| // |
| // Copyright (c) 2002-2013 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 "libGLESv2/Context.h" |
| |
| #include <algorithm> |
| #include <sstream> |
| |
| #include "libEGL/Display.h" |
| |
| #include "libGLESv2/main.h" |
| #include "libGLESv2/mathutil.h" |
| #include "libGLESv2/utilities.h" |
| #include "libGLESv2/Blit.h" |
| #include "libGLESv2/ResourceManager.h" |
| #include "libGLESv2/Buffer.h" |
| #include "libGLESv2/Fence.h" |
| #include "libGLESv2/Framebuffer.h" |
| #include "libGLESv2/Program.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/Query.h" |
| #include "libGLESv2/Renderbuffer.h" |
| #include "libGLESv2/Shader.h" |
| #include "libGLESv2/Texture.h" |
| #include "libGLESv2/VertexDataManager.h" |
| #include "libGLESv2/IndexDataManager.h" |
| |
| #undef near |
| #undef far |
| |
| namespace gl |
| { |
| static const char* makeStaticString(const std::string& str) |
| { |
| static std::set<std::string> strings; |
| std::set<std::string>::iterator it = strings.find(str); |
| if (it != strings.end()) |
| return it->c_str(); |
| |
| return strings.insert(str).first->c_str(); |
| } |
| |
| Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config) |
| { |
| ASSERT(robustAccess == false); // Unimplemented |
| |
| mDisplay = NULL; |
| mDevice = NULL; |
| |
| mFenceHandleAllocator.setBaseHandle(0); |
| |
| setClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| mState.depthClearValue = 1.0f; |
| mState.stencilClearValue = 0; |
| |
| mState.cullFace = false; |
| mState.cullMode = GL_BACK; |
| mState.frontFace = GL_CCW; |
| mState.depthTest = false; |
| mState.depthFunc = GL_LESS; |
| mState.blend = false; |
| mState.sourceBlendRGB = GL_ONE; |
| mState.sourceBlendAlpha = GL_ONE; |
| mState.destBlendRGB = GL_ZERO; |
| mState.destBlendAlpha = GL_ZERO; |
| mState.blendEquationRGB = GL_FUNC_ADD; |
| mState.blendEquationAlpha = GL_FUNC_ADD; |
| mState.blendColor.red = 0; |
| mState.blendColor.green = 0; |
| mState.blendColor.blue = 0; |
| mState.blendColor.alpha = 0; |
| mState.stencilTest = false; |
| mState.stencilFunc = GL_ALWAYS; |
| mState.stencilRef = 0; |
| mState.stencilMask = -1; |
| mState.stencilWritemask = -1; |
| mState.stencilBackFunc = GL_ALWAYS; |
| mState.stencilBackRef = 0; |
| mState.stencilBackMask = - 1; |
| mState.stencilBackWritemask = -1; |
| mState.stencilFail = GL_KEEP; |
| mState.stencilPassDepthFail = GL_KEEP; |
| mState.stencilPassDepthPass = GL_KEEP; |
| mState.stencilBackFail = GL_KEEP; |
| mState.stencilBackPassDepthFail = GL_KEEP; |
| mState.stencilBackPassDepthPass = GL_KEEP; |
| mState.polygonOffsetFill = false; |
| mState.polygonOffsetFactor = 0.0f; |
| mState.polygonOffsetUnits = 0.0f; |
| mState.sampleAlphaToCoverage = false; |
| mState.sampleCoverage = false; |
| mState.sampleCoverageValue = 1.0f; |
| mState.sampleCoverageInvert = false; |
| mState.scissorTest = false; |
| mState.dither = true; |
| mState.generateMipmapHint = GL_DONT_CARE; |
| mState.fragmentShaderDerivativeHint = GL_DONT_CARE; |
| |
| mState.lineWidth = 1.0f; |
| |
| mState.viewportX = 0; |
| mState.viewportY = 0; |
| mState.viewportWidth = config->mDisplayMode.Width; |
| mState.viewportHeight = config->mDisplayMode.Height; |
| mState.zNear = 0.0f; |
| mState.zFar = 1.0f; |
| |
| mState.scissorX = 0; |
| mState.scissorY = 0; |
| mState.scissorWidth = config->mDisplayMode.Width; |
| mState.scissorHeight = config->mDisplayMode.Height; |
| |
| mState.colorMaskRed = true; |
| mState.colorMaskGreen = true; |
| mState.colorMaskBlue = true; |
| mState.colorMaskAlpha = true; |
| mState.depthMask = true; |
| |
| if (shareContext != NULL) |
| { |
| mResourceManager = shareContext->mResourceManager; |
| mResourceManager->addRef(); |
| } |
| else |
| { |
| mResourceManager = new ResourceManager(); |
| } |
| |
| // [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. |
| |
| mTexture2DZero.set(new Texture2D(0)); |
| mTextureCubeMapZero.set(new TextureCubeMap(0)); |
| |
| mState.activeSampler = 0; |
| bindArrayBuffer(0); |
| bindElementArrayBuffer(0); |
| bindTextureCubeMap(0); |
| bindTexture2D(0); |
| bindReadFramebuffer(0); |
| bindDrawFramebuffer(0); |
| bindRenderbuffer(0); |
| |
| mState.currentProgram = 0; |
| mCurrentProgramBinary.set(NULL); |
| |
| mState.packAlignment = 4; |
| mState.unpackAlignment = 4; |
| mState.packReverseRowOrder = false; |
| |
| mExtensionString = NULL; |
| mRendererString = NULL; |
| |
| mVertexDataManager = NULL; |
| mIndexDataManager = NULL; |
| mBlit = NULL; |
| mLineLoopIB = NULL; |
| |
| mInvalidEnum = false; |
| mInvalidValue = false; |
| mInvalidOperation = false; |
| mOutOfMemory = false; |
| mInvalidFramebufferOperation = false; |
| |
| mHasBeenCurrent = false; |
| mContextLost = false; |
| mResetStatus = GL_NO_ERROR; |
| mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT); |
| mRobustAccess = robustAccess; |
| |
| mSupportsDXT1Textures = false; |
| mSupportsDXT3Textures = false; |
| mSupportsDXT5Textures = false; |
| mSupportsEventQueries = false; |
| mSupportsOcclusionQueries = false; |
| mNumCompressedTextureFormats = 0; |
| mMaxSupportedSamples = 0; |
| mMaskedClearSavedState = NULL; |
| markAllStateDirty(); |
| } |
| |
| Context::~Context() |
| { |
| if (mState.currentProgram != 0) |
| { |
| Program *programObject = mResourceManager->getProgram(mState.currentProgram); |
| if (programObject) |
| { |
| programObject->release(); |
| } |
| mState.currentProgram = 0; |
| } |
| mCurrentProgramBinary.set(NULL); |
| |
| while (!mFramebufferMap.empty()) |
| { |
| deleteFramebuffer(mFramebufferMap.begin()->first); |
| } |
| |
| while (!mFenceMap.empty()) |
| { |
| deleteFence(mFenceMap.begin()->first); |
| } |
| |
| while (!mQueryMap.empty()) |
| { |
| deleteQuery(mQueryMap.begin()->first); |
| } |
| |
| while (!mMultiSampleSupport.empty()) |
| { |
| delete [] mMultiSampleSupport.begin()->second; |
| mMultiSampleSupport.erase(mMultiSampleSupport.begin()); |
| } |
| |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) |
| { |
| for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++) |
| { |
| mState.samplerTexture[type][sampler].set(NULL); |
| } |
| } |
| |
| for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) |
| { |
| mIncompleteTextures[type].set(NULL); |
| } |
| |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| mState.vertexAttribute[i].mBoundBuffer.set(NULL); |
| } |
| |
| for (int i = 0; i < QUERY_TYPE_COUNT; i++) |
| { |
| mState.activeQuery[i].set(NULL); |
| } |
| |
| mState.arrayBuffer.set(NULL); |
| mState.elementArrayBuffer.set(NULL); |
| mState.renderbuffer.set(NULL); |
| |
| mTexture2DZero.set(NULL); |
| mTextureCubeMapZero.set(NULL); |
| |
| delete mVertexDataManager; |
| delete mIndexDataManager; |
| delete mBlit; |
| delete mLineLoopIB; |
| |
| if (mMaskedClearSavedState) |
| { |
| mMaskedClearSavedState->Release(); |
| } |
| |
| mResourceManager->release(); |
| } |
| |
| void Context::makeCurrent(egl::Display *display, egl::Surface *surface) |
| { |
| mDisplay = display; |
| mDevice = mDisplay->getDevice(); |
| |
| if (!mHasBeenCurrent) |
| { |
| mDeviceCaps = mDisplay->getDeviceCaps(); |
| |
| mVertexDataManager = new VertexDataManager(this, mDevice); |
| mIndexDataManager = new IndexDataManager(this, mDevice); |
| mBlit = new Blit(this); |
| |
| mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0); |
| mMaximumPointSize = mDeviceCaps.MaxPointSize; |
| mSupportsVertexTexture = mDisplay->getVertexTextureSupport(); |
| mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport(); |
| mSupportsInstancing = mDisplay->getInstancingSupport(); |
| |
| mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight), |
| (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE); |
| mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE); |
| mMaxRenderbufferDimension = mMaxTextureDimension; |
| mMaxTextureLevel = log2(mMaxTextureDimension) + 1; |
| mMaxTextureAnisotropy = mDisplay->getTextureFilterAnisotropySupport(); |
| TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f", |
| mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy); |
| |
| const D3DFORMAT renderBufferFormats[] = |
| { |
| D3DFMT_A8R8G8B8, |
| D3DFMT_X8R8G8B8, |
| D3DFMT_R5G6B5, |
| D3DFMT_D24S8 |
| }; |
| |
| int max = 0; |
| for (unsigned int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i) |
| { |
| bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1]; |
| mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray); |
| mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray; |
| |
| for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j) |
| { |
| if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max) |
| { |
| max = j; |
| } |
| } |
| } |
| |
| mMaxSupportedSamples = max; |
| |
| mSupportsEventQueries = mDisplay->getEventQuerySupport(); |
| mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport(); |
| mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport(); |
| mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport(); |
| mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport(); |
| mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures); |
| mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures); |
| mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport(); |
| mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport(); |
| mSupportsDepthTextures = mDisplay->getDepthTextureSupport(); |
| mSupportsTextureFilterAnisotropy = mMaxTextureAnisotropy >= 2.0f; |
| mSupportsDerivativeInstructions = (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0; |
| mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16); |
| |
| mNumCompressedTextureFormats = 0; |
| if (supportsDXT1Textures()) |
| { |
| mNumCompressedTextureFormats += 2; |
| } |
| if (supportsDXT3Textures()) |
| { |
| mNumCompressedTextureFormats += 1; |
| } |
| if (supportsDXT5Textures()) |
| { |
| mNumCompressedTextureFormats += 1; |
| } |
| |
| initExtensionString(); |
| initRendererString(); |
| |
| mState.viewportX = 0; |
| mState.viewportY = 0; |
| mState.viewportWidth = surface->getWidth(); |
| mState.viewportHeight = surface->getHeight(); |
| |
| mState.scissorX = 0; |
| mState.scissorY = 0; |
| mState.scissorWidth = surface->getWidth(); |
| mState.scissorHeight = surface->getHeight(); |
| |
| mHasBeenCurrent = true; |
| } |
| |
| // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names |
| IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget(); |
| IDirect3DSurface9 *depthStencil = surface->getDepthStencil(); |
| |
| Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); |
| DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); |
| Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); |
| |
| setFramebufferZero(framebufferZero); |
| |
| if (defaultRenderTarget) |
| { |
| defaultRenderTarget->Release(); |
| } |
| |
| if (depthStencil) |
| { |
| depthStencil->Release(); |
| } |
| |
| markAllStateDirty(); |
| } |
| |
| // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. |
| void Context::markAllStateDirty() |
| { |
| for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++) |
| { |
| mAppliedTextureSerialPS[t] = 0; |
| } |
| |
| for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++) |
| { |
| mAppliedTextureSerialVS[t] = 0; |
| } |
| |
| mAppliedProgramBinarySerial = 0; |
| mAppliedRenderTargetSerial = 0; |
| mAppliedDepthbufferSerial = 0; |
| mAppliedStencilbufferSerial = 0; |
| mAppliedIBSerial = 0; |
| mDepthStencilInitialized = false; |
| mViewportInitialized = false; |
| mRenderTargetDescInitialized = false; |
| |
| mVertexDeclarationCache.markStateDirty(); |
| |
| mClearStateDirty = true; |
| mCullStateDirty = true; |
| mDepthStateDirty = true; |
| mMaskStateDirty = true; |
| mBlendStateDirty = true; |
| mStencilStateDirty = true; |
| mPolygonOffsetStateDirty = true; |
| mScissorStateDirty = true; |
| mSampleStateDirty = true; |
| mDitherStateDirty = true; |
| mFrontFaceDirty = true; |
| mDxUniformsDirty = true; |
| } |
| |
| void Context::markDxUniformsDirty() |
| { |
| mDxUniformsDirty = true; |
| } |
| |
| void Context::markContextLost() |
| { |
| if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT) |
| mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT; |
| mContextLost = true; |
| } |
| |
| bool Context::isContextLost() |
| { |
| return mContextLost; |
| } |
| |
| void Context::setClearColor(float red, float green, float blue, float alpha) |
| { |
| mState.colorClearValue.red = red; |
| mState.colorClearValue.green = green; |
| mState.colorClearValue.blue = blue; |
| mState.colorClearValue.alpha = alpha; |
| } |
| |
| void Context::setClearDepth(float depth) |
| { |
| mState.depthClearValue = depth; |
| } |
| |
| void Context::setClearStencil(int stencil) |
| { |
| mState.stencilClearValue = stencil; |
| } |
| |
| void Context::setCullFace(bool enabled) |
| { |
| if (mState.cullFace != enabled) |
| { |
| mState.cullFace = enabled; |
| mCullStateDirty = true; |
| } |
| } |
| |
| bool Context::isCullFaceEnabled() const |
| { |
| return mState.cullFace; |
| } |
| |
| void Context::setCullMode(GLenum mode) |
| { |
| if (mState.cullMode != mode) |
| { |
| mState.cullMode = mode; |
| mCullStateDirty = true; |
| } |
| } |
| |
| void Context::setFrontFace(GLenum front) |
| { |
| if (mState.frontFace != front) |
| { |
| mState.frontFace = front; |
| mFrontFaceDirty = true; |
| } |
| } |
| |
| void Context::setDepthTest(bool enabled) |
| { |
| if (mState.depthTest != enabled) |
| { |
| mState.depthTest = enabled; |
| mDepthStateDirty = true; |
| } |
| } |
| |
| bool Context::isDepthTestEnabled() const |
| { |
| return mState.depthTest; |
| } |
| |
| void Context::setDepthFunc(GLenum depthFunc) |
| { |
| if (mState.depthFunc != depthFunc) |
| { |
| mState.depthFunc = depthFunc; |
| mDepthStateDirty = true; |
| } |
| } |
| |
| void Context::setDepthRange(float zNear, float zFar) |
| { |
| mState.zNear = zNear; |
| mState.zFar = zFar; |
| } |
| |
| void Context::setBlend(bool enabled) |
| { |
| if (mState.blend != enabled) |
| { |
| mState.blend = enabled; |
| mBlendStateDirty = true; |
| } |
| } |
| |
| bool Context::isBlendEnabled() const |
| { |
| return mState.blend; |
| } |
| |
| void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) |
| { |
| if (mState.sourceBlendRGB != sourceRGB || |
| mState.sourceBlendAlpha != sourceAlpha || |
| mState.destBlendRGB != destRGB || |
| mState.destBlendAlpha != destAlpha) |
| { |
| mState.sourceBlendRGB = sourceRGB; |
| mState.destBlendRGB = destRGB; |
| mState.sourceBlendAlpha = sourceAlpha; |
| mState.destBlendAlpha = destAlpha; |
| mBlendStateDirty = true; |
| } |
| } |
| |
| void Context::setBlendColor(float red, float green, float blue, float alpha) |
| { |
| if (mState.blendColor.red != red || |
| mState.blendColor.green != green || |
| mState.blendColor.blue != blue || |
| mState.blendColor.alpha != alpha) |
| { |
| mState.blendColor.red = red; |
| mState.blendColor.green = green; |
| mState.blendColor.blue = blue; |
| mState.blendColor.alpha = alpha; |
| mBlendStateDirty = true; |
| } |
| } |
| |
| void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) |
| { |
| if (mState.blendEquationRGB != rgbEquation || |
| mState.blendEquationAlpha != alphaEquation) |
| { |
| mState.blendEquationRGB = rgbEquation; |
| mState.blendEquationAlpha = alphaEquation; |
| mBlendStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilTest(bool enabled) |
| { |
| if (mState.stencilTest != enabled) |
| { |
| mState.stencilTest = enabled; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| bool Context::isStencilTestEnabled() const |
| { |
| return mState.stencilTest; |
| } |
| |
| void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) |
| { |
| if (mState.stencilFunc != stencilFunc || |
| mState.stencilRef != stencilRef || |
| mState.stencilMask != stencilMask) |
| { |
| mState.stencilFunc = stencilFunc; |
| mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; |
| mState.stencilMask = stencilMask; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) |
| { |
| if (mState.stencilBackFunc != stencilBackFunc || |
| mState.stencilBackRef != stencilBackRef || |
| mState.stencilBackMask != stencilBackMask) |
| { |
| mState.stencilBackFunc = stencilBackFunc; |
| mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; |
| mState.stencilBackMask = stencilBackMask; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilWritemask(GLuint stencilWritemask) |
| { |
| if (mState.stencilWritemask != stencilWritemask) |
| { |
| mState.stencilWritemask = stencilWritemask; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilBackWritemask(GLuint stencilBackWritemask) |
| { |
| if (mState.stencilBackWritemask != stencilBackWritemask) |
| { |
| mState.stencilBackWritemask = stencilBackWritemask; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) |
| { |
| if (mState.stencilFail != stencilFail || |
| mState.stencilPassDepthFail != stencilPassDepthFail || |
| mState.stencilPassDepthPass != stencilPassDepthPass) |
| { |
| mState.stencilFail = stencilFail; |
| mState.stencilPassDepthFail = stencilPassDepthFail; |
| mState.stencilPassDepthPass = stencilPassDepthPass; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) |
| { |
| if (mState.stencilBackFail != stencilBackFail || |
| mState.stencilBackPassDepthFail != stencilBackPassDepthFail || |
| mState.stencilBackPassDepthPass != stencilBackPassDepthPass) |
| { |
| mState.stencilBackFail = stencilBackFail; |
| mState.stencilBackPassDepthFail = stencilBackPassDepthFail; |
| mState.stencilBackPassDepthPass = stencilBackPassDepthPass; |
| mStencilStateDirty = true; |
| } |
| } |
| |
| void Context::setPolygonOffsetFill(bool enabled) |
| { |
| if (mState.polygonOffsetFill != enabled) |
| { |
| mState.polygonOffsetFill = enabled; |
| mPolygonOffsetStateDirty = true; |
| } |
| } |
| |
| bool Context::isPolygonOffsetFillEnabled() const |
| { |
| return mState.polygonOffsetFill; |
| |
| } |
| |
| void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) |
| { |
| if (mState.polygonOffsetFactor != factor || |
| mState.polygonOffsetUnits != units) |
| { |
| mState.polygonOffsetFactor = factor; |
| mState.polygonOffsetUnits = units; |
| mPolygonOffsetStateDirty = true; |
| } |
| } |
| |
| void Context::setSampleAlphaToCoverage(bool enabled) |
| { |
| if (mState.sampleAlphaToCoverage != enabled) |
| { |
| mState.sampleAlphaToCoverage = enabled; |
| mSampleStateDirty = true; |
| } |
| } |
| |
| bool Context::isSampleAlphaToCoverageEnabled() const |
| { |
| return mState.sampleAlphaToCoverage; |
| } |
| |
| void Context::setSampleCoverage(bool enabled) |
| { |
| if (mState.sampleCoverage != enabled) |
| { |
| mState.sampleCoverage = enabled; |
| mSampleStateDirty = true; |
| } |
| } |
| |
| bool Context::isSampleCoverageEnabled() const |
| { |
| return mState.sampleCoverage; |
| } |
| |
| void Context::setSampleCoverageParams(GLclampf value, bool invert) |
| { |
| if (mState.sampleCoverageValue != value || |
| mState.sampleCoverageInvert != invert) |
| { |
| mState.sampleCoverageValue = value; |
| mState.sampleCoverageInvert = invert; |
| mSampleStateDirty = true; |
| } |
| } |
| |
| void Context::setScissorTest(bool enabled) |
| { |
| if (mState.scissorTest != enabled) |
| { |
| mState.scissorTest = enabled; |
| mScissorStateDirty = true; |
| } |
| } |
| |
| bool Context::isScissorTestEnabled() const |
| { |
| return mState.scissorTest; |
| } |
| |
| void Context::setDither(bool enabled) |
| { |
| if (mState.dither != enabled) |
| { |
| mState.dither = enabled; |
| mDitherStateDirty = true; |
| } |
| } |
| |
| bool Context::isDitherEnabled() const |
| { |
| return mState.dither; |
| } |
| |
| void Context::setLineWidth(GLfloat width) |
| { |
| mState.lineWidth = width; |
| } |
| |
| void Context::setGenerateMipmapHint(GLenum hint) |
| { |
| mState.generateMipmapHint = hint; |
| } |
| |
| void Context::setFragmentShaderDerivativeHint(GLenum hint) |
| { |
| mState.fragmentShaderDerivativeHint = hint; |
| // TODO: Propagate the hint to shader translator so we can write |
| // ddx, ddx_coarse, or ddx_fine depending on the hint. |
| // Ignore for now. It is valid for implementations to ignore hint. |
| } |
| |
| void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) |
| { |
| mState.viewportX = x; |
| mState.viewportY = y; |
| mState.viewportWidth = width; |
| mState.viewportHeight = height; |
| } |
| |
| void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) |
| { |
| if (mState.scissorX != x || mState.scissorY != y || |
| mState.scissorWidth != width || mState.scissorHeight != height) |
| { |
| mState.scissorX = x; |
| mState.scissorY = y; |
| mState.scissorWidth = width; |
| mState.scissorHeight = height; |
| mScissorStateDirty = true; |
| } |
| } |
| |
| void Context::setColorMask(bool red, bool green, bool blue, bool alpha) |
| { |
| if (mState.colorMaskRed != red || mState.colorMaskGreen != green || |
| mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) |
| { |
| mState.colorMaskRed = red; |
| mState.colorMaskGreen = green; |
| mState.colorMaskBlue = blue; |
| mState.colorMaskAlpha = alpha; |
| mMaskStateDirty = true; |
| } |
| } |
| |
| void Context::setDepthMask(bool mask) |
| { |
| if (mState.depthMask != mask) |
| { |
| mState.depthMask = mask; |
| mMaskStateDirty = true; |
| } |
| } |
| |
| void Context::setActiveSampler(unsigned int active) |
| { |
| mState.activeSampler = active; |
| } |
| |
| GLuint Context::getReadFramebufferHandle() const |
| { |
| return mState.readFramebuffer; |
| } |
| |
| GLuint Context::getDrawFramebufferHandle() const |
| { |
| return mState.drawFramebuffer; |
| } |
| |
| GLuint Context::getRenderbufferHandle() const |
| { |
| return mState.renderbuffer.id(); |
| } |
| |
| GLuint Context::getArrayBufferHandle() const |
| { |
| return mState.arrayBuffer.id(); |
| } |
| |
| GLuint Context::getActiveQuery(GLenum target) const |
| { |
| Query *queryObject = NULL; |
| |
| switch (target) |
| { |
| case GL_ANY_SAMPLES_PASSED_EXT: |
| queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get(); |
| break; |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: |
| queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get(); |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| if (queryObject) |
| { |
| return queryObject->id(); |
| } |
| else |
| { |
| return 0; |
| } |
| } |
| |
| void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) |
| { |
| mState.vertexAttribute[attribNum].mArrayEnabled = enabled; |
| } |
| |
| const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) |
| { |
| return mState.vertexAttribute[attribNum]; |
| } |
| |
| void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, |
| GLsizei stride, const void *pointer) |
| { |
| mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer); |
| mState.vertexAttribute[attribNum].mSize = size; |
| mState.vertexAttribute[attribNum].mType = type; |
| mState.vertexAttribute[attribNum].mNormalized = normalized; |
| mState.vertexAttribute[attribNum].mStride = stride; |
| mState.vertexAttribute[attribNum].mPointer = pointer; |
| } |
| |
| const void *Context::getVertexAttribPointer(unsigned int attribNum) const |
| { |
| return mState.vertexAttribute[attribNum].mPointer; |
| } |
| |
| const VertexAttributeArray &Context::getVertexAttributes() |
| { |
| return mState.vertexAttribute; |
| } |
| |
| void Context::setPackAlignment(GLint alignment) |
| { |
| mState.packAlignment = alignment; |
| } |
| |
| GLint Context::getPackAlignment() const |
| { |
| return mState.packAlignment; |
| } |
| |
| void Context::setUnpackAlignment(GLint alignment) |
| { |
| mState.unpackAlignment = alignment; |
| } |
| |
| GLint Context::getUnpackAlignment() const |
| { |
| return mState.unpackAlignment; |
| } |
| |
| void Context::setPackReverseRowOrder(bool reverseRowOrder) |
| { |
| mState.packReverseRowOrder = reverseRowOrder; |
| } |
| |
| bool Context::getPackReverseRowOrder() const |
| { |
| return mState.packReverseRowOrder; |
| } |
| |
| GLuint Context::createBuffer() |
| { |
| return mResourceManager->createBuffer(); |
| } |
| |
| GLuint Context::createProgram() |
| { |
| return mResourceManager->createProgram(); |
| } |
| |
| GLuint Context::createShader(GLenum type) |
| { |
| return mResourceManager->createShader(type); |
| } |
| |
| GLuint Context::createTexture() |
| { |
| return mResourceManager->createTexture(); |
| } |
| |
| GLuint Context::createRenderbuffer() |
| { |
| return mResourceManager->createRenderbuffer(); |
| } |
| |
| // Returns an unused framebuffer name |
| GLuint Context::createFramebuffer() |
| { |
| GLuint handle = mFramebufferHandleAllocator.allocate(); |
| |
| mFramebufferMap[handle] = NULL; |
| |
| return handle; |
| } |
| |
| GLuint Context::createFence() |
| { |
| GLuint handle = mFenceHandleAllocator.allocate(); |
| |
| mFenceMap[handle] = new Fence(mDisplay); |
| |
| 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::deleteFramebuffer(GLuint framebuffer) |
| { |
| FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); |
| |
| if (framebufferObject != mFramebufferMap.end()) |
| { |
| detachFramebuffer(framebuffer); |
| |
| mFramebufferHandleAllocator.release(framebufferObject->first); |
| delete framebufferObject->second; |
| mFramebufferMap.erase(framebufferObject); |
| } |
| } |
| |
| void Context::deleteFence(GLuint fence) |
| { |
| FenceMap::iterator fenceObject = mFenceMap.find(fence); |
| |
| if (fenceObject != mFenceMap.end()) |
| { |
| mFenceHandleAllocator.release(fenceObject->first); |
| delete fenceObject->second; |
| mFenceMap.erase(fenceObject); |
| } |
| } |
| |
| void Context::deleteQuery(GLuint query) |
| { |
| QueryMap::iterator 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) |
| { |
| return mResourceManager->getBuffer(handle); |
| } |
| |
| Shader *Context::getShader(GLuint handle) |
| { |
| return mResourceManager->getShader(handle); |
| } |
| |
| Program *Context::getProgram(GLuint handle) |
| { |
| return mResourceManager->getProgram(handle); |
| } |
| |
| Texture *Context::getTexture(GLuint handle) |
| { |
| return mResourceManager->getTexture(handle); |
| } |
| |
| Renderbuffer *Context::getRenderbuffer(GLuint handle) |
| { |
| return mResourceManager->getRenderbuffer(handle); |
| } |
| |
| Framebuffer *Context::getReadFramebuffer() |
| { |
| return getFramebuffer(mState.readFramebuffer); |
| } |
| |
| Framebuffer *Context::getDrawFramebuffer() |
| { |
| return mBoundDrawFramebuffer; |
| } |
| |
| void Context::bindArrayBuffer(unsigned int buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.arrayBuffer.set(getBuffer(buffer)); |
| } |
| |
| void Context::bindElementArrayBuffer(unsigned int buffer) |
| { |
| mResourceManager->checkBufferAllocation(buffer); |
| |
| mState.elementArrayBuffer.set(getBuffer(buffer)); |
| } |
| |
| void Context::bindTexture2D(GLuint texture) |
| { |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); |
| |
| mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture)); |
| } |
| |
| void Context::bindTextureCubeMap(GLuint texture) |
| { |
| mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); |
| |
| mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture)); |
| } |
| |
| void Context::bindReadFramebuffer(GLuint framebuffer) |
| { |
| if (!getFramebuffer(framebuffer)) |
| { |
| mFramebufferMap[framebuffer] = new Framebuffer(); |
| } |
| |
| mState.readFramebuffer = framebuffer; |
| } |
| |
| void Context::bindDrawFramebuffer(GLuint framebuffer) |
| { |
| if (!getFramebuffer(framebuffer)) |
| { |
| mFramebufferMap[framebuffer] = new Framebuffer(); |
| } |
| |
| mState.drawFramebuffer = framebuffer; |
| |
| mBoundDrawFramebuffer = getFramebuffer(framebuffer); |
| } |
| |
| void Context::bindRenderbuffer(GLuint renderbuffer) |
| { |
| mResourceManager->checkRenderbufferAllocation(renderbuffer); |
| |
| mState.renderbuffer.set(getRenderbuffer(renderbuffer)); |
| } |
| |
| void Context::useProgram(GLuint program) |
| { |
| GLuint priorProgram = mState.currentProgram; |
| mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. |
| |
| if (priorProgram != program) |
| { |
| Program *newProgram = mResourceManager->getProgram(program); |
| Program *oldProgram = mResourceManager->getProgram(priorProgram); |
| mCurrentProgramBinary.set(NULL); |
| mDxUniformsDirty = true; |
| |
| if (newProgram) |
| { |
| newProgram->addRef(); |
| mCurrentProgramBinary.set(newProgram->getProgramBinary()); |
| } |
| |
| if (oldProgram) |
| { |
| oldProgram->release(); |
| } |
| } |
| } |
| |
| void Context::linkProgram(GLuint program) |
| { |
| Program *programObject = mResourceManager->getProgram(program); |
| |
| bool linked = programObject->link(); |
| |
| // if the current program was relinked successfully we |
| // need to install the new executables |
| if (linked && program == mState.currentProgram) |
| { |
| mCurrentProgramBinary.set(programObject->getProgramBinary()); |
| mDxUniformsDirty = true; |
| } |
| } |
| |
| void Context::setProgramBinary(GLuint program, const void *binary, GLint length) |
| { |
| Program *programObject = mResourceManager->getProgram(program); |
| |
| bool loaded = programObject->setProgramBinary(binary, length); |
| |
| // if the current program was reloaded successfully we |
| // need to install the new executables |
| if (loaded && program == mState.currentProgram) |
| { |
| mCurrentProgramBinary.set(programObject->getProgramBinary()); |
| mDxUniformsDirty = true; |
| } |
| |
| } |
| |
| void Context::beginQuery(GLenum target, GLuint query) |
| { |
| // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> |
| // of zero, if the active query object name for <target> is non-zero (for the |
| // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if |
| // the active query for either target is non-zero), if <id> is the name of an |
| // existing query object whose type does not match <target>, or if <id> is the |
| // active query object name for any query type, the error INVALID_OPERATION is |
| // generated. |
| |
| // Ensure no other queries are active |
| // NOTE: If other queries than occlusion are supported, we will need to check |
| // separately that: |
| // a) The query ID passed is not the current active query for any target/type |
| // b) There are no active queries for the requested target (and in the case |
| // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, |
| // no query may be active for either if glBeginQuery targets either. |
| for (int i = 0; i < QUERY_TYPE_COUNT; i++) |
| { |
| if (mState.activeQuery[i].get() != NULL) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| } |
| |
| QueryType qType; |
| switch (target) |
| { |
| case GL_ANY_SAMPLES_PASSED_EXT: |
| qType = QUERY_ANY_SAMPLES_PASSED; |
| break; |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: |
| qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; |
| break; |
| default: |
| ASSERT(false); |
| return; |
| } |
| |
| Query *queryObject = getQuery(query, true, target); |
| |
| // check that name was obtained with glGenQueries |
| if (!queryObject) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| // check for type mismatch |
| if (queryObject->getType() != target) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| // set query as active for specified target |
| mState.activeQuery[qType].set(queryObject); |
| |
| // begin query |
| queryObject->begin(); |
| } |
| |
| void Context::endQuery(GLenum target) |
| { |
| QueryType qType; |
| |
| switch (target) |
| { |
| case GL_ANY_SAMPLES_PASSED_EXT: |
| qType = QUERY_ANY_SAMPLES_PASSED; |
| break; |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: |
| qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; |
| break; |
| default: |
| ASSERT(false); |
| return; |
| } |
| |
| Query *queryObject = mState.activeQuery[qType].get(); |
| |
| if (queryObject == NULL) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| queryObject->end(); |
| |
| mState.activeQuery[qType].set(NULL); |
| } |
| |
| void Context::setFramebufferZero(Framebuffer *buffer) |
| { |
| delete mFramebufferMap[0]; |
| mFramebufferMap[0] = buffer; |
| if (mState.drawFramebuffer == 0) |
| { |
| mBoundDrawFramebuffer = buffer; |
| } |
| } |
| |
| void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) |
| { |
| Renderbuffer *renderbufferObject = mState.renderbuffer.get(); |
| renderbufferObject->setStorage(renderbuffer); |
| } |
| |
| Framebuffer *Context::getFramebuffer(unsigned int handle) |
| { |
| FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle); |
| |
| if (framebuffer == mFramebufferMap.end()) |
| { |
| return NULL; |
| } |
| else |
| { |
| return framebuffer->second; |
| } |
| } |
| |
| Fence *Context::getFence(unsigned int handle) |
| { |
| FenceMap::iterator fence = mFenceMap.find(handle); |
| |
| if (fence == mFenceMap.end()) |
| { |
| return NULL; |
| } |
| else |
| { |
| return fence->second; |
| } |
| } |
| |
| Query *Context::getQuery(unsigned int handle, bool create, GLenum type) |
| { |
| QueryMap::iterator query = mQueryMap.find(handle); |
| |
| if (query == mQueryMap.end()) |
| { |
| return NULL; |
| } |
| else |
| { |
| if (!query->second && create) |
| { |
| query->second = new Query(handle, type); |
| query->second->addRef(); |
| } |
| return query->second; |
| } |
| } |
| |
| Buffer *Context::getArrayBuffer() |
| { |
| return mState.arrayBuffer.get(); |
| } |
| |
| Buffer *Context::getElementArrayBuffer() |
| { |
| return mState.elementArrayBuffer.get(); |
| } |
| |
| ProgramBinary *Context::getCurrentProgramBinary() |
| { |
| return mCurrentProgramBinary.get(); |
| } |
| |
| Texture2D *Context::getTexture2D() |
| { |
| return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); |
| } |
| |
| TextureCubeMap *Context::getTextureCubeMap() |
| { |
| return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); |
| } |
| |
| Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) |
| { |
| GLuint texid = mState.samplerTexture[type][sampler].id(); |
| |
| if (texid == 0) // Special case: 0 refers to different initial textures based on the target |
| { |
| switch (type) |
| { |
| default: UNREACHABLE(); |
| case TEXTURE_2D: return mTexture2DZero.get(); |
| case TEXTURE_CUBE: return mTextureCubeMapZero.get(); |
| } |
| } |
| |
| return mState.samplerTexture[type][sampler].get(); |
| } |
| |
| bool Context::getBooleanv(GLenum pname, GLboolean *params) |
| { |
| switch (pname) |
| { |
| case GL_SHADER_COMPILER: *params = GL_TRUE; break; |
| case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; |
| case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; |
| case GL_COLOR_WRITEMASK: |
| params[0] = mState.colorMaskRed; |
| params[1] = mState.colorMaskGreen; |
| params[2] = mState.colorMaskBlue; |
| params[3] = mState.colorMaskAlpha; |
| break; |
| case GL_CULL_FACE: *params = mState.cullFace; break; |
| case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break; |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break; |
| case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break; |
| case GL_SCISSOR_TEST: *params = mState.scissorTest; break; |
| case GL_STENCIL_TEST: *params = mState.stencilTest; break; |
| case GL_DEPTH_TEST: *params = mState.depthTest; break; |
| case GL_BLEND: *params = mState.blend; break; |
| case GL_DITHER: *params = mState.dither; break; |
| case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Context::getFloatv(GLenum pname, GLfloat *params) |
| { |
| // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation |
| // because it is stored as a float, despite the fact that the GL ES 2.0 spec names |
| // GetIntegerv as its native query function. As it would require conversion in any |
| // case, this should make no difference to the calling application. |
| switch (pname) |
| { |
| case GL_LINE_WIDTH: *params = mState.lineWidth; break; |
| case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; |
| case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; |
| case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; |
| case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; |
| case GL_ALIASED_LINE_WIDTH_RANGE: |
| params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN; |
| params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX; |
| break; |
| case GL_ALIASED_POINT_SIZE_RANGE: |
| params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN; |
| params[1] = getMaximumPointSize(); |
| break; |
| case GL_DEPTH_RANGE: |
| params[0] = mState.zNear; |
| params[1] = mState.zFar; |
| break; |
| case GL_COLOR_CLEAR_VALUE: |
| params[0] = mState.colorClearValue.red; |
| params[1] = mState.colorClearValue.green; |
| params[2] = mState.colorClearValue.blue; |
| params[3] = mState.colorClearValue.alpha; |
| break; |
| case GL_BLEND_COLOR: |
| params[0] = mState.blendColor.red; |
| params[1] = mState.blendColor.green; |
| params[2] = mState.blendColor.blue; |
| params[3] = mState.blendColor.alpha; |
| break; |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: |
| if (!supportsTextureFilterAnisotropy()) |
| { |
| return false; |
| } |
| *params = mMaxTextureAnisotropy; |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Context::getIntegerv(GLenum pname, GLint *params) |
| { |
| // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation |
| // because it is stored as a float, despite the fact that the GL ES 2.0 spec names |
| // GetIntegerv as its native query function. As it would require conversion in any |
| // case, this should make no difference to the calling application. You may find it in |
| // Context::getFloatv. |
| switch (pname) |
| { |
| case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break; |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break; |
| case GL_MAX_VARYING_VECTORS: *params = getMaximumVaryingVectors(); break; |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break; |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = getMaximumVertexTextureImageUnits(); break; |
| case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break; |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = getMaximumFragmentUniformVectors(); break; |
| case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break; |
| case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; |
| case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; |
| case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break; |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.id(); break; |
| //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE |
| case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; |
| case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; |
| case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.id(); break; |
| case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; |
| case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mState.packReverseRowOrder; break; |
| case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; |
| case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; |
| case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; |
| case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; |
| case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; |
| case GL_STENCIL_REF: *params = mState.stencilRef; break; |
| case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; |
| case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; |
| case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; |
| case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; |
| case GL_STENCIL_FAIL: *params = mState.stencilFail; break; |
| case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; |
| case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; |
| case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; |
| case GL_DEPTH_FUNC: *params = mState.depthFunc; break; |
| case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; |
| case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; |
| case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; |
| case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; |
| case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; |
| case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; |
| case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; |
| case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; |
| case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; |
| case GL_SUBPIXEL_BITS: *params = 4; break; |
| case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break; |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = getMaximumCubeTextureDimension(); break; |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: |
| params[0] = mNumCompressedTextureFormats; |
| break; |
| case GL_MAX_SAMPLES_ANGLE: |
| { |
| GLsizei maxSamples = getMaxSupportedSamples(); |
| if (maxSamples != 0) |
| { |
| *params = maxSamples; |
| } |
| else |
| { |
| return false; |
| } |
| |
| break; |
| } |
| case GL_SAMPLE_BUFFERS: |
| case GL_SAMPLES: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE) |
| { |
| switch (pname) |
| { |
| case GL_SAMPLE_BUFFERS: |
| if (framebuffer->getSamples() != 0) |
| { |
| *params = 1; |
| } |
| else |
| { |
| *params = 0; |
| } |
| break; |
| case GL_SAMPLES: |
| *params = framebuffer->getSamples(); |
| break; |
| } |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: |
| { |
| GLenum format, type; |
| if (getCurrentReadFormatType(&format, &type)) |
| { |
| if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT) |
| *params = format; |
| else |
| *params = type; |
| } |
| } |
| break; |
| case GL_MAX_VIEWPORT_DIMS: |
| { |
| int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension()); |
| params[0] = maxDimension; |
| params[1] = maxDimension; |
| } |
| break; |
| case GL_COMPRESSED_TEXTURE_FORMATS: |
| { |
| if (supportsDXT1Textures()) |
| { |
| *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; |
| } |
| if (supportsDXT3Textures()) |
| { |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; |
| } |
| if (supportsDXT5Textures()) |
| { |
| *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; |
| } |
| } |
| break; |
| case GL_VIEWPORT: |
| params[0] = mState.viewportX; |
| params[1] = mState.viewportY; |
| params[2] = mState.viewportWidth; |
| params[3] = mState.viewportHeight; |
| break; |
| case GL_SCISSOR_BOX: |
| params[0] = mState.scissorX; |
| params[1] = mState.scissorY; |
| params[2] = mState.scissorWidth; |
| params[3] = mState.scissorHeight; |
| break; |
| case GL_CULL_FACE_MODE: *params = mState.cullMode; break; |
| case GL_FRONT_FACE: *params = mState.frontFace; break; |
| case GL_RED_BITS: |
| case GL_GREEN_BITS: |
| case GL_BLUE_BITS: |
| case GL_ALPHA_BITS: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); |
| |
| if (colorbuffer) |
| { |
| switch (pname) |
| { |
| case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; |
| case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; |
| case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; |
| case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; |
| } |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_DEPTH_BITS: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); |
| |
| if (depthbuffer) |
| { |
| *params = depthbuffer->getDepthSize(); |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_STENCIL_BITS: |
| { |
| gl::Framebuffer *framebuffer = getDrawFramebuffer(); |
| gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); |
| |
| if (stencilbuffer) |
| { |
| *params = stencilbuffer->getStencilSize(); |
| } |
| else |
| { |
| *params = 0; |
| } |
| } |
| break; |
| case GL_TEXTURE_BINDING_2D: |
| { |
| if (mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1) |
| { |
| error(GL_INVALID_OPERATION); |
| return false; |
| } |
| |
| *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id(); |
| } |
| break; |
| case GL_TEXTURE_BINDING_CUBE_MAP: |
| { |
| if (mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1) |
| { |
| error(GL_INVALID_OPERATION); |
| return false; |
| } |
| |
| *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id(); |
| } |
| break; |
| case GL_RESET_NOTIFICATION_STRATEGY_EXT: |
| *params = mResetStrategy; |
| break; |
| case GL_NUM_PROGRAM_BINARY_FORMATS_OES: |
| *params = 1; |
| break; |
| case GL_PROGRAM_BINARY_FORMATS_OES: |
| *params = GL_PROGRAM_BINARY_ANGLE; |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) |
| { |
| // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation |
| // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due |
| // to the fact that it is stored internally as a float, and so would require conversion |
| // if returned from Context::getIntegerv. Since this conversion is already implemented |
| // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we |
| // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling |
| // application. |
| switch (pname) |
| { |
| case GL_COMPRESSED_TEXTURE_FORMATS: |
| { |
| *type = GL_INT; |
| *numParams = mNumCompressedTextureFormats; |
| } |
| break; |
| case GL_SHADER_BINARY_FORMATS: |
| { |
| *type = GL_INT; |
| *numParams = 0; |
| } |
| break; |
| case GL_MAX_VERTEX_ATTRIBS: |
| case GL_MAX_VERTEX_UNIFORM_VECTORS: |
| case GL_MAX_VARYING_VECTORS: |
| case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_TEXTURE_IMAGE_UNITS: |
| case GL_MAX_FRAGMENT_UNIFORM_VECTORS: |
| case GL_MAX_RENDERBUFFER_SIZE: |
| case GL_NUM_SHADER_BINARY_FORMATS: |
| case GL_NUM_COMPRESSED_TEXTURE_FORMATS: |
| case GL_ARRAY_BUFFER_BINDING: |
| case GL_FRAMEBUFFER_BINDING: |
| case GL_RENDERBUFFER_BINDING: |
| case GL_CURRENT_PROGRAM: |
| case GL_PACK_ALIGNMENT: |
| case GL_PACK_REVERSE_ROW_ORDER_ANGLE: |
| case GL_UNPACK_ALIGNMENT: |
| case GL_GENERATE_MIPMAP_HINT: |
| case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: |
| case GL_RED_BITS: |
| case GL_GREEN_BITS: |
| case GL_BLUE_BITS: |
| case GL_ALPHA_BITS: |
| case GL_DEPTH_BITS: |
| case GL_STENCIL_BITS: |
| case GL_ELEMENT_ARRAY_BUFFER_BINDING: |
| case GL_CULL_FACE_MODE: |
| case GL_FRONT_FACE: |
| case GL_ACTIVE_TEXTURE: |
| case GL_STENCIL_FUNC: |
| case GL_STENCIL_VALUE_MASK: |
| case GL_STENCIL_REF: |
| case GL_STENCIL_FAIL: |
| case GL_STENCIL_PASS_DEPTH_FAIL: |
| case GL_STENCIL_PASS_DEPTH_PASS: |
| case GL_STENCIL_BACK_FUNC: |
| case GL_STENCIL_BACK_VALUE_MASK: |
| case GL_STENCIL_BACK_REF: |
| case GL_STENCIL_BACK_FAIL: |
| case GL_STENCIL_BACK_PASS_DEPTH_FAIL: |
| case GL_STENCIL_BACK_PASS_DEPTH_PASS: |
| case GL_DEPTH_FUNC: |
| case GL_BLEND_SRC_RGB: |
| case GL_BLEND_SRC_ALPHA: |
| case GL_BLEND_DST_RGB: |
| case GL_BLEND_DST_ALPHA: |
| case GL_BLEND_EQUATION_RGB: |
| case GL_BLEND_EQUATION_ALPHA: |
| case GL_STENCIL_WRITEMASK: |
| case GL_STENCIL_BACK_WRITEMASK: |
| case GL_STENCIL_CLEAR_VALUE: |
| case GL_SUBPIXEL_BITS: |
| case GL_MAX_TEXTURE_SIZE: |
| case GL_MAX_CUBE_MAP_TEXTURE_SIZE: |
| case GL_SAMPLE_BUFFERS: |
| case GL_SAMPLES: |
| case GL_IMPLEMENTATION_COLOR_READ_TYPE: |
| case GL_IMPLEMENTATION_COLOR_READ_FORMAT: |
| case GL_TEXTURE_BINDING_2D: |
| case GL_TEXTURE_BINDING_CUBE_MAP: |
| case GL_RESET_NOTIFICATION_STRATEGY_EXT: |
| case GL_NUM_PROGRAM_BINARY_FORMATS_OES: |
| case GL_PROGRAM_BINARY_FORMATS_OES: |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| break; |
| case GL_MAX_SAMPLES_ANGLE: |
| { |
| if (getMaxSupportedSamples() != 0) |
| { |
| *type = GL_INT; |
| *numParams = 1; |
| } |
| else |
| { |
| return false; |
| } |
| } |
| break; |
| case GL_MAX_VIEWPORT_DIMS: |
| { |
| *type = GL_INT; |
| *numParams = 2; |
| } |
| break; |
| case GL_VIEWPORT: |
| case GL_SCISSOR_BOX: |
| { |
| *type = GL_INT; |
| *numParams = 4; |
| } |
| break; |
| case GL_SHADER_COMPILER: |
| case GL_SAMPLE_COVERAGE_INVERT: |
| case GL_DEPTH_WRITEMASK: |
| case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, |
| case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. |
| case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural |
| case GL_SAMPLE_COVERAGE: |
| case GL_SCISSOR_TEST: |
| case GL_STENCIL_TEST: |
| case GL_DEPTH_TEST: |
| case GL_BLEND: |
| case GL_DITHER: |
| case GL_CONTEXT_ROBUST_ACCESS_EXT: |
| { |
| *type = GL_BOOL; |
| *numParams = 1; |
| } |
| break; |
| case GL_COLOR_WRITEMASK: |
| { |
| *type = GL_BOOL; |
| *numParams = 4; |
| } |
| break; |
| case GL_POLYGON_OFFSET_FACTOR: |
| case GL_POLYGON_OFFSET_UNITS: |
| case GL_SAMPLE_COVERAGE_VALUE: |
| case GL_DEPTH_CLEAR_VALUE: |
| case GL_LINE_WIDTH: |
| { |
| *type = GL_FLOAT; |
| *numParams = 1; |
| } |
| break; |
| case GL_ALIASED_LINE_WIDTH_RANGE: |
| case GL_ALIASED_POINT_SIZE_RANGE: |
| case GL_DEPTH_RANGE: |
| { |
| *type = GL_FLOAT; |
| *numParams = 2; |
| } |
| break; |
| case GL_COLOR_CLEAR_VALUE: |
| case GL_BLEND_COLOR: |
| { |
| *type = GL_FLOAT; |
| *numParams = 4; |
| } |
| break; |
| case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: |
| if (!supportsTextureFilterAnisotropy()) |
| { |
| return false; |
| } |
| *type = GL_FLOAT; |
| *numParams = 1; |
| break; |
| default: |
| return false; |
| } |
| |
| return true; |
| } |
| |
| // Applies the render target surface, depth stencil surface, viewport rectangle and |
| // scissor rectangle to the Direct3D 9 device |
| bool Context::applyRenderTarget(bool ignoreViewport) |
| { |
| Framebuffer *framebufferObject = getDrawFramebuffer(); |
| |
| if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) |
| { |
| return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); |
| } |
| |
| // if there is no color attachment we must synthesize a NULL colorattachment |
| // to keep the D3D runtime happy. This should only be possible if depth texturing. |
| Renderbuffer *renderbufferObject = NULL; |
| if (framebufferObject->getColorbufferType() != GL_NONE) |
| { |
| renderbufferObject = framebufferObject->getColorbuffer(); |
| } |
| else |
| { |
| renderbufferObject = framebufferObject->getNullColorbuffer(); |
| } |
| if (!renderbufferObject) |
| { |
| ERR("unable to locate renderbuffer for FBO."); |
| return false; |
| } |
| |
| bool renderTargetChanged = false; |
| unsigned int renderTargetSerial = renderbufferObject->getSerial(); |
| if (renderTargetSerial != mAppliedRenderTargetSerial) |
| { |
| IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget(); |
| if (!renderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return false; // Context must be lost |
| } |
| mDevice->SetRenderTarget(0, renderTarget); |
| mAppliedRenderTargetSerial = renderTargetSerial; |
| mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets. |
| renderTargetChanged = true; |
| renderTarget->Release(); |
| } |
| |
| IDirect3DSurface9 *depthStencil = NULL; |
| unsigned int depthbufferSerial = 0; |
| unsigned int stencilbufferSerial = 0; |
| if (framebufferObject->getDepthbufferType() != GL_NONE) |
| { |
| Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer(); |
| depthStencil = depthbuffer->getDepthStencil(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| return false; |
| } |
| |
| depthbufferSerial = depthbuffer->getSerial(); |
| } |
| else if (framebufferObject->getStencilbufferType() != GL_NONE) |
| { |
| Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer(); |
| depthStencil = stencilbuffer->getDepthStencil(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| return false; |
| } |
| |
| stencilbufferSerial = stencilbuffer->getSerial(); |
| } |
| |
| if (depthbufferSerial != mAppliedDepthbufferSerial || |
| stencilbufferSerial != mAppliedStencilbufferSerial || |
| !mDepthStencilInitialized) |
| { |
| mDevice->SetDepthStencilSurface(depthStencil); |
| mAppliedDepthbufferSerial = depthbufferSerial; |
| mAppliedStencilbufferSerial = stencilbufferSerial; |
| mDepthStencilInitialized = true; |
| } |
| |
| if (depthStencil) |
| { |
| depthStencil->Release(); |
| } |
| |
| if (!mRenderTargetDescInitialized || renderTargetChanged) |
| { |
| IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget(); |
| if (!renderTarget) |
| { |
| return false; // Context must be lost |
| } |
| renderTarget->GetDesc(&mRenderTargetDesc); |
| mRenderTargetDescInitialized = true; |
| renderTarget->Release(); |
| } |
| |
| D3DVIEWPORT9 viewport; |
| |
| float zNear = clamp01(mState.zNear); |
| float zFar = clamp01(mState.zFar); |
| |
| if (ignoreViewport) |
| { |
| viewport.X = 0; |
| viewport.Y = 0; |
| viewport.Width = mRenderTargetDesc.Width; |
| viewport.Height = mRenderTargetDesc.Height; |
| viewport.MinZ = 0.0f; |
| viewport.MaxZ = 1.0f; |
| } |
| else |
| { |
| viewport.X = clamp(mState.viewportX, 0L, static_cast<LONG>(mRenderTargetDesc.Width)); |
| viewport.Y = clamp(mState.viewportY, 0L, static_cast<LONG>(mRenderTargetDesc.Height)); |
| viewport.Width = clamp(mState.viewportWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X)); |
| viewport.Height = clamp(mState.viewportHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y)); |
| viewport.MinZ = zNear; |
| viewport.MaxZ = zFar; |
| } |
| |
| if (viewport.Width <= 0 || viewport.Height <= 0) |
| { |
| return false; // Nothing to render |
| } |
| |
| if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0) |
| { |
| mDevice->SetViewport(&viewport); |
| mSetViewport = viewport; |
| mViewportInitialized = true; |
| mDxUniformsDirty = true; |
| } |
| |
| if (mScissorStateDirty) |
| { |
| if (mState.scissorTest) |
| { |
| RECT rect; |
| rect.left = clamp(mState.scissorX, 0L, static_cast<LONG>(mRenderTargetDesc.Width)); |
| rect.top = clamp(mState.scissorY, 0L, static_cast<LONG>(mRenderTargetDesc.Height)); |
| rect.right = clamp(mState.scissorX + mState.scissorWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width)); |
| rect.bottom = clamp(mState.scissorY + mState.scissorHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height)); |
| mDevice->SetScissorRect(&rect); |
| mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); |
| } |
| |
| mScissorStateDirty = false; |
| } |
| |
| if (mState.currentProgram && mDxUniformsDirty) |
| { |
| ProgramBinary *programBinary = getCurrentProgramBinary(); |
| |
| GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation(); |
| GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height}; |
| programBinary->setUniform2fv(halfPixelSize, 1, xy); |
| |
| // These values are used for computing gl_FragCoord in Program::linkVaryings(). |
| GLint coord = programBinary->getDxCoordLocation(); |
| GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f, |
| (float)mState.viewportX + mState.viewportWidth / 2.0f, |
| (float)mState.viewportY + mState.viewportHeight / 2.0f}; |
| programBinary->setUniform4fv(coord, 1, whxy); |
| |
| GLint depth = programBinary->getDxDepthLocation(); |
| GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f}; |
| programBinary->setUniform2fv(depth, 1, dz); |
| |
| GLint depthRange = programBinary->getDxDepthRangeLocation(); |
| GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; |
| programBinary->setUniform3fv(depthRange, 1, nearFarDiff); |
| mDxUniformsDirty = false; |
| } |
| |
| return true; |
| } |
| |
| // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device |
| void Context::applyState(GLenum drawMode) |
| { |
| ProgramBinary *programBinary = getCurrentProgramBinary(); |
| |
| Framebuffer *framebufferObject = getDrawFramebuffer(); |
| |
| GLint frontCCW = programBinary->getDxFrontCCWLocation(); |
| GLint ccw = (mState.frontFace == GL_CCW); |
| programBinary->setUniform1iv(frontCCW, 1, &ccw); |
| |
| GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation(); |
| GLint alwaysFront = !isTriangleMode(drawMode); |
| programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront); |
| |
| D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier(); |
| bool zeroColorMaskAllowed = identifier->VendorId != 0x1002; |
| // Apparently some ATI cards have a bug where a draw with a zero color |
| // write mask can cause later draws to have incorrect results. Instead, |
| // set a nonzero color write mask but modify the blend state so that no |
| // drawing is done. |
| // http://code.google.com/p/angleproject/issues/detail?id=169 |
| |
| if (mCullStateDirty || mFrontFaceDirty) |
| { |
| if (mState.cullFace) |
| { |
| mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); |
| } |
| |
| mCullStateDirty = false; |
| } |
| |
| if (mDepthStateDirty) |
| { |
| if (mState.depthTest) |
| { |
| mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); |
| mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); |
| } |
| |
| mDepthStateDirty = false; |
| } |
| |
| if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty)) |
| { |
| mBlendStateDirty = true; |
| mMaskStateDirty = true; |
| } |
| |
| if (mBlendStateDirty) |
| { |
| if (mState.blend) |
| { |
| mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); |
| |
| if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && |
| mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) |
| { |
| mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha), |
| unorm<8>(mState.blendColor.alpha), |
| unorm<8>(mState.blendColor.alpha), |
| unorm<8>(mState.blendColor.alpha))); |
| } |
| |
| mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB)); |
| mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB)); |
| mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB)); |
| |
| if (mState.sourceBlendRGB != mState.sourceBlendAlpha || |
| mState.destBlendRGB != mState.destBlendAlpha || |
| mState.blendEquationRGB != mState.blendEquationAlpha) |
| { |
| mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); |
| |
| mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha)); |
| mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha)); |
| mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); |
| } |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); |
| } |
| |
| mBlendStateDirty = false; |
| } |
| |
| if (mStencilStateDirty || mFrontFaceDirty) |
| { |
| if (mState.stencilTest && framebufferObject->hasStencil()) |
| { |
| mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); |
| mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE); |
| |
| // FIXME: Unsupported by D3D9 |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF; |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK; |
| const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK; |
| if (mState.stencilWritemask != mState.stencilBackWritemask || |
| mState.stencilRef != mState.stencilBackRef || |
| mState.stencilMask != mState.stencilBackMask) |
| { |
| ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL."); |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| // get the maximum size of the stencil ref |
| gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer(); |
| GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask); |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, |
| es2dx::ConvertComparison(mState.stencilFunc)); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, |
| es2dx::ConvertStencilOp(mState.stencilFail)); |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, |
| es2dx::ConvertStencilOp(mState.stencilPassDepthFail)); |
| mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, |
| es2dx::ConvertStencilOp(mState.stencilPassDepthPass)); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask); |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, |
| es2dx::ConvertComparison(mState.stencilBackFunc)); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask); |
| |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, |
| es2dx::ConvertStencilOp(mState.stencilBackFail)); |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, |
| es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail)); |
| mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, |
| es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass)); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); |
| } |
| |
| mStencilStateDirty = false; |
| mFrontFaceDirty = false; |
| } |
| |
| if (mMaskStateDirty) |
| { |
| int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, |
| mState.colorMaskBlue, mState.colorMaskAlpha); |
| if (colorMask == 0 && !zeroColorMaskAllowed) |
| { |
| // Enable green channel, but set blending so nothing will be drawn. |
| mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN); |
| mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); |
| |
| mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO); |
| mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); |
| mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask); |
| } |
| mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE); |
| |
| mMaskStateDirty = false; |
| } |
| |
| if (mPolygonOffsetStateDirty) |
| { |
| if (mState.polygonOffsetFill) |
| { |
| gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer(); |
| if (depthbuffer) |
| { |
| mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor)); |
| float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); |
| mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias)); |
| } |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0); |
| mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0); |
| } |
| |
| mPolygonOffsetStateDirty = false; |
| } |
| |
| if (mSampleStateDirty) |
| { |
| if (mState.sampleAlphaToCoverage) |
| { |
| FIXME("Sample alpha to coverage is unimplemented."); |
| } |
| |
| mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE); |
| if (mState.sampleCoverage) |
| { |
| unsigned int mask = 0; |
| if (mState.sampleCoverageValue != 0) |
| { |
| float threshold = 0.5f; |
| |
| for (int i = 0; i < framebufferObject->getSamples(); ++i) |
| { |
| mask <<= 1; |
| |
| if ((i + 1) * mState.sampleCoverageValue >= threshold) |
| { |
| threshold += 1.0f; |
| mask |= 1; |
| } |
| } |
| } |
| |
| if (mState.sampleCoverageInvert) |
| { |
| mask = ~mask; |
| } |
| |
| mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); |
| } |
| |
| mSampleStateDirty = false; |
| } |
| |
| if (mDitherStateDirty) |
| { |
| mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE); |
| |
| mDitherStateDirty = false; |
| } |
| } |
| |
| GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw) |
| { |
| TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; |
| |
| GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances); |
| if (err != GL_NO_ERROR) |
| { |
| return err; |
| } |
| |
| ProgramBinary *programBinary = getCurrentProgramBinary(); |
| return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, repeatDraw); |
| } |
| |
| // Applies the indices and element array bindings to the Direct3D 9 device |
| GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) |
| { |
| GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo); |
| |
| if (err == GL_NO_ERROR) |
| { |
| if (indexInfo->serial != mAppliedIBSerial) |
| { |
| mDevice->SetIndices(indexInfo->indexBuffer); |
| mAppliedIBSerial = indexInfo->serial; |
| } |
| } |
| |
| return err; |
| } |
| |
| // Applies the shaders and shader constants to the Direct3D 9 device |
| void Context::applyShaders() |
| { |
| ProgramBinary *programBinary = getCurrentProgramBinary(); |
| |
| if (programBinary->getSerial() != mAppliedProgramBinarySerial) |
| { |
| IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader(); |
| IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader(); |
| |
| mDevice->SetPixelShader(pixelShader); |
| mDevice->SetVertexShader(vertexShader); |
| programBinary->dirtyAllUniforms(); |
| mAppliedProgramBinarySerial = programBinary->getSerial(); |
| } |
| |
| programBinary->applyUniforms(); |
| } |
| |
| // Applies the textures and sampler states to the Direct3D 9 device |
| void Context::applyTextures() |
| { |
| applyTextures(SAMPLER_PIXEL); |
| |
| if (mSupportsVertexTexture) |
| { |
| applyTextures(SAMPLER_VERTEX); |
| } |
| } |
| |
| // For each Direct3D 9 sampler of either the pixel or vertex stage, |
| // looks up the corresponding OpenGL texture image unit and texture type, |
| // and sets the texture and its addressing/filtering state (or NULL when inactive). |
| void Context::applyTextures(SamplerType type) |
| { |
| ProgramBinary *programBinary = getCurrentProgramBinary(); |
| |
| int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; // Range of Direct3D 9 samplers of given sampler type |
| unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS; |
| int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0; |
| int samplerRange = programBinary->getUsedSamplerRange(type); |
| |
| for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++) |
| { |
| int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index |
| int d3dSampler = samplerIndex + d3dSamplerOffset; |
| |
| if (textureUnit != -1) |
| { |
| TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex); |
| |
| Texture *texture = getSamplerTexture(textureUnit, textureType); |
| |
| if (!texture->isSamplerComplete()) |
| { |
| texture = getIncompleteTexture(textureType); |
| } |
| |
| unsigned int texSerial = texture->getTextureSerial(); |
| |
| if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages()) |
| { |
| IDirect3DBaseTexture9 *d3dTexture = texture->getTexture(); |
| |
| if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters()) |
| { |
| GLenum wrapS = texture->getWrapS(); |
| GLenum wrapT = texture->getWrapT(); |
| GLenum minFilter = texture->getMinFilter(); |
| GLenum magFilter = texture->getMagFilter(); |
| float maxAnisotropy = texture->getMaxAnisotropy(); |
| |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS)); |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT)); |
| |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter, maxAnisotropy)); |
| D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter; |
| es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter, maxAnisotropy); |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter); |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter); |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, texture->getLodOffset()); |
| |
| if (supportsTextureFilterAnisotropy()) |
| { |
| mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)maxAnisotropy); |
| } |
| } |
| |
| if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages()) |
| { |
| mDevice->SetTexture(d3dSampler, d3dTexture); |
| } |
| |
| appliedTextureSerial[samplerIndex] = texSerial; |
| texture->resetDirty(); |
| } |
| } |
| else |
| { |
| if (appliedTextureSerial[samplerIndex] != 0) |
| { |
| mDevice->SetTexture(d3dSampler, NULL); |
| appliedTextureSerial[samplerIndex] = 0; |
| } |
| } |
| } |
| |
| for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++) |
| { |
| if (appliedTextureSerial[samplerIndex] != 0) |
| { |
| mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL); |
| appliedTextureSerial[samplerIndex] = 0; |
| } |
| } |
| } |
| |
| void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, |
| GLenum format, GLenum type, GLsizei *bufSize, void* pixels) |
| { |
| Framebuffer *framebuffer = getReadFramebuffer(); |
| |
| if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) |
| { |
| return error(GL_INVALID_FRAMEBUFFER_OPERATION); |
| } |
| |
| if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), mState.packAlignment); |
| // sized query sanity check |
| if (bufSize) |
| { |
| int requiredSize = outputPitch * height; |
| if (requiredSize > *bufSize) |
| { |
| return error(GL_INVALID_OPERATION); |
| } |
| } |
| |
| IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget(); |
| if (!renderTarget) |
| { |
| return; // Context must be lost, return silently |
| } |
| |
| D3DSURFACE_DESC desc; |
| renderTarget->GetDesc(&desc); |
| |
| if (desc.MultiSampleType != D3DMULTISAMPLE_NONE) |
| { |
| UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target |
| renderTarget->Release(); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| |
| HRESULT result; |
| IDirect3DSurface9 *systemSurface = NULL; |
| bool directToPixels = !getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() && |
| x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height && |
| desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE; |
| if (directToPixels) |
| { |
| // Use the pixels ptr as a shared handle to write directly into client's memory |
| result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, |
| D3DPOOL_SYSTEMMEM, &systemSurface, &pixels); |
| if (FAILED(result)) |
| { |
| // Try again without the shared handle |
| directToPixels = false; |
| } |
| } |
| |
| if (!directToPixels) |
| { |
| result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, |
| D3DPOOL_SYSTEMMEM, &systemSurface, NULL); |
| if (FAILED(result)) |
| { |
| ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); |
| renderTarget->Release(); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| } |
| |
| result = mDevice->GetRenderTargetData(renderTarget, systemSurface); |
| renderTarget->Release(); |
| renderTarget = NULL; |
| |
| if (FAILED(result)) |
| { |
| systemSurface->Release(); |
| |
| // It turns out that D3D will sometimes produce more error |
| // codes than those documented. |
| if (checkDeviceLost(result)) |
| return error(GL_OUT_OF_MEMORY); |
| else |
| { |
| UNREACHABLE(); |
| return; |
| } |
| |
| } |
| |
| if (directToPixels) |
| { |
| systemSurface->Release(); |
| return; |
| } |
| |
| RECT rect; |
| rect.left = clamp(x, 0L, static_cast<LONG>(desc.Width)); |
| rect.top = clamp(y, 0L, static_cast<LONG>(desc.Height)); |
| rect.right = clamp(x + width, 0L, static_cast<LONG>(desc.Width)); |
| rect.bottom = clamp(y + height, 0L, static_cast<LONG>(desc.Height)); |
| |
| D3DLOCKED_RECT lock; |
| result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY); |
| |
| if (FAILED(result)) |
| { |
| UNREACHABLE(); |
| systemSurface->Release(); |
| |
| return; // No sensible error to generate |
| } |
| |
| unsigned char *dest = (unsigned char*)pixels; |
| unsigned short *dest16 = (unsigned short*)pixels; |
| |
| unsigned char *source; |
| int inputPitch; |
| if (getPackReverseRowOrder()) |
| { |
| source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1); |
| inputPitch = -lock.Pitch; |
| } |
| else |
| { |
| source = (unsigned char*)lock.pBits; |
| inputPitch = lock.Pitch; |
| } |
| |
| unsigned int fastPixelSize = 0; |
| |
| if (desc.Format == D3DFMT_A8R8G8B8 && |
| format == GL_BGRA_EXT && |
| type == GL_UNSIGNED_BYTE) |
| { |
| fastPixelSize = 4; |
| } |
| else if ((desc.Format == D3DFMT_A4R4G4B4 && |
| format == GL_BGRA_EXT && |
| type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) || |
| (desc.Format == D3DFMT_A1R5G5B5 && |
| format == GL_BGRA_EXT && |
| type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT)) |
| { |
| fastPixelSize = 2; |
| } |
| else if (desc.Format == D3DFMT_A16B16G16R16F && |
| format == GL_RGBA && |
| type == GL_HALF_FLOAT_OES) |
| { |
| fastPixelSize = 8; |
| } |
| else if (desc.Format == D3DFMT_A32B32G32R32F && |
| format == GL_RGBA && |
| type == GL_FLOAT) |
| { |
| fastPixelSize = 16; |
| } |
| |
| for (int j = 0; j < rect.bottom - rect.top; j++) |
| { |
| if (fastPixelSize != 0) |
| { |
| // Fast path for formats which require no translation: |
| // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE |
| // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT |
| // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT |
| // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES |
| // D3DFMT_A32B32G32R32F to RGBA/FLOAT |
| // |
| // Note that buffers with no alpha go through the slow path below. |
| memcpy(dest + j * outputPitch, |
| source + j * inputPitch, |
| (rect.right - rect.left) * fastPixelSize); |
| continue; |
| } |
| else if (desc.Format == D3DFMT_A8R8G8B8 && |
| format == GL_RGBA && |
| type == GL_UNSIGNED_BYTE) |
| { |
| // Fast path for swapping red with blue |
| for (int i = 0; i < rect.right - rect.left; i++) |
| { |
| unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); |
| *(unsigned int*)(dest + 4 * i + j * outputPitch) = |
| (argb & 0xFF00FF00) | // Keep alpha and green |
| (argb & 0x00FF0000) >> 16 | // Move red to blue |
| (argb & 0x000000FF) << 16; // Move blue to red |
| } |
| continue; |
| } |
| |
| for (int i = 0; i < rect.right - rect.left; i++) |
| { |
| float r; |
| float g; |
|