLabel,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *label)
+{
+ size_t writeLength = objectLabel.length();
+ if (label != nullptr && bufSize > 0)
+ {
+ writeLength = std::min(static_cast<size_t>(bufSize) - 1, objectLabel.length());
+ std::copy(objectLabel.begin(), objectLabel.begin() + writeLength, label);
+ label[writeLength] = '\0';
+ }
+
+ if (length != nullptr)
+ {
+ *length = static_cast<GLsizei>(writeLength);
+ }
+}
+
+} // anonymous namespace
+
+namespace gl
+{
+
+Context::Context(rx::EGLImplFactory *implFactory,
+ const egl::Config *config,
+ const Context *shareContext,
+ const egl::AttributeMap &attribs)
+
+ : ValidationContext(GetClientVersion(attribs),
+ &mGLState,
+ mCaps,
+ mTextureCaps,
+ mExtensions,
+ nullptr,
+ mLimitations,
+ mFramebufferMap,
+ GetNoError(attribs)),
+ mImplementation(implFactory->createContext(mState)),
+ mCompiler(nullptr),
+ mConfig(config),
+ mClientType(EGL_OPENGL_ES_API),
+ mHasBeenCurrent(false),
+ mContextLost(false),
+ mResetStatus(GL_NO_ERROR),
+ mContextLostForced(false),
+ mResetStrategy(GetResetStrategy(attribs)),
+ mRobustAccess(GetRobustAccess(attribs)),
+ mCurrentSurface(nullptr),
+ mResourceManager(nullptr)
+{
+ if (mRobustAccess)
+ {
+ UNIMPLEMENTED();
+ }
+
+ initCaps(GetWebGLContext(attribs));
+ initWorkarounds();
+
+ mGLState.initialize(mCaps, mExtensions, getClientVersion(), GetDebug(attribs),
+ GetBindGeneratesResource(attribs));
+
+ mFenceNVHandleAllocator.setBaseHandle(0);
+
+ if (shareContext != nullptr)
+ {
+ mResourceManager = shareContext->mResourceManager;
+ mResourceManager->addRef();
+ }
+ else
+ {
+ mResourceManager = new ResourceManager();
+ }
+
+ mState.mResourceManager = mResourceManager;
+
+ // [OpenGL ES 2.0.24] section 3.7 page 83:
+ // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
+ // and cube map texture state vectors respectively associated with them.
+ // In order that access to these initial textures not be lost, they are treated as texture
+ // objects all of whose names are 0.
+
+ Texture *zeroTexture2D = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D);
+ mZeroTextures[GL_TEXTURE_2D].set(zeroTexture2D);
+
+ Texture *zeroTextureCube = new Texture(mImplementation.get(), 0, GL_TEXTURE_CUBE_MAP);
+ mZeroTextures[GL_TEXTURE_CUBE_MAP].set(zeroTextureCube);
+
+ if (getClientVersion() >= Version(3, 0))
+ {
+ // TODO: These could also be enabled via extension
+ Texture *zeroTexture3D = new Texture(mImplementation.get(), 0, GL_TEXTURE_3D);
+ mZeroTextures[GL_TEXTURE_3D].set(zeroTexture3D);
+
+ Texture *zeroTexture2DArray = new Texture(mImplementation.get(), 0, GL_TEXTURE_2D_ARRAY);
+ mZeroTextures[GL_TEXTURE_2D_ARRAY].set(zeroTexture2DArray);
+ }
+
+ if (mExtensions.eglImageExternal || mExtensions.eglStreamConsumerExternal)
+ {
+ Texture *zeroTextureExternal =
+ new Texture(mImplementation.get(), 0, GL_TEXTURE_EXTERNAL_OES);
+ mZeroTextures[GL_TEXTURE_EXTERNAL_OES].set(zeroTextureExternal);
+ }
+
+ mGLState.initializeZeroTextures(mZeroTextures);
+
+ bindVertexArray(0);
+ bindArrayBuffer(0);
+ bindElementArrayBuffer(0);
+
+ bindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ bindGenericUniformBuffer(0);
+ for (unsigned int i = 0; i < mCaps.maxCombinedUniformBlocks; i++)
+ {
+ bindIndexedUniformBuffer(0, i, 0, -1);
+ }
+
+ bindCopyReadBuffer(0);
+ bindCopyWriteBuffer(0);
+ bindPixelPackBuffer(0);
+ bindPixelUnpackBuffer(0);
+
+ if (getClientVersion() >= Version(3, 0))
+ {
+ // [OpenGL ES 3.0.2] section 2.14.1 pg 85:
+ // In the initial state, a default transform feedback object is bound and treated as
+ // a transform feedback object with a name of zero. That object is bound any time
+ // BindTransformFeedback is called with id of zero
+ bindTransformFeedback(0);
+ }
+
+ mCompiler = new Compiler(mImplementation.get(), mState);
+
+ // Initialize dirty bit masks
+ // TODO(jmadill): additional ES3 state
+ mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_ALIGNMENT);
+ mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_ROW_LENGTH);
+ mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_IMAGE_HEIGHT);
+ mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_SKIP_IMAGES);
+ mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_SKIP_ROWS);
+ mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_SKIP_PIXELS);
+ mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_BUFFER_BINDING);
+ // No dirty objects.
+
+ // Readpixels uses the pack state and read FBO
+ mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_ALIGNMENT);
+ mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_REVERSE_ROW_ORDER);
+ mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_ROW_LENGTH);
+ mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_SKIP_ROWS);
+ mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_SKIP_PIXELS);
+ mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_BUFFER_BINDING);
+ mReadPixelsDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER);
+
+ mClearDirtyBits.set(State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED);
+ mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED);
+ mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR);
+ mClearDirtyBits.set(State::DIRTY_BIT_VIEWPORT);
+ mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_COLOR);
+ mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_DEPTH);
+ mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_STENCIL);
+ mClearDirtyBits.set(State::DIRTY_BIT_COLOR_MASK);
+ mClearDirtyBits.set(State::DIRTY_BIT_DEPTH_MASK);
+ mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
+ mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_BACK);
+ mClearDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
+
+ mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED);
+ mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR);
+ mBlitDirtyBits.set(State::DIRTY_BIT_FRAMEBUFFER_SRGB);
+ mBlitDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER);
+ mBlitDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
+
+ handleError(mImplementation->initialize());
+}
+
+Context::~Context()
+{
+ mGLState.reset();
+
+ for (auto framebuffer : mFramebufferMap)
+ {
+ // Default framebuffer are owned by their respective Surface
+ if (framebuffer.second != nullptr && framebuffer.second->id() != 0)
+ {
+ SafeDelete(framebuffer.second);
+ }
+ }
+
+ for (auto fence : mFenceNVMap)
+ {
+ SafeDelete(fence.second);
+ }
+
+ for (auto query : mQueryMap)
+ {
+ if (query.second != nullptr)
+ {
+ query.second->release();
+ }
+ }
+
+ for (auto vertexArray : mVertexArrayMap)
+ {
+ SafeDelete(vertexArray.second);
+ }
+
+ for (auto transformFeedback : mTransformFeedbackMap)
+ {
+ if (transformFeedback.second != nullptr)
+ {
+ transformFeedback.second->release();
+ }
+ }
+
+ for (auto &zeroTexture : mZeroTextures)
+ {
+ zeroTexture.second.set(NULL);
+ }
+ mZeroTextures.clear();
+
+ if (mCurrentSurface != nullptr)
+ {
+ releaseSurface();
+ }
+
+ if (mResourceManager)
+ {
+ mResourceManager->release();
+ }
+
+ SafeDelete(mCompiler);
+}
+
+void Context::makeCurrent(egl::Surface *surface)
+{
+ ASSERT(surface != nullptr);
+
+ if (!mHasBeenCurrent)
+ {
+ initRendererString();
+ initExtensionStrings();
+
+ mGLState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight());
+ mGLState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight());
+
+ mHasBeenCurrent = true;
+ }
+
+ // TODO(jmadill): Rework this when we support ContextImpl
+ mGLState.setAllDirtyBits();
+
+ if (mCurrentSurface)
+ {
+ releaseSurface();
+ }
+ surface->setIsCurrent(true);
+ mCurrentSurface = surface;
+
+ // Update default framebuffer, the binding of the previous default
+ // framebuffer (or lack of) will have a nullptr.
+ {
+ Framebuffer *newDefault = surface->getDefaultFramebuffer();
+ if (mGLState.getReadFramebuffer() == nullptr)
+ {
+ mGLState.setReadFramebufferBinding(newDefault);
+ }
+ if (mGLState.getDrawFramebuffer() == nullptr)
+ {
+ mGLState.setDrawFramebufferBinding(newDefault);
+ }
+ mFramebufferMap[0] = newDefault;
+ }
+
+ // Notify the renderer of a context switch
+ mImplementation->onMakeCurrent(mState);
+}
+
+void Context::releaseSurface()
+{
+ ASSERT(mCurrentSurface != nullptr);
+
+ // Remove the default framebuffer
+ {
+ Framebuffer *currentDefault = mCurrentSurface->getDefaultFramebuffer();
+ if (mGLState.getReadFramebuffer() == currentDefault)
+ {
+ mGLState.setReadFramebufferBinding(nullptr);
+ }
+ if (mGLState.getDrawFramebuffer() == currentDefault)
+ {
+ mGLState.setDrawFramebufferBinding(nullptr);
+ }
+ mFramebufferMap.erase(0);
+ }
+
+ mCurrentSurface->setIsCurrent(false);
+ mCurrentSurface = nullptr;
+}
+
+GLuint Context::createBuffer()
+{
+ return mResourceManager->createBuffer();
+}
+
+GLuint Context::createProgram()
+{
+ return mResourceManager->createProgram(mImplementation.get());
+}
+
+GLuint Context::createShader(GLenum type)
+{
+ return mResourceManager->createShader(mImplementation.get(),
+ mImplementation->getNativeLimitations(), type);
+}
+
+GLuint Context::createTexture()
+{
+ return mResourceManager->createTexture();
+}
+
+GLuint Context::createRenderbuffer()
+{
+ return mResourceManager->createRenderbuffer();
+}
+
+GLsync Context::createFenceSync()
+{
+ GLuint handle = mResourceManager->createFenceSync(mImplementation.get());
+
+ return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
+}
+
+GLuint Context::createPaths(GLsizei range)
+{
+ auto resultOrError = mResourceManager->createPaths(mImplementation.get(), range);
+ if (resultOrError.isError())
+ {
+ handleError(resultOrError.getError());
+ return 0;
+ }
+ return resultOrError.getResult();
+}
+
+GLuint Context::createVertexArray()
+{
+ GLuint vertexArray = mVertexArrayHandleAllocator.allocate();
+ mVertexArrayMap[vertexArray] = nullptr;
+ return vertexArray;
+}
+
+GLuint Context::createSampler()
+{
+ return mResourceManager->createSampler();
+}
+
+GLuint Context::createTransformFeedback()
+{
+ GLuint transformFeedback = mTransformFeedbackAllocator.allocate();
+ mTransformFeedbackMap[transformFeedback] = nullptr;
+ return transformFeedback;
+}
+
+// Returns an unused framebuffer name
+GLuint Context::createFramebuffer()
+{
+ GLuint handle = mFramebufferHandleAllocator.allocate();
+
+ mFramebufferMap[handle] = NULL;
+
+ return handle;
+}
+
+GLuint Context::createFenceNV()
+{
+ GLuint handle = mFenceNVHandleAllocator.allocate();
+
+ mFenceNVMap[handle] = new FenceNV(mImplementation->createFenceNV());
+
+ return handle;
+}
+
+// Returns an unused query name
+GLuint Context::createQuery()
+{
+ GLuint handle = mQueryHandleAllocator.allocate();
+
+ mQueryMap[handle] = NULL;
+
+ return handle;
+}
+
+void Context::deleteBuffer(GLuint buffer)
+{
+ if (mResourceManager->getBuffer(buffer))
+ {
+ detachBuffer(buffer);
+ }
+
+ mResourceManager->deleteBuffer(buffer);
+}
+
+void Context::deleteShader(GLuint shader)
+{
+ mResourceManager->deleteShader(shader);
+}
+
+void Context::deleteProgram(GLuint program)
+{
+ mResourceManager->deleteProgram(program);
+}
+
+void Context::deleteTexture(GLuint texture)
+{
+ if (mResourceManager->getTexture(texture))
+ {
+ detachTexture(texture);
+ }
+
+ mResourceManager->deleteTexture(texture);
+}
+
+void Context::deleteRenderbuffer(GLuint renderbuffer)
+{
+ if (mResourceManager->getRenderbuffer(renderbuffer))
+ {
+ detachRenderbuffer(renderbuffer);
+ }
+
+ mResourceManager->deleteRenderbuffer(renderbuffer);
+}
+
+void Context::deleteFenceSync(GLsync fenceSync)
+{
+ // The spec specifies the underlying Fence object is not deleted until all current
+ // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
+ // and since our API is currently designed for being called from a single thread, we can delete
+ // the fence immediately.
+ mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
+}
+
+void Context::deletePaths(GLuint first, GLsizei range)
+{
+ mResourceManager->deletePaths(first, range);
+}
+
+bool Context::hasPathData(GLuint path) const
+{
+ const auto *pathObj = mResourceManager->getPath(path);
+ if (pathObj == nullptr)
+ return false;
+
+ return pathObj->hasPathData();
+}
+
+bool Context::hasPath(GLuint path) const
+{
+ return mResourceManager->hasPath(path);
+}
+
+void Context::setPathCommands(GLuint path,
+ GLsizei numCommands,
+ const GLubyte *commands,
+ GLsizei numCoords,
+ GLenum coordType,
+ const void *coords)
+{
+ auto *pathObject = mResourceManager->getPath(path);
+
+ handleError(pathObject->setCommands(numCommands, commands, numCoords, coordType, coords));
+}
+
+void Context::setPathParameterf(GLuint path, GLenum pname, GLfloat value)
+{
+ auto *pathObj = mResourceManager->getPath(path);
+
+ switch (pname)
+ {
+ case GL_PATH_STROKE_WIDTH_CHROMIUM:
+ pathObj->setStrokeWidth(value);
+ break;
+ case GL_PATH_END_CAPS_CHROMIUM:
+ pathObj->setEndCaps(static_cast<GLenum>(value));
+ break;
+ case GL_PATH_JOIN_STYLE_CHROMIUM:
+ pathObj->setJoinStyle(static_cast<GLenum>(value));
+ break;
+ case GL_PATH_MITER_LIMIT_CHROMIUM:
+ pathObj->setMiterLimit(value);
+ break;
+ case GL_PATH_STROKE_BOUND_CHROMIUM:
+ pathObj->setStrokeBound(value);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void Context::getPathParameterfv(GLuint path, GLenum pname, GLfloat *value) const
+{
+ const auto *pathObj = mResourceManager->getPath(path);
+
+ switch (pname)
+ {
+ case GL_PATH_STROKE_WIDTH_CHROMIUM:
+ *value = pathObj->getStrokeWidth();
+ break;
+ case GL_PATH_END_CAPS_CHROMIUM:
+ *value = static_cast<GLfloat>(pathObj->getEndCaps());
+ break;
+ case GL_PATH_JOIN_STYLE_CHROMIUM:
+ *value = static_cast<GLfloat>(pathObj->getJoinStyle());
+ break;
+ case GL_PATH_MITER_LIMIT_CHROMIUM:
+ *value = pathObj->getMiterLimit();
+ break;
+ case GL_PATH_STROKE_BOUND_CHROMIUM:
+ *value = pathObj->getStrokeBound();
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void Context::setPathStencilFunc(GLenum func, GLint ref, GLuint mask)
+{
+ mGLState.setPathStencilFunc(func, ref, mask);
+}
+
+void Context::deleteVertexArray(GLuint vertexArray)
+{
+ auto iter = mVertexArrayMap.find(vertexArray);
+ if (iter != mVertexArrayMap.end())
+ {
+ VertexArray *vertexArrayObject = iter->second;
+ if (vertexArrayObject != nullptr)
+ {
+ detachVertexArray(vertexArray);
+ delete vertexArrayObject;
+ }
+
+ mVertexArrayMap.erase(iter);
+ mVertexArrayHandleAllocator.release(vertexArray);
+ }
+}
+
+void Context::deleteSampler(GLuint sampler)
+{
+ if (mResourceManager->getSampler(sampler))
+ {
+ detachSampler(sampler);
+ }
+
+ mResourceManager->deleteSampler(sampler);
+}
+
+void Context::deleteTransformFeedback(GLuint transformFeedback)
+{
+ auto iter = mTransformFeedbackMap.find(transformFeedback);
+ if (iter != mTransformFeedbackMap.end())
+ {
+ TransformFeedback *transformFeedbackObject = iter->second;
+ if (transformFeedbackObject != nullptr)
+ {
+ detachTransformFeedback(transformFeedback);
+ transformFeedbackObject->release();
+ }
+
+ mTransformFeedbackMap.erase(iter);
+ mTransformFeedbackAllocator.release(transformFeedback);
+ }
+}
+
+void Context::deleteFramebuffer(GLuint framebuffer)
+{
+ auto framebufferObject = mFramebufferMap.find(framebuffer);
+
+ if (framebufferObject != mFramebufferMap.end())
+ {
+ detachFramebuffer(framebuffer);
+
+ mFramebufferHandleAllocator.release(framebufferObject->first);
+ delete framebufferObject->second;
+ mFramebufferMap.erase(framebufferObject);
+ }
+}
+
+void Context::deleteFenceNV(GLuint fence)
+{
+ auto fenceObject = mFenceNVMap.find(fence);
+
+ if (fenceObject != mFenceNVMap.end())
+ {
+ mFenceNVHandleAllocator.release(fenceObject->first);
+ delete fenceObject->second;
+ mFenceNVMap.erase(fenceObject);
+ }
+}
+
+void Context::deleteQuery(GLuint query)
+{
+ auto queryObject = mQueryMap.find(query);
+ if (queryObject != mQueryMap.end())
+ {
+ mQueryHandleAllocator.release(queryObject->first);
+ if (queryObject->second)
+ {
+ queryObject->second->release();
+ }
+ mQueryMap.erase(queryObject);
+ }
+}
+
+Buffer *Context::getBuffer(GLuint handle) const
+{
+ return mResourceManager->getBuffer(handle);
+}
+
+Texture *Context::getTexture(GLuint handle) const
+{
+ return mResourceManager->getTexture(handle);
+}
+
+Renderbuffer *Context::getRenderbuffer(GLuint handle) const
+{
+ return mResourceManager->getRenderbuffer(handle);
+}
+
+FenceSync *Context::getFenceSync(GLsync handle) const
+{
+ return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
+}
+
+VertexArray *Context::getVertexArray(GLuint handle) const
+{
+ auto vertexArray = mVertexArrayMap.find(handle);
+ return (vertexArray != mVertexArrayMap.end()) ? vertexArray->second : nullptr;
+}
+
+Sampler *Context::getSampler(GLuint handle) const
+{
+ return mResourceManager->getSampler(handle);
+}
+
+TransformFeedback *Context::getTransformFeedback(GLuint handle) const
+{
+ auto iter = mTransformFeedbackMap.find(handle);
+ return (iter != mTransformFeedbackMap.end()) ? iter->second : nullptr;
+}
+
+LabeledObject *Context::getLabeledObject(GLenum identifier, GLuint name) const
+{
+ switch (identifier)
+ {
+ case GL_BUFFER:
+ return getBuffer(name);
+ case GL_SHADER:
+ return getShader(name);
+ case GL_PROGRAM:
+ return getProgram(name);
+ case GL_VERTEX_ARRAY:
+ return getVertexArray(name);
+ case GL_QUERY:
+ return getQuery(name);
+ case GL_TRANSFORM_FEEDBACK:
+ return getTransformFeedback(name);
+ case GL_SAMPLER:
+ return getSampler(name);
+ case GL_TEXTURE:
+ return getTexture(name);
+ case GL_RENDERBUFFER:
+ return getRenderbuffer(name);
+ case GL_FRAMEBUFFER:
+ return getFramebuffer(name);
+ default:
+ UNREACHABLE();
+ return nullptr;
+ }
+}
+
+LabeledObject *Context::getLabeledObjectFromPtr(const void *ptr) const
+{
+ return getFenceSync(reinterpret_cast<GLsync>(const_cast<void *>(ptr)));
+}
+
+void Context::objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
+{
+ LabeledObject *object = getLabeledObject(identifier, name);
+ ASSERT(object != nullptr);
+
+ std::string labelName = GetObjectLabelFromPointer(length, label);
+ object->setLabel(labelName);
+}
+
+void Context::objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
+{
+ LabeledObject *object = getLabeledObjectFromPtr(ptr);
+ ASSERT(object != nullptr);
+
+ std::string labelName = GetObjectLabelFromPointer(length, label);
+ object->setLabel(labelName);
+}
+
+void Context::getObjectLabel(GLenum identifier,
+ GLuint name,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *label) const
+{
+ LabeledObject *object = getLabeledObject(identifier, name);
+ ASSERT(object != nullptr);
+
+ const std::string &objectLabel = object->getLabel();
+ GetObjectLabelBase(objectLabel, bufSize, length, label);
+}
+
+void Context::getObjectPtrLabel(const void *ptr,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *label) const
+{
+ LabeledObject *object = getLabeledObjectFromPtr(ptr);
+ ASSERT(object != nullptr);
+
+ const std::string &objectLabel = object->getLabel();
+ GetObjectLabelBase(objectLabel, bufSize, length, label);
+}
+
+bool Context::isSampler(GLuint samplerName) const
+{
+ return mResourceManager->isSampler(samplerName);
+}
+
+void Context::bindArrayBuffer(GLuint bufferHandle)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.setArrayBufferBinding(buffer);
+}
+
+void Context::bindElementArrayBuffer(GLuint bufferHandle)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.getVertexArray()->setElementArrayBuffer(buffer);
+}
+
+void Context::bindTexture(GLenum target, GLuint handle)
+{
+ Texture *texture = nullptr;
+
+ if (handle == 0)
+ {
+ texture = mZeroTextures[target].get();
+ }
+ else
+ {
+ texture = mResourceManager->checkTextureAllocation(mImplementation.get(), handle, target);
+ }
+
+ ASSERT(texture);
+ mGLState.setSamplerTexture(target, texture);
+}
+
+void Context::bindReadFramebuffer(GLuint framebufferHandle)
+{
+ Framebuffer *framebuffer = checkFramebufferAllocation(framebufferHandle);
+ mGLState.setReadFramebufferBinding(framebuffer);
+}
+
+void Context::bindDrawFramebuffer(GLuint framebufferHandle)
+{
+ Framebuffer *framebuffer = checkFramebufferAllocation(framebufferHandle);
+ mGLState.setDrawFramebufferBinding(framebuffer);
+}
+
+void Context::bindVertexArray(GLuint vertexArrayHandle)
+{
+ VertexArray *vertexArray = checkVertexArrayAllocation(vertexArrayHandle);
+ mGLState.setVertexArrayBinding(vertexArray);
+}
+
+void Context::bindSampler(GLuint textureUnit, GLuint samplerHandle)
+{
+ ASSERT(textureUnit < mCaps.maxCombinedTextureImageUnits);
+ Sampler *sampler =
+ mResourceManager->checkSamplerAllocation(mImplementation.get(), samplerHandle);
+ mGLState.setSamplerBinding(textureUnit, sampler);
+}
+
+void Context::bindGenericUniformBuffer(GLuint bufferHandle)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.setGenericUniformBufferBinding(buffer);
+}
+
+void Context::bindIndexedUniformBuffer(GLuint bufferHandle,
+ GLuint index,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.setIndexedUniformBufferBinding(index, buffer, offset, size);
+}
+
+void Context::bindGenericTransformFeedbackBuffer(GLuint bufferHandle)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.getCurrentTransformFeedback()->bindGenericBuffer(buffer);
+}
+
+void Context::bindIndexedTransformFeedbackBuffer(GLuint bufferHandle,
+ GLuint index,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.getCurrentTransformFeedback()->bindIndexedBuffer(index, buffer, offset, size);
+}
+
+void Context::bindCopyReadBuffer(GLuint bufferHandle)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.setCopyReadBufferBinding(buffer);
+}
+
+void Context::bindCopyWriteBuffer(GLuint bufferHandle)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.setCopyWriteBufferBinding(buffer);
+}
+
+void Context::bindPixelPackBuffer(GLuint bufferHandle)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.setPixelPackBufferBinding(buffer);
+}
+
+void Context::bindPixelUnpackBuffer(GLuint bufferHandle)
+{
+ Buffer *buffer = mResourceManager->checkBufferAllocation(mImplementation.get(), bufferHandle);
+ mGLState.setPixelUnpackBufferBinding(buffer);
+}
+
+void Context::useProgram(GLuint program)
+{
+ mGLState.setProgram(getProgram(program));
+}
+
+void Context::bindTransformFeedback(GLuint transformFeedbackHandle)
+{
+ TransformFeedback *transformFeedback =
+ checkTransformFeedbackAllocation(transformFeedbackHandle);
+ mGLState.setTransformFeedbackBinding(transformFeedback);
+}
+
+Error Context::beginQuery(GLenum target, GLuint query)
+{
+ Query *queryObject = getQuery(query, true, target);
+ ASSERT(queryObject);
+
+ // begin query
+ Error error = queryObject->begin();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // set query as active for specified target only if begin succeeded
+ mGLState.setActiveQuery(target, queryObject);
+
+ return Error(GL_NO_ERROR);
+}
+
+Error Context::endQuery(GLenum target)
+{
+ Query *queryObject = mGLState.getActiveQuery(target);
+ ASSERT(queryObject);
+
+ gl::Error error = queryObject->end();
+
+ // Always unbind the query, even if there was an error. This may delete the query object.
+ mGLState.setActiveQuery(target, NULL);
+
+ return error;
+}
+
+Error Context::queryCounter(GLuint id, GLenum target)
+{
+ ASSERT(target == GL_TIMESTAMP_EXT);
+
+ Query *queryObject = getQuery(id, true, target);
+ ASSERT(queryObject);
+
+ return queryObject->queryCounter();
+}
+
+void Context::getQueryiv(GLenum target, GLenum pname, GLint *params)
+{
+ switch (pname)
+ {
+ case GL_CURRENT_QUERY_EXT:
+ params[0] = mGLState.getActiveQueryId(target);
+ break;
+ case GL_QUERY_COUNTER_BITS_EXT:
+ switch (target)
+ {
+ case GL_TIME_ELAPSED_EXT:
+ params[0] = getExtensions().queryCounterBitsTimeElapsed;
+ break;
+ case GL_TIMESTAMP_EXT:
+ params[0] = getExtensions().queryCounterBitsTimestamp;
+ break;
+ default:
+ UNREACHABLE();
+ params[0] = 0;
+ break;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ return;
+ }
+}
+
+void Context::getQueryObjectiv(GLuint id, GLenum pname, GLint *params)
+{
+ handleError(GetQueryObjectParameter(getQuery(id), pname, params));
+}
+
+void Context::getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
+{
+ handleError(GetQueryObjectParameter(getQuery(id), pname, params));
+}
+
+void Context::getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
+{
+ handleError(GetQueryObjectParameter(getQuery(id), pname, params));
+}
+
+void Context::getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
+{
+ handleError(GetQueryObjectParameter(getQuery(id), pname, params));
+}
+
+Framebuffer *Context::getFramebuffer(unsigned int handle) const
+{
+ auto framebufferIt = mFramebufferMap.find(handle);
+ return ((framebufferIt == mFramebufferMap.end()) ? nullptr : framebufferIt->second);
+}
+
+FenceNV *Context::getFenceNV(unsigned int handle)
+{
+ auto fence = mFenceNVMap.find(handle);
+
+ if (fence == mFenceNVMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ return fence->second;
+ }
+}
+
+Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
+{
+ auto query = mQueryMap.find(handle);
+
+ if (query == mQueryMap.end())
+ {
+ return NULL;
+ }
+ else
+ {
+ if (!query->second && create)
+ {
+ query->second = new Query(mImplementation->createQuery(type), handle);
+ query->second->addRef();
+ }
+ return query->second;
+ }
+}
+
+Query *Context::getQuery(GLuint handle) const
+{
+ auto iter = mQueryMap.find(handle);
+ return (iter != mQueryMap.end()) ? iter->second : nullptr;
+}
+
+Texture *Context::getTargetTexture(GLenum target) const
+{
+ ASSERT(ValidTextureTarget(this, target) || ValidTextureExternalTarget(this, target));
+ return mGLState.getTargetTexture(target);
+}
+
+Texture *Context::getSamplerTexture(unsigned int sampler, GLenum type) const
+{
+ return mGLState.getSamplerTexture(sampler, type);
+}
+
+Compiler *Context::getCompiler() const
+{
+ return mCompiler;
+}
+
+void Context::getBooleanv(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::getFloatv(GLenum pname, GLfloat *params)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+ switch (pname)
+ {
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = mCaps.minAliasedLineWidth;
+ params[1] = mCaps.maxAliasedLineWidth;
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = mCaps.minAliasedPointSize;
+ params[1] = mCaps.maxAliasedPointSize;
+ break;
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
+ ASSERT(mExtensions.textureFilterAnisotropic);
+ *params = mExtensions.maxTextureAnisotropy;
+ break;
+ case GL_MAX_TEXTURE_LOD_BIAS:
+ *params = mCaps.maxLODBias;
+ break;
+
+ case GL_PATH_MODELVIEW_MATRIX_CHROMIUM:
+ case GL_PATH_PROJECTION_MATRIX_CHROMIUM:
+ {
+ ASSERT(mExtensions.pathRendering);
+ const GLfloat *m = mGLState.getPathRenderingMatrix(pname);
+ memcpy(params, m, 16 * sizeof(GLfloat));
+ }
+ break;
+
+ default:
+ mGLState.getFloatv(pname, params);
+ break;
+ }
+}
+
+void Context::getIntegerv(GLenum pname, GLint *params)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+
+ switch (pname)
+ {
+ case GL_MAX_VERTEX_ATTRIBS: *params = mCaps.maxVertexAttributes; break;
+ case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = mCaps.maxVertexUniformVectors; break;
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS: *params = mCaps.maxVertexUniformComponents; break;
+ case GL_MAX_VARYING_VECTORS: *params = mCaps.maxVaryingVectors; break;
+ case GL_MAX_VARYING_COMPONENTS: *params = mCaps.maxVertexOutputComponents; break;
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mCaps.maxCombinedTextureImageUnits; break;
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mCaps.maxVertexTextureImageUnits; break;
+ case GL_MAX_TEXTURE_IMAGE_UNITS: *params = mCaps.maxTextureImageUnits; break;
+ case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mCaps.maxFragmentUniformVectors; break;
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = mCaps.maxFragmentUniformComponents; break;
+ case GL_MAX_RENDERBUFFER_SIZE: *params = mCaps.maxRenderbufferSize; break;
+ case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mCaps.maxColorAttachments; break;
+ case GL_MAX_DRAW_BUFFERS_EXT: *params = mCaps.maxDrawBuffers; break;
+ //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
+ case GL_SUBPIXEL_BITS: *params = 4; break;
+ case GL_MAX_TEXTURE_SIZE: *params = mCaps.max2DTextureSize; break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = mCaps.maxCubeMapTextureSize; break;
+ case GL_MAX_3D_TEXTURE_SIZE: *params = mCaps.max3DTextureSize; break;
+ case GL_MAX_ARRAY_TEXTURE_LAYERS: *params = mCaps.maxArrayTextureLayers; break;
+ case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: *params = mCaps.uniformBufferOffsetAlignment; break;
+ case GL_MAX_UNIFORM_BUFFER_BINDINGS: *params = mCaps.maxUniformBufferBindings; break;
+ case GL_MAX_VERTEX_UNIFORM_BLOCKS: *params = mCaps.maxVertexUniformBlocks; break;
+ case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: *params = mCaps.maxFragmentUniformBlocks; break;
+ case GL_MAX_COMBINED_UNIFORM_BLOCKS: *params = mCaps.maxCombinedTextureImageUnits; break;
+ case GL_MAX_VERTEX_OUTPUT_COMPONENTS: *params = mCaps.maxVertexOutputComponents; break;
+ case GL_MAX_FRAGMENT_INPUT_COMPONENTS: *params = mCaps.maxFragmentInputComponents; break;
+ case GL_MIN_PROGRAM_TEXEL_OFFSET: *params = mCaps.minProgramTexelOffset; break;
+ case GL_MAX_PROGRAM_TEXEL_OFFSET: *params = mCaps.maxProgramTexelOffset; break;
+ case GL_MAJOR_VERSION:
+ *params = getClientVersion().major;
+ break;
+ case GL_MINOR_VERSION:
+ *params = getClientVersion().minor;
+ break;
+ case GL_MAX_ELEMENTS_INDICES: *params = mCaps.maxElementsIndices; break;
+ case GL_MAX_ELEMENTS_VERTICES: *params = mCaps.maxElementsVertices; break;
+ case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mCaps.maxTransformFeedbackInterleavedComponents; break;
+ case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = mCaps.maxTransformFeedbackSeparateAttributes; break;
+ case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: *params = mCaps.maxTransformFeedbackSeparateComponents; break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
+ *params = static_cast<GLint>(mCaps.compressedTextureFormats.size());
+ break;
+ case GL_MAX_SAMPLES_ANGLE: *params = mCaps.maxSamples; break;
+ case GL_MAX_VIEWPORT_DIMS:
+ {
+ params[0] = mCaps.maxViewportWidth;
+ params[1] = mCaps.maxViewportHeight;
+ }
+ break;
+ case GL_COMPRESSED_TEXTURE_FORMATS:
+ std::copy(mCaps.compressedTextureFormats.begin(), mCaps.compressedTextureFormats.end(), params);
+ break;
+ case GL_RESET_NOTIFICATION_STRATEGY_EXT:
+ *params = mResetStrategy;
+ break;
+ case GL_NUM_SHADER_BINARY_FORMATS:
+ *params = static_cast<GLint>(mCaps.shaderBinaryFormats.size());
+ break;
+ case GL_SHADER_BINARY_FORMATS:
+ std::copy(mCaps.shaderBinaryFormats.begin(), mCaps.shaderBinaryFormats.end(), params);
+ break;
+ case GL_NUM_PROGRAM_BINARY_FORMATS:
+ *params = static_cast<GLint>(mCaps.programBinaryFormats.size());
+ break;
+ case GL_PROGRAM_BINARY_FORMATS:
+ std::copy(mCaps.programBinaryFormats.begin(), mCaps.programBinaryFormats.end(), params);
+ break;
+ case GL_NUM_EXTENSIONS:
+ *params = static_cast<GLint>(mExtensionStrings.size());
+ break;
+
+ // GL_KHR_debug
+ case GL_MAX_DEBUG_MESSAGE_LENGTH:
+ *params = mExtensions.maxDebugMessageLength;
+ break;
+ case GL_MAX_DEBUG_LOGGED_MESSAGES:
+ *params = mExtensions.maxDebugLoggedMessages;
+ break;
+ case GL_MAX_DEBUG_GROUP_STACK_DEPTH:
+ *params = mExtensions.maxDebugGroupStackDepth;
+ break;
+ case GL_MAX_LABEL_LENGTH:
+ *params = mExtensions.maxLabelLength;
+ break;
+
+ // GL_EXT_disjoint_timer_query
+ case GL_GPU_DISJOINT_EXT:
+ *params = mImplementation->getGPUDisjoint();
+ break;
+ case GL_MAX_FRAMEBUFFER_WIDTH:
+ *params = mCaps.maxFramebufferWidth;
+ break;
+ case GL_MAX_FRAMEBUFFER_HEIGHT:
+ *params = mCaps.maxFramebufferHeight;
+ break;
+ case GL_MAX_FRAMEBUFFER_SAMPLES:
+ *params = mCaps.maxFramebufferSamples;
+ break;
+ case GL_MAX_SAMPLE_MASK_WORDS:
+ *params = mCaps.maxSampleMaskWords;
+ break;
+ case GL_MAX_COLOR_TEXTURE_SAMPLES:
+ *params = mCaps.maxColorTextureSamples;
+ break;
+ case GL_MAX_DEPTH_TEXTURE_SAMPLES:
+ *params = mCaps.maxDepthTextureSamples;
+ break;
+ case GL_MAX_INTEGER_SAMPLES:
+ *params = mCaps.maxIntegerSamples;
+ break;
+ case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET:
+ *params = mCaps.maxVertexAttribRelativeOffset;
+ break;
+ case GL_MAX_VERTEX_ATTRIB_BINDINGS:
+ *params = mCaps.maxVertexAttribBindings;
+ break;
+ case GL_MAX_VERTEX_ATTRIB_STRIDE:
+ *params = mCaps.maxVertexAttribStride;
+ break;
+ case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS:
+ *params = mCaps.maxVertexAtomicCounterBuffers;
+ break;
+ case GL_MAX_VERTEX_ATOMIC_COUNTERS:
+ *params = mCaps.maxVertexAtomicCounters;
+ break;
+ case GL_MAX_VERTEX_IMAGE_UNIFORMS:
+ *params = mCaps.maxVertexImageUniforms;
+ break;
+ case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS:
+ *params = mCaps.maxVertexShaderStorageBlocks;
+ break;
+ case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS:
+ *params = mCaps.maxFragmentAtomicCounterBuffers;
+ break;
+ case GL_MAX_FRAGMENT_ATOMIC_COUNTERS:
+ *params = mCaps.maxFragmentAtomicCounters;
+ break;
+ case GL_MAX_FRAGMENT_IMAGE_UNIFORMS:
+ *params = mCaps.maxFragmentImageUniforms;
+ break;
+ case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS:
+ *params = mCaps.maxFragmentShaderStorageBlocks;
+ break;
+ case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET:
+ *params = mCaps.minProgramTextureGatherOffset;
+ break;
+ case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET:
+ *params = mCaps.maxProgramTextureGatherOffset;
+ break;
+ case GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS:
+ *params = mCaps.maxComputeWorkGroupInvocations;
+ break;
+ case GL_MAX_COMPUTE_UNIFORM_BLOCKS:
+ *params = mCaps.maxComputeUniformBlocks;
+ break;
+ case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS:
+ *params = mCaps.maxComputeTextureImageUnits;
+ break;
+ case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE:
+ *params = mCaps.maxComputeSharedMemorySize;
+ break;
+ case GL_MAX_COMPUTE_UNIFORM_COMPONENTS:
+ *params = mCaps.maxComputeUniformComponents;
+ break;
+ case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS:
+ *params = mCaps.maxComputeAtomicCounterBuffers;
+ break;
+ case GL_MAX_COMPUTE_ATOMIC_COUNTERS:
+ *params = mCaps.maxComputeAtomicCounters;
+ break;
+ case GL_MAX_COMPUTE_IMAGE_UNIFORMS:
+ *params = mCaps.maxComputeImageUniforms;
+ break;
+ case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS:
+ *params = mCaps.maxCombinedComputeUniformComponents;
+ break;
+ case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS:
+ *params = mCaps.maxComputeShaderStorageBlocks;
+ break;
+ case GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
+ *params = mCaps.maxCombinedShaderOutputResources;
+ break;
+ case GL_MAX_UNIFORM_LOCATIONS:
+ *params = mCaps.maxUniformLocations;
+ break;
+ case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS:
+ *params = mCaps.maxAtomicCounterBufferBindings;
+ break;
+ case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
+ *params = mCaps.maxAtomicCounterBufferSize;
+ break;
+ case GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS:
+ *params = mCaps.maxCombinedAtomicCounterBuffers;
+ break;
+ case GL_MAX_COMBINED_ATOMIC_COUNTERS:
+ *params = mCaps.maxCombinedAtomicCounters;
+ break;
+ case GL_MAX_IMAGE_UNITS:
+ *params = mCaps.maxImageUnits;
+ break;
+ case GL_MAX_COMBINED_IMAGE_UNIFORMS:
+ *params = mCaps.maxCombinedImageUniforms;
+ break;
+ case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS:
+ *params = mCaps.maxShaderStorageBufferBindings;
+ break;
+ case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS:
+ *params = mCaps.maxCombinedShaderStorageBlocks;
+ break;
+ case GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT:
+ *params = mCaps.shaderStorageBufferOffsetAlignment;
+ break;
+ default:
+ mGLState.getIntegerv(mState, pname, params);
+ break;
+ }
+}
+
+void Context::getInteger64v(GLenum pname, GLint64 *params)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+ switch (pname)
+ {
+ case GL_MAX_ELEMENT_INDEX:
+ *params = mCaps.maxElementIndex;
+ break;
+ case GL_MAX_UNIFORM_BLOCK_SIZE:
+ *params = mCaps.maxUniformBlockSize;
+ break;
+ case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
+ *params = mCaps.maxCombinedVertexUniformComponents;
+ break;
+ case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
+ *params = mCaps.maxCombinedFragmentUniformComponents;
+ break;
+ case GL_MAX_SERVER_WAIT_TIMEOUT:
+ *params = mCaps.maxServerWaitTimeout;
+ break;
+
+ // GL_EXT_disjoint_timer_query
+ case GL_TIMESTAMP_EXT:
+ *params = mImplementation->getTimestamp();
+ break;
+
+ case GL_MAX_SHADER_STORAGE_BLOCK_SIZE:
+ *params = mCaps.maxShaderStorageBlockSize;
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void Context::getPointerv(GLenum pname, void **params) const
+{
+ mGLState.getPointerv(pname, params);
+}
+
+void Context::getIntegeri_v(GLenum target, GLuint index, GLint *data)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+
+ GLenum nativeType;
+ unsigned int numParams;
+ bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
+ ASSERT(queryStatus);
+
+ if (nativeType == GL_INT)
+ {
+ switch (target)
+ {
+ case GL_MAX_COMPUTE_WORK_GROUP_COUNT:
+ ASSERT(index < 3u);
+ *data = mCaps.maxComputeWorkGroupCount[index];
+ break;
+ case GL_MAX_COMPUTE_WORK_GROUP_SIZE:
+ ASSERT(index < 3u);
+ *data = mCaps.maxComputeWorkGroupSize[index];
+ break;
+ default:
+ mGLState.getIntegeri_v(target, index, data);
+ }
+ }
+ else
+ {
+ CastIndexedStateValues(this, nativeType, target, index, numParams, data);
+ }
+}
+
+void Context::getInteger64i_v(GLenum target, GLuint index, GLint64 *data)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+
+ GLenum nativeType;
+ unsigned int numParams;
+ bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
+ ASSERT(queryStatus);
+
+ if (nativeType == GL_INT_64_ANGLEX)
+ {
+ mGLState.getInteger64i_v(target, index, data);
+ }
+ else
+ {
+ CastIndexedStateValues(this, nativeType, target, index, numParams, data);
+ }
+}
+
+void Context::getBooleani_v(GLenum target, GLuint index, GLboolean *data)
+{
+ // Queries about context capabilities and maximums are answered by Context.
+ // Queries about current GL state values are answered by State.
+
+ GLenum nativeType;
+ unsigned int numParams;
+ bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
+ ASSERT(queryStatus);
+
+ if (nativeType == GL_BOOL)
+ {
+ mGLState.getBooleani_v(target, index, data);
+ }
+ else
+ {
+ CastIndexedStateValues(this, nativeType, target, index, numParams, data);
+ }
+}
+
+Error Context::drawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ syncRendererState();
+ ANGLE_TRY(mImplementation->drawArrays(mode, first, count));
+ MarkTransformFeedbackBufferUsage(mGLState.getCurrentTransformFeedback());
+
+ return NoError();
+}
+
+Error Context::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
+{
+ syncRendererState();
+ ANGLE_TRY(mImplementation->drawArraysInstanced(mode, first, count, instanceCount));
+ MarkTransformFeedbackBufferUsage(mGLState.getCurrentTransformFeedback());
+
+ return NoError();
+}
+
+Error Context::drawElements(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ const IndexRange &indexRange)
+{
+ syncRendererState();
+ return mImplementation->drawElements(mode, count, type, indices, indexRange);
+}
+
+Error Context::drawElementsInstanced(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instances,
+ const IndexRange &indexRange)
+{
+ syncRendererState();
+ return mImplementation->drawElementsInstanced(mode, count, type, indices, instances,
+ indexRange);
+}
+
+Error Context::drawRangeElements(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ const IndexRange &indexRange)
+{
+ syncRendererState();
+ return mImplementation->drawRangeElements(mode, start, end, count, type, indices, indexRange);
+}
+
+Error Context::flush()
+{
+ return mImplementation->flush();
+}
+
+Error Context::finish()
+{
+ return mImplementation->finish();
+}
+
+void Context::insertEventMarker(GLsizei length, const char *marker)
+{
+ ASSERT(mImplementation);
+ mImplementation->insertEventMarker(length, marker);
+}
+
+void Context::pushGroupMarker(GLsizei length, const char *marker)
+{
+ ASSERT(mImplementation);
+ mImplementation->pushGroupMarker(length, marker);
+}
+
+void Context::popGroupMarker()
+{
+ ASSERT(mImplementation);
+ mImplementation->popGroupMarker();
+}
+
+void Context::bindUniformLocation(GLuint program, GLint location, const GLchar *name)
+{
+ Program *programObject = getProgram(program);
+ ASSERT(programObject);
+
+ programObject->bindUniformLocation(location, name);
+}
+
+void Context::setCoverageModulation(GLenum components)
+{
+ mGLState.setCoverageModulation(components);
+}
+
+void Context::loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix)
+{
+ mGLState.loadPathRenderingMatrix(matrixMode, matrix);
+}
+
+void Context::loadPathRenderingIdentityMatrix(GLenum matrixMode)
+{
+ GLfloat I[16];
+ angle::Matrix<GLfloat>::setToIdentity(I);
+
+ mGLState.loadPathRenderingMatrix(matrixMode, I);
+}
+
+void Context::stencilFillPath(GLuint path, GLenum fillMode, GLuint mask)
+{
+ const auto *pathObj = mResourceManager->getPath(path);
+ if (!pathObj)
+ return;
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->stencilFillPath(pathObj, fillMode, mask);
+}
+
+void Context::stencilStrokePath(GLuint path, GLint reference, GLuint mask)
+{
+ const auto *pathObj = mResourceManager->getPath(path);
+ if (!pathObj)
+ return;
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->stencilStrokePath(pathObj, reference, mask);
+}
+
+void Context::coverFillPath(GLuint path, GLenum coverMode)
+{
+ const auto *pathObj = mResourceManager->getPath(path);
+ if (!pathObj)
+ return;
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->coverFillPath(pathObj, coverMode);
+}
+
+void Context::coverStrokePath(GLuint path, GLenum coverMode)
+{
+ const auto *pathObj = mResourceManager->getPath(path);
+ if (!pathObj)
+ return;
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->coverStrokePath(pathObj, coverMode);
+}
+
+void Context::stencilThenCoverFillPath(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode)
+{
+ const auto *pathObj = mResourceManager->getPath(path);
+ if (!pathObj)
+ return;
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->stencilThenCoverFillPath(pathObj, fillMode, mask, coverMode);
+}
+
+void Context::stencilThenCoverStrokePath(GLuint path,
+ GLint reference,
+ GLuint mask,
+ GLenum coverMode)
+{
+ const auto *pathObj = mResourceManager->getPath(path);
+ if (!pathObj)
+ return;
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->stencilThenCoverStrokePath(pathObj, reference, mask, coverMode);
+}
+
+void Context::coverFillPathInstanced(GLsizei numPaths,
+ GLenum pathNameType,
+ const void *paths,
+ GLuint pathBase,
+ GLenum coverMode,
+ GLenum transformType,
+ const GLfloat *transformValues)
+{
+ const auto &pathObjects =
+ GatherPaths(*mResourceManager, numPaths, pathNameType, paths, pathBase);
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->coverFillPathInstanced(pathObjects, coverMode, transformType, transformValues);
+}
+
+void Context::coverStrokePathInstanced(GLsizei numPaths,
+ GLenum pathNameType,
+ const void *paths,
+ GLuint pathBase,
+ GLenum coverMode,
+ GLenum transformType,
+ const GLfloat *transformValues)
+{
+ const auto &pathObjects =
+ GatherPaths(*mResourceManager, numPaths, pathNameType, paths, pathBase);
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->coverStrokePathInstanced(pathObjects, coverMode, transformType,
+ transformValues);
+}
+
+void Context::stencilFillPathInstanced(GLsizei numPaths,
+ GLenum pathNameType,
+ const void *paths,
+ GLuint pathBase,
+ GLenum fillMode,
+ GLuint mask,
+ GLenum transformType,
+ const GLfloat *transformValues)
+{
+ const auto &pathObjects =
+ GatherPaths(*mResourceManager, numPaths, pathNameType, paths, pathBase);
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->stencilFillPathInstanced(pathObjects, fillMode, mask, transformType,
+ transformValues);
+}
+
+void Context::stencilStrokePathInstanced(GLsizei numPaths,
+ GLenum pathNameType,
+ const void *paths,
+ GLuint pathBase,
+ GLint reference,
+ GLuint mask,
+ GLenum transformType,
+ const GLfloat *transformValues)
+{
+ const auto &pathObjects =
+ GatherPaths(*mResourceManager, numPaths, pathNameType, paths, pathBase);
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->stencilStrokePathInstanced(pathObjects, reference, mask, transformType,
+ transformValues);
+}
+
+void Context::stencilThenCoverFillPathInstanced(GLsizei numPaths,
+ GLenum pathNameType,
+ const void *paths,
+ GLuint pathBase,
+ GLenum fillMode,
+ GLuint mask,
+ GLenum coverMode,
+ GLenum transformType,
+ const GLfloat *transformValues)
+{
+ const auto &pathObjects =
+ GatherPaths(*mResourceManager, numPaths, pathNameType, paths, pathBase);
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->stencilThenCoverFillPathInstanced(pathObjects, coverMode, fillMode, mask,
+ transformType, transformValues);
+}
+
+void Context::stencilThenCoverStrokePathInstanced(GLsizei numPaths,
+ GLenum pathNameType,
+ const void *paths,
+ GLuint pathBase,
+ GLint reference,
+ GLuint mask,
+ GLenum coverMode,
+ GLenum transformType,
+ const GLfloat *transformValues)
+{
+ const auto &pathObjects =
+ GatherPaths(*mResourceManager, numPaths, pathNameType, paths, pathBase);
+
+ // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
+ syncRendererState();
+
+ mImplementation->stencilThenCoverStrokePathInstanced(pathObjects, coverMode, reference, mask,
+ transformType, transformValues);
+}
+
+void Context::bindFragmentInputLocation(GLuint program, GLint location, const GLchar *name)
+{
+ auto *programObject = getProgram(program);
+
+ programObject->bindFragmentInputLocation(location, name);
+}
+
+void Context::programPathFragmentInputGen(GLuint program,
+ GLint location,
+ GLenum genMode,
+ GLint components,
+ const GLfloat *coeffs)
+{
+ auto *programObject = getProgram(program);
+
+ programObject->pathFragmentInputGen(location, genMode, components, coeffs);
+}
+
+void Context::handleError(const Error &error)
+{
+ if (error.isError())
+ {
+ GLenum code = error.getCode();
+ mErrors.insert(code);
+ if (code == GL_OUT_OF_MEMORY && getWorkarounds().loseContextOnOutOfMemory)
+ {
+ markContextLost();
+ }
+
+ if (!error.getMessage().empty())
+ {
+ auto *debug = &mGLState.getDebug();
+ debug->insertMessage(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, error.getID(),
+ GL_DEBUG_SEVERITY_HIGH, error.getMessage());
+ }
+ }
+}
+
+// Get one of the recorded errors and clear its flag, if any.
+// [OpenGL ES 2.0.24] section 2.5 page 13.
+GLenum Context::getError()
+{
+ if (mErrors.empty())
+ {
+ return GL_NO_ERROR;
+ }
+ else
+ {
+ GLenum error = *mErrors.begin();
+ mErrors.erase(mErrors.begin());
+ return error;
+ }
+}
+
+// NOTE: this function should not assume that this context is current!
+void Context::markContextLost()
+{
+ if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
+ {
+ mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
+ mContextLostForced = true;
+ }
+ mContextLost = true;
+}
+
+bool Context::isContextLost()
+{
+ return mContextLost;
+}
+
+GLenum Context::getResetStatus()
+{
+ // Even if the application doesn't want to know about resets, we want to know
+ // as it will allow us to skip all the calls.
+ if (mResetStrategy == GL_NO_RESET_NOTIFICATION_EXT)
+ {
+ if (!mContextLost && mImplementation->getResetStatus() != GL_NO_ERROR)
+ {
+ mContextLost = true;
+ }
+
+ // EXT_robustness, section 2.6: If the reset notification behavior is
+ // NO_RESET_NOTIFICATION_EXT, then the implementation will never deliver notification of
+ // reset events, and GetGraphicsResetStatusEXT will always return NO_ERROR.
+ return GL_NO_ERROR;
+ }
+
+ // The GL_EXT_robustness spec says that if a reset is encountered, a reset
+ // status should be returned at least once, and GL_NO_ERROR should be returned
+ // once the device has finished resetting.
+ if (!mContextLost)
+ {
+ ASSERT(mResetStatus == GL_NO_ERROR);
+ mResetStatus = mImplementation->getResetStatus();
+
+ if (mResetStatus != GL_NO_ERROR)
+ {
+ mContextLost = true;
+ }
+ }
+ else if (!mContextLostForced && mResetStatus != GL_NO_ERROR)
+ {
+ // If markContextLost was used to mark the context lost then
+ // assume that is not recoverable, and continue to report the
+ // lost reset status for the lifetime of this context.
+ mResetStatus = mImplementation->getResetStatus();
+ }
+
+ return mResetStatus;
+}
+
+bool Context::isResetNotificationEnabled()
+{
+ return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
+}
+
+const egl::Config *Context::getConfig() const
+{
+ return mConfig;
+}
+
+EGLenum Context::getClientType() const
+{
+ return mClientType;
+}
+
+EGLenum Context::getRenderBuffer() const
+{
+ auto framebufferIt = mFramebufferMap.find(0);
+ if (framebufferIt != mFramebufferMap.end())
+ {
+ const Framebuffer *framebuffer = framebufferIt->second;
+ const FramebufferAttachment *backAttachment = framebuffer->getAttachment(GL_BACK);
+
+ ASSERT(backAttachment != nullptr);
+ return backAttachment->getSurface()->getRenderBuffer();
+ }
+ else
+ {
+ return EGL_NONE;
+ }
+}
+
+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, MAX_VERTEX_ATTRIBS);
+
+ mVertexArrayMap[vertexArrayHandle] = vertexArray;
+ }
+
+ return vertexArray;
+}
+
+TransformFeedback *Context::checkTransformFeedbackAllocation(GLuint transformFeedbackHandle)
+{
+ // Only called after a prior call to Gen.
+ TransformFeedback *transformFeedback = getTransformFeedback(transformFeedbackHandle);
+ if (!transformFeedback)
+ {
+ transformFeedback =
+ new TransformFeedback(mImplementation.get(), transformFeedbackHandle, mCaps);
+ transformFeedback->addRef();
+ mTransformFeedbackMap[transformFeedbackHandle] = transformFeedback;
+ }
+
+ return transformFeedback;
+}
+
+Framebuffer *Context::checkFramebufferAllocation(GLuint framebuffer)
+{
+ // Can be called from Bind without a prior call to Gen.
+ auto framebufferIt = mFramebufferMap.find(framebuffer);
+ bool neverCreated = framebufferIt == mFramebufferMap.end();
+ if (neverCreated || framebufferIt->second == nullptr)
+ {
+ Framebuffer *newFBO = new Framebuffer(mCaps, mImplementation.get(), framebuffer);
+ if (neverCreated)
+ {
+ mFramebufferHandleAllocator.reserve(framebuffer);
+ mFramebufferMap[framebuffer] = newFBO;
+ return newFBO;
+ }
+
+ framebufferIt->second = newFBO;
+ }
+
+ return framebufferIt->second;
+}
+
+bool Context::isVertexArrayGenerated(GLuint vertexArray)
+{
+ ASSERT(mVertexArrayMap.find(0) != mVertexArrayMap.end());
+ return mVertexArrayMap.find(vertexArray) != mVertexArrayMap.end();
+}
+
+bool Context::isTransformFeedbackGenerated(GLuint transformFeedback)
+{
+ ASSERT(mTransformFeedbackMap.find(0) != mTransformFeedbackMap.end());
+ return mTransformFeedbackMap.find(transformFeedback) != mTransformFeedbackMap.end();
+}
+
+void Context::detachTexture(GLuint texture)
+{
+ // Simple pass-through to State's detachTexture method, as textures do not require
+ // allocation map management either here or in the resource manager at detach time.
+ // Zero textures are held by the Context, and we don't attempt to request them from
+ // the State.
+ mGLState.detachTexture(mZeroTextures, texture);
+}
+
+void Context::detachBuffer(GLuint buffer)
+{
+ // Simple pass-through to State's detachBuffer method, since
+ // only buffer attachments to container objects that are bound to the current context
+ // should be detached. And all those are available in State.
+
+ // [OpenGL ES 3.2] section 5.1.2 page 45:
+ // Attachments to unbound container objects, such as
+ // deletion of a buffer attached to a vertex array object which is not bound to the context,
+ // are not affected and continue to act as references on the deleted object
+ mGLState.detachBuffer(buffer);
+}
+
+void Context::detachFramebuffer(GLuint framebuffer)
+{
+ // Framebuffer detachment is handled by Context, because 0 is a valid
+ // Framebuffer object, and a pointer to it must be passed from Context
+ // to State at binding time.
+
+ // [OpenGL ES 2.0.24] section 4.4 page 107:
+ // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
+ // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
+
+ if (mGLState.removeReadFramebufferBinding(framebuffer) && framebuffer != 0)
+ {
+ bindReadFramebuffer(0);
+ }
+
+ if (mGLState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0)
+ {
+ bindDrawFramebuffer(0);
+ }
+}
+
+void Context::detachRenderbuffer(GLuint renderbuffer)
+{
+ mGLState.detachRenderbuffer(renderbuffer);
+}
+
+void Context::detachVertexArray(GLuint vertexArray)
+{
+ // Vertex array detachment is handled by Context, because 0 is a valid
+ // VAO, and a pointer to it must be passed from Context to State at
+ // binding time.
+
+ // [OpenGL ES 3.0.2] section 2.10 page 43:
+ // If a vertex array object that is currently bound is deleted, the binding
+ // for that object reverts to zero and the default vertex array becomes current.
+ if (mGLState.removeVertexArrayBinding(vertexArray))
+ {
+ bindVertexArray(0);
+ }
+}
+
+void Context::detachTransformFeedback(GLuint transformFeedback)
+{
+ // Transform feedback detachment is handled by Context, because 0 is a valid
+ // transform feedback, and a pointer to it must be passed from Context to State at
+ // binding time.
+
+ // The OpenGL specification doesn't mention what should happen when the currently bound
+ // transform feedback object is deleted. Since it is a container object, we treat it like
+ // VAOs and FBOs and set the current bound transform feedback back to 0.
+ if (mGLState.removeTransformFeedbackBinding(transformFeedback))
+ {
+ bindTransformFeedback(0);
+ }
+}
+
+void Context::detachSampler(GLuint sampler)
+{
+ mGLState.detachSampler(sampler);
+}
+
+void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
+{
+ mGLState.setVertexAttribDivisor(index, divisor);
+}
+
+void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
+{
+ Sampler *samplerObject =
+ mResourceManager->checkSamplerAllocation(mImplementation.get(), sampler);
+ SetSamplerParameteri(samplerObject, pname, param);
+}
+
+void Context::samplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
+{
+ Sampler *samplerObject =
+ mResourceManager->checkSamplerAllocation(mImplementation.get(), sampler);
+ SetSamplerParameteriv(samplerObject, pname, param);
+}
+
+void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
+{
+ Sampler *samplerObject =
+ mResourceManager->checkSamplerAllocation(mImplementation.get(), sampler);
+ SetSamplerParameterf(samplerObject, pname, param);
+}
+
+void Context::samplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
+{
+ Sampler *samplerObject =
+ mResourceManager->checkSamplerAllocation(mImplementation.get(), sampler);
+ SetSamplerParameterfv(samplerObject, pname, param);
+}
+
+void Context::getSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
+{
+ const Sampler *samplerObject =
+ mResourceManager->checkSamplerAllocation(mImplementation.get(), sampler);
+ QuerySamplerParameteriv(samplerObject, pname, params);
+}
+
+void Context::getSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
+{
+ const Sampler *samplerObject =
+ mResourceManager->checkSamplerAllocation(mImplementation.get(), sampler);
+ QuerySamplerParameterfv(samplerObject, pname, params);
+}
+
+void Context::programParameteri(GLuint program, GLenum pname, GLint value)
+{
+ gl::Program *programObject = getProgram(program);
+ ASSERT(programObject != nullptr);
+
+ ASSERT(pname == GL_PROGRAM_BINARY_RETRIEVABLE_HINT);
+ programObject->setBinaryRetrievableHint(value != GL_FALSE);
+}
+
+void Context::initRendererString()
+{
+ std::ostringstream rendererString;
+ rendererString << "ANGLE (";
+ rendererString << mImplementation->getRendererDescription();
+ rendererString << ")";
+
+ mRendererString = MakeStaticString(rendererString.str());
+}
+
+const char *Context::getRendererString() const
+{
+ return mRendererString;
+}
+
+void Context::initExtensionStrings()
+{
+ for (const auto &extensionString : mExtensions.getStrings())
+ {
+ mExtensionStrings.push_back(MakeStaticString(extensionString));
+ }
+
+ std::ostringstream combinedStringStream;
+ std::copy(mExtensionStrings.begin(), mExtensionStrings.end(),
+ std::ostream_iterator<const char *>(combinedStringStream, " "));
+ mExtensionString = MakeStaticString(combinedStringStream.str());
+}
+
+const char *Context::getExtensionString() const
+{
+ return mExtensionString;
+}
+
+const char *Context::getExtensionString(size_t idx) const
+{
+ return mExtensionStrings[idx];
+}
+
+size_t Context::getExtensionStringCount() const
+{
+ return mExtensionStrings.size();
+}
+
+void Context::beginTransformFeedback(GLenum primitiveMode)
+{
+ TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
+ ASSERT(transformFeedback != nullptr);
+ ASSERT(!transformFeedback->isPaused());
+
+ transformFeedback->begin(primitiveMode, mGLState.getProgram());
+}
+
+bool Context::hasActiveTransformFeedback(GLuint program) const
+{
+ for (auto pair : mTransformFeedbackMap)
+ {
+ if (pair.second != nullptr && pair.second->hasBoundProgram(program))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+void Context::initCaps(bool webGLContext)
+{
+ mCaps = mImplementation->getNativeCaps();
+
+ mExtensions = mImplementation->getNativeExtensions();
+
+ mLimitations = mImplementation->getNativeLimitations();
+
+ if (getClientVersion() < Version(3, 0))
+ {
+ // Disable ES3+ extensions
+ mExtensions.colorBufferFloat = false;
+ mExtensions.eglImageExternalEssl3 = false;
+ mExtensions.textureNorm16 = false;
+ }
+
+ if (getClientVersion() > Version(2, 0))
+ {
+ // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
+ //mExtensions.sRGB = false;
+ }
+
+ // Some extensions are always available because they are implemented in the GL layer.
+ mExtensions.bindUniformLocation = true;
+ mExtensions.vertexArrayObject = true;
+ mExtensions.bindGeneratesResource = true;
+
+ // Enable the no error extension if the context was created with the flag.
+ mExtensions.noError = mSkipValidation;
+
+ // Explicitly enable GL_KHR_debug
+ mExtensions.debug = true;
+ mExtensions.maxDebugMessageLength = 1024;
+ mExtensions.maxDebugLoggedMessages = 1024;
+ mExtensions.maxDebugGroupStackDepth = 1024;
+ mExtensions.maxLabelLength = 1024;
+
+ // Explicitly enable GL_ANGLE_robust_client_memory
+ mExtensions.robustClientMemory = true;
+
+ // Apply implementation limits
+ mCaps.maxVertexAttributes = std::min<GLuint>(mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS);
+ mCaps.maxVertexUniformBlocks = std::min<GLuint>(mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS);
+ mCaps.maxVertexOutputComponents = std::min<GLuint>(mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
+
+ mCaps.maxFragmentInputComponents = std::min<GLuint>(mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
+
+ // WebGL compatibility
+ mExtensions.webglCompatibility = webGLContext;
+ for (const auto &extensionInfo : GetExtensionInfoMap())
+ {
+ // If this context is for WebGL, disable all enableable extensions
+ if (webGLContext && extensionInfo.second.Enableable)
+ {
+ mExtensions.*(extensionInfo.second.ExtensionsMember) = false;
+ }
+ }
+
+ // Generate texture caps
+ updateCaps();
+}
+
+void Context::updateCaps()
+{
+ mCaps.compressedTextureFormats.clear();
+ mTextureCaps.clear();
+
+ const TextureCapsMap &rendererFormats = mImplementation->getNativeTextureCaps();
+ for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++)
+ {
+ GLenum format = i->first;
+ TextureCaps formatCaps = i->second;
+
+ const InternalFormat &formatInfo = GetInternalFormatInfo(format);
+
+ // Update the format caps based on the client version and extensions.
+ // Caps are AND'd with the renderer caps because some core formats are still unsupported in
+ // ES3.
+ formatCaps.texturable =
+ formatCaps.texturable && formatInfo.textureSupport(getClientVersion(), mExtensions);
+ formatCaps.renderable =
+ formatCaps.renderable && formatInfo.renderSupport(getClientVersion(), mExtensions);
+ formatCaps.filterable =
+ formatCaps.filterable && formatInfo.filterSupport(getClientVersion(), mExtensions);
+
+ // OpenGL ES does not support multisampling with integer formats
+ if (!formatInfo.renderSupport || formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT)
+ {
+ formatCaps.sampleCounts.clear();
+ }
+
+ if (formatCaps.texturable && formatInfo.compressed)
+ {
+ mCaps.compressedTextureFormats.push_back(format);
+ }
+
+ mTextureCaps.insert(format, formatCaps);
+ }
+}
+
+void Context::initWorkarounds()
+{
+ // Lose the context upon out of memory error if the application is
+ // expecting to watch for those events.
+ mWorkarounds.loseContextOnOutOfMemory = (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
+}
+
+void Context::syncRendererState()
+{
+ const State::DirtyBits &dirtyBits = mGLState.getDirtyBits();
+ mImplementation->syncState(mGLState, dirtyBits);
+ mGLState.clearDirtyBits();
+ mGLState.syncDirtyObjects();
+}
+
+void Context::syncRendererState(const State::DirtyBits &bitMask,
+ const State::DirtyObjects &objectMask)
+{
+ const State::DirtyBits &dirtyBits = (mGLState.getDirtyBits() & bitMask);
+ mImplementation->syncState(mGLState, dirtyBits);
+ mGLState.clearDirtyBits(dirtyBits);
+
+ mGLState.syncDirtyObjects(objectMask);
+}
+
+void Context::blitFramebuffer(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter)
+{
+ Framebuffer *drawFramebuffer = mGLState.getDrawFramebuffer();
+ ASSERT(drawFramebuffer);
+
+ Rectangle srcArea(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
+ Rectangle dstArea(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
+
+ syncStateForBlit();
+
+ handleError(drawFramebuffer->blit(mImplementation.get(), srcArea, dstArea, mask, filter));
+}
+
+void Context::clear(GLbitfield mask)
+{
+ syncStateForClear();
+ handleError(mGLState.getDrawFramebuffer()->clear(mImplementation.get(), mask));
+}
+
+void Context::clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *values)
+{
+ syncStateForClear();
+ handleError(mGLState.getDrawFramebuffer()->clearBufferfv(mImplementation.get(), buffer,
+ drawbuffer, values));
+}
+
+void Context::clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *values)
+{
+ syncStateForClear();
+ handleError(mGLState.getDrawFramebuffer()->clearBufferuiv(mImplementation.get(), buffer,
+ drawbuffer, values));
+}
+
+void Context::clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *values)
+{
+ syncStateForClear();
+ handleError(mGLState.getDrawFramebuffer()->clearBufferiv(mImplementation.get(), buffer,
+ drawbuffer, values));
+}
+
+void Context::clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
+{
+ Framebuffer *framebufferObject = mGLState.getDrawFramebuffer();
+ ASSERT(framebufferObject);
+
+ // If a buffer is not present, the clear has no effect
+ if (framebufferObject->getDepthbuffer() == nullptr &&
+ framebufferObject->getStencilbuffer() == nullptr)
+ {
+ return;
+ }
+
+ syncStateForClear();
+ handleError(framebufferObject->clearBufferfi(mImplementation.get(), buffer, drawbuffer, depth,
+ stencil));
+}
+
+void Context::readPixels(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLvoid *pixels)
+{
+ if (width == 0 || height == 0)
+ {
+ return;
+ }
+
+ syncStateForReadPixels();
+
+ Framebuffer *framebufferObject = mGLState.getReadFramebuffer();
+ ASSERT(framebufferObject);
+
+ Rectangle area(x, y, width, height);
+ handleError(framebufferObject->readPixels(mImplementation.get(), area, format, type, pixels));
+}
+
+void Context::copyTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLint border)
+{
+ // Only sync the read FBO
+ mGLState.syncDirtyObject(GL_READ_FRAMEBUFFER);
+
+ Rectangle sourceArea(x, y, width, height);
+
+ const Framebuffer *framebuffer = mGLState.getReadFramebuffer();
+ Texture *texture =
+ getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
+ handleError(texture->copyImage(target, level, sourceArea, internalformat, framebuffer));
+}
+
+void Context::copyTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ if (width == 0 || height == 0)
+ {
+ return;
+ }
+
+ // Only sync the read FBO
+ mGLState.syncDirtyObject(GL_READ_FRAMEBUFFER);
+
+ Offset destOffset(xoffset, yoffset, 0);
+ Rectangle sourceArea(x, y, width, height);
+
+ const Framebuffer *framebuffer = mGLState.getReadFramebuffer();
+ Texture *texture =
+ getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
+ handleError(texture->copySubImage(target, level, destOffset, sourceArea, framebuffer));
+}
+
+void Context::copyTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ if (width == 0 || height == 0)
+ {
+ return;
+ }
+
+ // Only sync the read FBO
+ mGLState.syncDirtyObject(GL_READ_FRAMEBUFFER);
+
+ Offset destOffset(xoffset, yoffset, zoffset);
+ Rectangle sourceArea(x, y, width, height);
+
+ const Framebuffer *framebuffer = mGLState.getReadFramebuffer();
+ Texture *texture = getTargetTexture(target);
+ handleError(texture->copySubImage(target, level, destOffset, sourceArea, framebuffer));
+}
+
+void Context::framebufferTexture2D(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level)
+{
+ Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
+ ASSERT(framebuffer);
+
+ if (texture != 0)
+ {
+ Texture *textureObj = getTexture(texture);
+
+ ImageIndex index = ImageIndex::MakeInvalid();
+
+ if (textarget == GL_TEXTURE_2D)
+ {
+ index = ImageIndex::Make2D(level);
+ }
+ else
+ {
+ ASSERT(IsCubeMapTextureTarget(textarget));
+ index = ImageIndex::MakeCube(textarget, level);
+ }
+
+ framebuffer->setAttachment(GL_TEXTURE, attachment, index, textureObj);
+ }
+ else
+ {
+ framebuffer->resetAttachment(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(GL_RENDERBUFFER, attachment, gl::ImageIndex::MakeInvalid(),
+ renderbufferObject);
+ }
+ else
+ {
+ framebuffer->resetAttachment(attachment);
+ }
+
+ mGLState.setObjectDirty(target);
+}
+
+void Context::framebufferTextureLayer(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint layer)
+{
+ Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
+ ASSERT(framebuffer);
+
+ if (texture != 0)
+ {
+ Texture *textureObject = getTexture(texture);
+
+ ImageIndex index = ImageIndex::MakeInvalid();
+
+ if (textureObject->getTarget() == GL_TEXTURE_3D)
+ {
+ index = ImageIndex::Make3D(level, layer);
+ }
+ else
+ {
+ ASSERT(textureObject->getTarget() == GL_TEXTURE_2D_ARRAY);
+ index = ImageIndex::Make2DArray(level, layer);
+ }
+
+ framebuffer->setAttachment(GL_TEXTURE, attachment, index, textureObject);
+ }
+ else
+ {
+ framebuffer->resetAttachment(attachment);
+ }
+
+ mGLState.setObjectDirty(target);
+}
+
+void Context::drawBuffers(GLsizei n, const GLenum *bufs)
+{
+ Framebuffer *framebuffer = mGLState.getDrawFramebuffer();
+ ASSERT(framebuffer);
+ framebuffer->setDrawBuffers(n, bufs);
+ mGLState.setObjectDirty(GL_DRAW_FRAMEBUFFER);
+}
+
+void Context::readBuffer(GLenum mode)
+{
+ Framebuffer *readFBO = mGLState.getReadFramebuffer();
+ readFBO->setReadBuffer(mode);
+ mGLState.setObjectDirty(GL_READ_FRAMEBUFFER);
+}
+
+void Context::discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
+{
+ // Only sync the FBO
+ mGLState.syncDirtyObject(target);
+
+ Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
+ ASSERT(framebuffer);
+
+ // The specification isn't clear what should be done when the framebuffer isn't complete.
+ // We leave it up to the framebuffer implementation to decide what to do.
+ handleError(framebuffer->discard(numAttachments, attachments));
+}
+
+void Context::invalidateFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments)
+{
+ // Only sync the FBO
+ mGLState.syncDirtyObject(target);
+
+ Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
+ ASSERT(framebuffer);
+
+ if (framebuffer->checkStatus(mState) != GL_FRAMEBUFFER_COMPLETE)
+ {
+ return;
+ }
+
+ handleError(framebuffer->invalidate(numAttachments, attachments));
+}
+
+void Context::invalidateSubFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ // Only sync the FBO
+ mGLState.syncDirtyObject(target);
+
+ Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
+ ASSERT(framebuffer);
+
+ if (framebuffer->checkStatus(mState) != GL_FRAMEBUFFER_COMPLETE)
+ {
+ return;
+ }
+
+ Rectangle area(x, y, width, height);
+ handleError(framebuffer->invalidateSub(numAttachments, attachments, area));
+}
+
+void Context::texImage2D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const GLvoid *pixels)
+{
+ syncStateForTexImage();
+
+ Extents size(width, height, 1);
+ Texture *texture =
+ getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
+ handleError(texture->setImage(mGLState.getUnpackState(), target, level, internalformat, size,
+ format, type, reinterpret_cast<const uint8_t *>(pixels)));
+}
+
+void Context::texImage3D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const GLvoid *pixels)
+{
+ syncStateForTexImage();
+
+ Extents size(width, height, depth);
+ Texture *texture = getTargetTexture(target);
+ handleError(texture->setImage(mGLState.getUnpackState(), target, level, internalformat, size,
+ format, type, reinterpret_cast<const uint8_t *>(pixels)));
+}
+
+void Context::texSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const GLvoid *pixels)
+{
+ // Zero sized uploads are valid but no-ops
+ if (width == 0 || height == 0)
+ {
+ return;
+ }
+
+ syncStateForTexImage();
+
+ Box area(xoffset, yoffset, 0, width, height, 1);
+ Texture *texture =
+ getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
+ handleError(texture->setSubImage(mGLState.getUnpackState(), target, level, area, format, type,
+ reinterpret_cast<const uint8_t *>(pixels)));
+}
+
+void Context::texSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const GLvoid *pixels)
+{
+ // Zero sized uploads are valid but no-ops
+ if (width == 0 || height == 0 || depth == 0)
+ {
+ return;
+ }
+
+ syncStateForTexImage();
+
+ Box area(xoffset, yoffset, zoffset, width, height, depth);
+ Texture *texture = getTargetTexture(target);
+ handleError(texture->setSubImage(mGLState.getUnpackState(), target, level, area, format, type,
+ reinterpret_cast<const uint8_t *>(pixels)));
+}
+
+void Context::compressedTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const GLvoid *data)
+{
+ syncStateForTexImage();
+
+ Extents size(width, height, 1);
+ Texture *texture =
+ getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
+ handleError(texture->setCompressedImage(mGLState.getUnpackState(), target, level,
+ internalformat, size, imageSize,
+ reinterpret_cast<const uint8_t *>(data)));
+}
+
+void Context::compressedTexImage3D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const GLvoid *data)
+{
+ syncStateForTexImage();
+
+ Extents size(width, height, depth);
+ Texture *texture = getTargetTexture(target);
+ handleError(texture->setCompressedImage(mGLState.getUnpackState(), target, level,
+ internalformat, size, imageSize,
+ reinterpret_cast<const uint8_t *>(data)));
+}
+
+void Context::compressedTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const GLvoid *data)
+{
+ syncStateForTexImage();
+
+ Box area(xoffset, yoffset, 0, width, height, 1);
+ Texture *texture =
+ getTargetTexture(IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target);
+ handleError(texture->setCompressedSubImage(mGLState.getUnpackState(), target, level, area,
+ format, imageSize,
+ reinterpret_cast<const uint8_t *>(data)));
+}
+
+void Context::compressedTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ const GLvoid *data)
+{
+ // Zero sized uploads are valid but no-ops
+ if (width == 0 || height == 0)
+ {
+ return;
+ }
+
+ syncStateForTexImage();
+
+ Box area(xoffset, yoffset, zoffset, width, height, depth);
+ Texture *texture = getTargetTexture(target);
+ handleError(texture->setCompressedSubImage(mGLState.getUnpackState(), target, level, area,
+ format, imageSize,
+ reinterpret_cast<const uint8_t *>(data)));
+}
+
+void Context::generateMipmap(GLenum target)
+{
+ Texture *texture = getTargetTexture(target);
+ handleError(texture->generateMipmap());
+}
+
+GLboolean Context::enableExtension(const char *name)
+{
+ const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap();
+ ASSERT(extensionInfos.find(name) != extensionInfos.end());
+ const auto &extension = extensionInfos.at(name);
+ ASSERT(extension.Enableable);
+
+ if (mExtensions.*(extension.ExtensionsMember))
+ {
+ // Extension already enabled
+ return GL_TRUE;
+ }
+
+ const auto &nativeExtensions = mImplementation->getNativeExtensions();
+ if (!(nativeExtensions.*(extension.ExtensionsMember)))
+ {
+ // Underlying implementation does not support this valid extension
+ return GL_FALSE;
+ }
+
+ mExtensions.*(extension.ExtensionsMember) = true;
+ updateCaps();
+ initExtensionStrings();
+ return GL_TRUE;
+}
+
+void Context::copyTextureCHROMIUM(GLuint sourceId,
+ GLuint destId,
+ GLint internalFormat,
+ GLenum destType,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha)
+{
+ syncStateForTexImage();
+
+ gl::Texture *sourceTexture = getTexture(sourceId);
+ gl::Texture *destTexture = getTexture(destId);
+ handleError(destTexture->copyTexture(internalFormat, destType, unpackFlipY == GL_TRUE,
+ unpackPremultiplyAlpha == GL_TRUE,
+ unpackUnmultiplyAlpha == GL_TRUE, sourceTexture));
+}
+
+void Context::copySubTextureCHROMIUM(GLuint sourceId,
+ GLuint destId,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha)
+{
+ // Zero sized copies are valid but no-ops
+ if (width == 0 || height == 0)
+ {
+ return;
+ }
+
+ syncStateForTexImage();
+
+ gl::Texture *sourceTexture = getTexture(sourceId);
+ gl::Texture *destTexture = getTexture(destId);
+ Offset offset(xoffset, yoffset, 0);
+ Rectangle area(x, y, width, height);
+ handleError(destTexture->copySubTexture(offset, area, unpackFlipY == GL_TRUE,
+ unpackPremultiplyAlpha == GL_TRUE,
+ unpackUnmultiplyAlpha == GL_TRUE, sourceTexture));
+}
+
+void Context::compressedCopyTextureCHROMIUM(GLuint sourceId, GLuint destId)
+{
+ syncStateForTexImage();
+
+ gl::Texture *sourceTexture = getTexture(sourceId);
+ gl::Texture *destTexture = getTexture(destId);
+ handleError(destTexture->copyCompressedTexture(sourceTexture));
+}
+
+void Context::getBufferPointerv(GLenum target, GLenum pname, void **params)
+{
+ Buffer *buffer = mGLState.getTargetBuffer(target);
+ ASSERT(buffer);
+
+ QueryBufferPointerv(buffer, pname, params);
+}
+
+GLvoid *Context::mapBuffer(GLenum target, GLenum access)
+{
+ Buffer *buffer = mGLState.getTargetBuffer(target);
+ ASSERT(buffer);
+
+ Error error = buffer->map(access);
+ if (error.isError())
+ {
+ handleError(error);
+ return nullptr;
+ }
+
+ return buffer->getMapPointer();
+}
+
+GLboolean Context::unmapBuffer(GLenum target)
+{
+ Buffer *buffer = mGLState.getTargetBuffer(target);
+ ASSERT(buffer);
+
+ GLboolean result;
+ Error error = buffer->unmap(&result);
+ if (error.isError())
+ {
+ handleError(error);
+ return GL_FALSE;
+ }
+
+ return result;
+}
+
+GLvoid *Context::mapBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access)
+{
+ Buffer *buffer = mGLState.getTargetBuffer(target);
+ ASSERT(buffer);
+
+ Error error = buffer->mapRange(offset, length, access);
+ if (error.isError())
+ {
+ handleError(error);
+ return nullptr;
+ }
+
+ return buffer->getMapPointer();
+}
+
+void Context::flushMappedBufferRange(GLenum /*target*/, GLintptr /*offset*/, GLsizeiptr /*length*/)
+{
+ // We do not currently support a non-trivial implementation of FlushMappedBufferRange
+}
+
+void Context::syncStateForReadPixels()
+{
+ syncRendererState(mReadPixelsDirtyBits, mReadPixelsDirtyObjects);
+}
+
+void Context::syncStateForTexImage()
+{
+ syncRendererState(mTexImageDirtyBits, mTexImageDirtyObjects);
+}
+
+void Context::syncStateForClear()
+{
+ syncRendererState(mClearDirtyBits, mClearDirtyObjects);
+}
+
+void Context::syncStateForBlit()
+{
+ syncRendererState(mBlitDirtyBits, mBlitDirtyObjects);
+}
+
+void Context::activeTexture(GLenum texture)
+{
+ mGLState.setActiveSampler(texture - GL_TEXTURE0);
+}
+
+void Context::blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf 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(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+ mGLState.setColorClearValue(red, green, blue, alpha);
+}
+
+void Context::clearDepthf(GLclampf depth)
+{
+ mGLState.setDepthClearValue(depth);
+}
+
+void Context::clearStencil(GLint s)
+{
+ mGLState.setStencilClearValue(s);
+}
+
+void Context::colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
+{
+ mGLState.setColorMask(red == GL_TRUE, green == GL_TRUE, blue == GL_TRUE, alpha == GL_TRUE);
+}
+
+void Context::cullFace(GLenum mode)
+{
+ mGLState.setCullMode(mode);
+}
+
+void Context::depthFunc(GLenum func)
+{
+ mGLState.setDepthFunc(func);
+}
+
+void Context::depthMask(GLboolean flag)
+{
+ mGLState.setDepthMask(flag != GL_FALSE);
+}
+
+void Context::depthRangef(GLclampf zNear, GLclampf zFar)
+{
+ mGLState.setDepthRange(zNear, zFar);
+}
+
+void Context::disable(GLenum cap)
+{
+ mGLState.setEnableFeature(cap, false);
+}
+
+void Context::disableVertexAttribArray(GLuint index)
+{
+ mGLState.setEnableVertexAttribArray(index, false);
+}
+
+void Context::enable(GLenum cap)
+{
+ mGLState.setEnableFeature(cap, true);
+}
+
+void Context::enableVertexAttribArray(GLuint index)
+{
+ mGLState.setEnableVertexAttribArray(index, true);
+}
+
+void Context::frontFace(GLenum mode)
+{
+ mGLState.setFrontFace(mode);
+}
+
+void Context::hint(GLenum target, GLenum mode)
+{
+ switch (target)
+ {
+ case GL_GENERATE_MIPMAP_HINT:
+ mGLState.setGenerateMipmapHint(mode);
+ break;
+
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
+ mGLState.setFragmentShaderDerivativeHint(mode);
+ break;
+
+ default:
+ UNREACHABLE();
+ return;
+ }
+}
+
+void Context::lineWidth(GLfloat width)
+{
+ mGLState.setLineWidth(width);
+}
+
+void Context::pixelStorei(GLenum pname, GLint param)
+{
+ switch (pname)
+ {
+ case GL_UNPACK_ALIGNMENT:
+ mGLState.setUnpackAlignment(param);
+ break;
+
+ case GL_PACK_ALIGNMENT:
+ mGLState.setPackAlignment(param);
+ break;
+
+ case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
+ mGLState.setPackReverseRowOrder(param != 0);
+ break;
+
+ case GL_UNPACK_ROW_LENGTH:
+ ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
+ mGLState.setUnpackRowLength(param);
+ break;
+
+ case GL_UNPACK_IMAGE_HEIGHT:
+ ASSERT(getClientMajorVersion() >= 3);
+ mGLState.setUnpackImageHeight(param);
+ break;
+
+ case GL_UNPACK_SKIP_IMAGES:
+ ASSERT(getClientMajorVersion() >= 3);
+ mGLState.setUnpackSkipImages(param);
+ break;
+
+ case GL_UNPACK_SKIP_ROWS:
+ ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
+ mGLState.setUnpackSkipRows(param);
+ break;
+
+ case GL_UNPACK_SKIP_PIXELS:
+ ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
+ mGLState.setUnpackSkipPixels(param);
+ break;
+
+ case GL_PACK_ROW_LENGTH:
+ ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
+ mGLState.setPackRowLength(param);
+ break;
+
+ case GL_PACK_SKIP_ROWS:
+ ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
+ mGLState.setPackSkipRows(param);
+ break;
+
+ case GL_PACK_SKIP_PIXELS:
+ ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
+ mGLState.setPackSkipPixels(param);
+ break;
+
+ default:
+ UNREACHABLE();
+ return;
+ }
+}
+
+void Context::polygonOffset(GLfloat factor, GLfloat units)
+{
+ mGLState.setPolygonOffsetParams(factor, units);
+}
+
+void Context::sampleCoverage(GLclampf value, GLboolean invert)
+{
+ mGLState.setSampleCoverageParams(clamp01(value), invert == GL_TRUE);
+}
+
+void Context::scissor(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mGLState.setScissorParams(x, y, width, height);
+}
+
+void Context::stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ {
+ mGLState.setStencilParams(func, ref, mask);
+ }
+
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ {
+ mGLState.setStencilBackParams(func, ref, mask);
+ }
+}
+
+void Context::stencilMaskSeparate(GLenum face, GLuint mask)
+{
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ {
+ mGLState.setStencilWritemask(mask);
+ }
+
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ {
+ mGLState.setStencilBackWritemask(mask);
+ }
+}
+
+void Context::stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
+{
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ {
+ mGLState.setStencilOperations(fail, zfail, zpass);
+ }
+
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ {
+ mGLState.setStencilBackOperations(fail, zfail, zpass);
+ }
+}
+
+void Context::vertexAttrib1f(GLuint index, GLfloat x)
+{
+ GLfloat vals[4] = {x, 0, 0, 1};
+ mGLState.setVertexAttribf(index, vals);
+}
+
+void Context::vertexAttrib1fv(GLuint index, const GLfloat *values)
+{
+ GLfloat vals[4] = {values[0], 0, 0, 1};
+ mGLState.setVertexAttribf(index, vals);
+}
+
+void Context::vertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
+{
+ GLfloat vals[4] = {x, y, 0, 1};
+ mGLState.setVertexAttribf(index, vals);
+}
+
+void Context::vertexAttrib2fv(GLuint index, const GLfloat *values)
+{
+ GLfloat vals[4] = {values[0], values[1], 0, 1};
+ mGLState.setVertexAttribf(index, vals);
+}
+
+void Context::vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
+{
+ GLfloat vals[4] = {x, y, z, 1};
+ mGLState.setVertexAttribf(index, vals);
+}
+
+void Context::vertexAttrib3fv(GLuint index, const GLfloat *values)
+{
+ GLfloat vals[4] = {values[0], values[1], values[2], 1};
+ mGLState.setVertexAttribf(index, vals);
+}
+
+void Context::vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ GLfloat vals[4] = {x, y, z, w};
+ mGLState.setVertexAttribf(index, vals);
+}
+
+void Context::vertexAttrib4fv(GLuint index, const GLfloat *values)
+{
+ mGLState.setVertexAttribf(index, values);
+}
+
+void Context::vertexAttribPointer(GLuint index,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLsizei stride,
+ const GLvoid *ptr)
+{
+ mGLState.setVertexAttribState(index, mGLState.getTargetBuffer(GL_ARRAY_BUFFER), size, type,
+ normalized == GL_TRUE, false, stride, ptr);
+}
+
+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 GLvoid *pointer)
+{
+ mGLState.setVertexAttribState(index, mGLState.getTargetBuffer(GL_ARRAY_BUFFER), size, type,
+ false, true, stride, pointer);
+}
+
+void Context::vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
+{
+ GLint vals[4] = {x, y, z, w};
+ mGLState.setVertexAttribi(index, vals);
+}
+
+void Context::vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
+{
+ GLuint vals[4] = {x, y, z, w};
+ mGLState.setVertexAttribu(index, vals);
+}
+
+void Context::vertexAttribI4iv(GLuint index, const GLint *v)
+{
+ mGLState.setVertexAttribi(index, v);
+}
+
+void Context::vertexAttribI4uiv(GLuint index, const GLuint *v)
+{
+ mGLState.setVertexAttribu(index, v);
+}
+
+void Context::debugMessageControl(GLenum source,
+ GLenum type,
+ GLenum severity,
+ GLsizei count,
+ const GLuint *ids,
+ GLboolean enabled)
+{
+ std::vector<GLuint> idVector(ids, ids + count);
+ mGLState.getDebug().setMessageControl(source, type, severity, std::move(idVector),
+ (enabled != GL_FALSE));
+}
+
+void Context::debugMessageInsert(GLenum source,
+ GLenum type,
+ GLuint id,
+ GLenum severity,
+ GLsizei length,
+ const GLchar *buf)
+{
+ std::string msg(buf, (length > 0) ? static_cast<size_t>(length) : strlen(buf));
+ mGLState.getDebug().insertMessage(source, type, id, severity, std::move(msg));
+}
+
+void Context::debugMessageCallback(GLDEBUGPROCKHR callback, const void *userParam)
+{
+ mGLState.getDebug().setCallback(callback, userParam);
+}
+
+GLuint Context::getDebugMessageLog(GLuint count,
+ GLsizei bufSize,
+ GLenum *sources,
+ GLenum *types,
+ GLuint *ids,
+ GLenum *severities,
+ GLsizei *lengths,
+ GLchar *messageLog)
+{
+ return static_cast<GLuint>(mGLState.getDebug().getMessages(count, bufSize, sources, types, ids,
+ severities, lengths, messageLog));
+}
+
+void Context::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
+{
+ std::string msg(message, (length > 0) ? static_cast<size_t>(length) : strlen(message));
+ mGLState.getDebug().pushGroup(source, id, std::move(msg));
+}
+
+void Context::popDebugGroup()
+{
+ mGLState.getDebug().popGroup();
+}
+
+void Context::bufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
+{
+ Buffer *buffer = mGLState.getTargetBuffer(target);
+ ASSERT(buffer);
+ handleError(buffer->bufferData(target, data, size, usage));
+}
+
+void Context::bufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
+{
+ if (data == nullptr)
+ {
+ return;
+ }
+
+ Buffer *buffer = mGLState.getTargetBuffer(target);
+ ASSERT(buffer);
+ handleError(buffer->bufferSubData(target, data, size, offset));
+}
+
+void Context::attachShader(GLuint program, GLuint shader)
+{
+ auto programObject = mResourceManager->getProgram(program);
+ auto shaderObject = mResourceManager->getShader(shader);
+ ASSERT(programObject && shaderObject);
+ programObject->attachShader(shaderObject);
+}
+
+const Workarounds &Context::getWorkarounds() const
+{
+ return mWorkarounds;
+}
+
+void Context::copyBufferSubData(GLenum readTarget,
+ GLenum writeTarget,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size)
+{
+ // if size is zero, the copy is a successful no-op
+ if (size == 0)
+ {
+ return;
+ }
+
+ // TODO(jmadill): cache these.
+ Buffer *readBuffer = mGLState.getTargetBuffer(readTarget);
+ Buffer *writeBuffer = mGLState.getTargetBuffer(writeTarget);
+
+ handleError(writeBuffer->copyBufferSubData(readBuffer, readOffset, writeOffset, size));
+}
+
+void Context::bindAttribLocation(GLuint program, GLuint index, const GLchar *name)
+{
+ Program *programObject = getProgram(program);
+ // TODO(jmadill): Re-use this from the validation if possible.
+ ASSERT(programObject);
+ programObject->bindAttributeLocation(index, name);
+}
+
+void Context::bindBuffer(GLenum target, GLuint buffer)
+{
+ switch (target)
+ {
+ case GL_ARRAY_BUFFER:
+ bindArrayBuffer(buffer);
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER:
+ bindElementArrayBuffer(buffer);
+ break;
+ case GL_COPY_READ_BUFFER:
+ bindCopyReadBuffer(buffer);
+ break;
+ case GL_COPY_WRITE_BUFFER:
+ bindCopyWriteBuffer(buffer);
+ break;
+ case GL_PIXEL_PACK_BUFFER:
+ bindPixelPackBuffer(buffer);
+ break;
+ case GL_PIXEL_UNPACK_BUFFER:
+ bindPixelUnpackBuffer(buffer);
+ break;
+ case GL_UNIFORM_BUFFER:
+ bindGenericUniformBuffer(buffer);
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER:
+ bindGenericTransformFeedbackBuffer(buffer);
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void Context::bindFramebuffer(GLenum target, GLuint framebuffer)
+{
+ if (target == GL_READ_FRAMEBUFFER || target == GL_FRAMEBUFFER)
+ {
+ bindReadFramebuffer(framebuffer);
+ }
+
+ if (target == GL_DRAW_FRAMEBUFFER || target == GL_FRAMEBUFFER)
+ {
+ bindDrawFramebuffer(framebuffer);
+ }
+}
+
+void Context::bindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+ ASSERT(target == GL_RENDERBUFFER);
+ Renderbuffer *object =
+ mResourceManager->checkRenderbufferAllocation(mImplementation.get(), renderbuffer);
+ mGLState.setRenderbufferBinding(object);
+}
+
+} // namespace gl