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Diffstat (limited to 'gfx/angle/src/libANGLE/Context.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/Context.cpp | 3593 |
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 --- /dev/null +++ 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 |